Roleplay styles

The following are my observations from having been a roleplayer for over 40 years, and an online (sex and non-sex) roleplayer for over 30 years. Some may claim that we didn't have the internet that long ago, but guess what? We were connecting computers and roleplaying that way as far back as 1986 - and there were people there before me!

-- Dayvid - 11/16/2020

 

 

So let's be adult about this, and admit right up front that everyone thinks that the style of roleplay they're more comfortable with is the "right" way to roleplay.

 

And lets further admit that the style of roleplay you're most comfortable with is most likely the first one you tried - which is why it's imprinted on you as "right".

 

Relatively few people go outside their bubble and learn any but their first. And since they're in their bubble, they truly believe that their way is what the "majority" of roleplayers play. This is why some of you will look at one or the other of the following and say, "Well, that's not really roleplaying!"

 

The truth though, is that there are essentially TWO styles of roleplay, with a number of variations for each. And these two are significantly different.

 

SOLOIST- "I play one character, you play another."

In this style of roleplay, each person plays one character. These roleplays are typically one-off experiences of short duration and limited scope. They tend to be a single "scene" with the characters and setting defined in advance.

 

For chat rooms and apps, this is generally the preferred method. Nobody wants to wait while you type in several paragraphs in real-time. Much less pages.

 

These are usually played as 1st person, and most often, present tense. They usually have some dialog, and little narration. There's little to no story line or character development.

 

In this type of roleplay, God-moding or Bunnying is verboten. Those are not the same thing, but they are the same problem, and that is that the players feel like they are being manipulated against their will. Most people who have played this style have had this happen to them, and it's an unpleasant experience, so they tend to be "on guard" against it, often to the point of being overprotective of their character and actively seeking out anything that could possibly be construed as that, then getting all in a froth when they inevitably interpret something that way.

 

If you're looking for a sex play where you can just "get off" fairly quickly, this is the way to go. A pair of good Soloist-style players can have a good sexual "scene" or experience in anything from thirty minutes to seven hours, depending on how they write, how much they like to "edge" and so on. Mostly its 30 min to 2 hrs.

 

Some will want a "long term" roleplay in Soloist style. In my experience, "long term" Soloist means a few weeks at most.

 

CO-OP (aka Story-Style) - "Let's work together to make a deeper experience."

This style of roleplay is more of a cooperative effort to build a story together. So while each player typically starts with one or more "primary" characters, they exclusivity found in Soloist play is not nearly as critical. While some play this style first-person, most play third-person, as there's usually multiple characters involved, and that's a lot clearer in third-person.

 

These roleplays generally are much more long-term and "larger", including numerous "scenes" and NPC's (Non-Player Characters, or characters which don't really "belong" to either of the players). Generally speaking, they're not quite as sexually-oriented, at least not as a way of getting off quickly. It's quite common for such a story to have multiple climatic scenes, as well as some scenes with little to no sex at all. These are rarely "short term" by Soloist standards, and "long term" Co-Op can mean months or even years of enjoyment.

 

Those who prefer this style do so largely because both the story and the characters have far greater depth. Character, story, and relationship development are key for this type of play. As a result, the participants can develop a much deeper "feel" for the other character(s), and often find the experience much more satisfying.

 

God-moding or Bunnying isn't really an issue in this style of play, as it's pretty much inevitable that you'll sometimes have to "speak for" or "act for" the other person's Primary. However, it's good manners to keep this to the minimum necessary, and it's important to keep to the character's "personality" as defined by the primary's Player.

 

The size and complexity of this style of play requires a good deal of cooperation and a similar vision for the direction the story is taking. So it's common to include "OOC comments" (Out-Of-Character) so that one can let their partner know what they're steering towards. However, sometimes one player will need to "correct" something the other player wrote in the previous turn. There's nothing wrong with this - this is a cooperative effort after all. However, some (few/new) players can become deeply offended when something they've written is changed, and have a hissy fit over it. This usually stops happening after they've matured a bit as a Co-Op player.

 

In general, the in-between time on Co-Op is longer as well. Soloist is generally for quick back-and-forth, and an hour delay is too long. Co-Op may be hours, or even days between. For some, this is unacceptable. For others, the anticipation adds to the experience. Back in the old days, letters would take 2-14 days, and lovers would relish that anticipation. And yes, in the old days people roleplayed that way too. In fact, many pen-pals still do!

 

Which is Better?

Like I said at the beginning, this is largely determined by your first experiences with online roleplaying. The majority of new online roleplayers today start with texting, then move to chat-apps like, Wickr, Kik, Discord, and so on. And these days most start out using their phones rather than a computer with a keyboard. Consequently, most new players are ONLY familiar with Soloist style. Even Discord limits posts to 2000 characters (by default), and that's shorter than most Co-Op style posts can fit into.

 

Often players won't even know about Co-Op until they've been roleplaying for months or years, and start looking for a "deeper" experience. Often they'll be shot down by other new-ish roleplayers with the "that's not how you roleplay" argument and, finding nothing deeper, they give up roleplaying for a time. I've seen it happen. However, if they keep at least dabbling, they generally run into some Co-Op style eventually, and dive back in when they find there's more out there.

 

The opposite is also true, though more rarely. I've met writers who started out with Co-Op style and never even knew about Soloist style until "fell into" a chat room or started sexting with a friend or something like that which opened them up to the Soloist style.

 

There's also the mechanics. If all you have to type on is a phone, you'll probably never get into Co-Op. It just requires more text to express feelings, thoughts, and so on with multiple characters. On the other hand, if you have a keyboard, and touch-type, you can really lose yourself in creating your portions of the story; deeply connecting with the characters, especially your primary, as well as the other player's primary and some of the NPCs. When that happens, your writing becomes more expressive, and you can make a real connection with your co-author through the medium of the story.

 

Some Co-Op players consider Soloist roleplays to be "two-dimensional" - which isn't necessarily a bad thing. I've heard the analogy that Soloist is like cartoon stories while Co-Op is like a movie. Both can be highly enjoyable, and some people enjoy one type more than the other, while other people like both about equally.

 

So which is better for you depends on a number of factors. For some, they'll never want to try the other style. For others, trying the other can open a whole new world of roleplaying enjoyment.