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.:. EMOTE


Emote is the main command which precedes your In-Character actions.
It is one of the most important tools to Roleplay here on A Moment
in Tyme, along with many other useful roleplaying commands such as
pemote, npc and rpseek.

Syntax:
> emote <action>
> : <action>

Example:
> emote draws his cloak closer. "The wind has teeth tonight."

Everyone in the room will see:
Aros draws his cloak closer. "The wind has teeth tonight."

The colon is a short form of emote. Anything you put in double quotes
is shown in your talk color, and an action that begins with an
apostrophe or a comma is joined straight onto your name, so that
emote 's shoulders sag. comes out as Aros's shoulders sag.

All emotes are considered IC.

It is advised that all OOC conversation be kept solely to the osay
command. Using emote for OOC conversation could result in the loss of
the roleplaying experience privileges.

Some notes to keep in mind when typing an emote:

Emotes should be written in prose, unless your character is actually
reciting poetry. It should be styled such that the passage about your
character could be included in the Wheel of Time series itself. While
everyone will have his/her own style of writing - and we encourage
this - in general, try to write in a way that fits the general scope
of the world we are inhabiting and creating.

A point of note with regard to style choices: though the Wheel of Time
series is written in past tense, as a story being retold, our world is
a work in progress. Since we are creating this story as we go, rather
than trying to tell a story which has already happened, it is customary
to write emotes in present tense. In addition to creating the sense of
a living narrative, present tense provides a measure of clarity to
combat and allows 'open' emotes to flow more smoothly. See below for
an explanation of open emoting.

Emotes should be about external descriptors. Your emotes should not
include inner monologue unless the thoughts in your head can be clearly
seen in your expression or other external indicators.

Try to avoid this:

Fred walks along the streets of Caemlyn, ashamed that he had to leave
his hometown of Four Kings to come to this big city. He feels out of
place here and wants to leave as soon as possible.

Instead try this:

Fred walks slowly through the streets of Caemlyn, his eyes downcast more
often than not, and his shoulders hunched in on himself as he moves.
He tries his best to avoid contact with the large groups of people he
squeezes past, and each time he bumps into someone, he lets out a small
squeak of fear.

Your actions should speak for you. No one here is a mind reader, and
your descriptions should be sufficient to evoke the motivations behind
your actions for your fellow RPers.

Emotes should be inclusive of the others in the scene with you. This
means you should be mindful of the other PCs and allow them to
participate with you. Give them something to work with. This is also
a good habit to be in for the sake of 'open' emotes in combat.
Basically, think of even wordless emotes as one side of a conversation.

Try to avoid this:

Martha moves into the room and slinks into the corner, sitting down
quickly and folding her arms over her chest. Her cotton dress is nice,
but fairly simple and blue. She doesn't make eye contact with anyone
and seems bored by her surroundings.

Instead try this:

Martha slinks into the room quietly, her simple blue cotton dress
swirling softly around her ankles. As she quickly sits at an unoccupied
table, she tries to avoid meeting anyone's eyes, apparently uneasy about
her surroundings. With her arms folding over her chest, she seems both
defensive and vulnerable.

The subtle difference is that the first emote does not do anything to
encourage other players to approach your PC and include her in the
scene, while the second provides a reason for someone to address her
and draw you into the scene.

Emotes must be 'open' rather than 'closed'. This means that you cannot
dictate another character's response to any action you take. You must
always leave the resolution of your actions toward another character
up to that PC's player.

You must avoid this:

Adam swings his sword toward Bob's chest, the steel whistling through
the air as the sharp blade slices quickly across the intervening space.
The keen edge makes direct contact with Bob's ribs and slides along his
breastbone, parting the flesh in a spray of red.

Instead do this:

Adam swings his sword toward Bob's chest, the steel whistling through
the air as the sharp blade slices quickly across the intervening space.
His face is set in concentration and he strikes with a deadly will,
attempting to make direct contact with Bob's ribs and slide the keen
edge along the other man's breastbone.

The response to your attempt is up to your opponent in the scene, and
this is true whether in combat or in casual RP. Your actions cannot
dictate another player's response; you must allow other characters to
react. You, in turn, have the responsibility (and the right) to deliver
your own character's reply. Keep in mind that the more completely your
open emote is described, the better the chances are that it will be
answered appropriately.

See also: Pemote, RP, NPC, Policy, RPseek, Roleplay-Examples, IC,
Where, Osay





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