Wednesday, February 6, 2013

RP Etiquette Recommendations

Okay, that's the LAST of the theory, I promise. Everyone cheer, I am finally going to discuss things you should actually do while playing to observe proper etiquette. The good news: with all that boring theory out of the way, I'll be able to keep these explanations much shorter.
Don't narrate the success of actions directed against others, or belligerently demand a specific outcome, or otherwise "call hits." Duh. This falls squarely under "fair play." You don't like it when others narrate what happens to your character, so don't do the same to them. You can suggest certain outcomes, especially with weird actions, but keep in mind that no matter how forcefully you try to argue, it isn't up to you.
Don't narrate the failure of actions directed against you or spitefully understate the outcome to stonewall adversity or be a dick. Again, this falls under "fair play." Just as no one likes having their character narrated for them, they don't like "cheaters" who can never seem to be hit, are never injured and so forth. This mostly comes down to a personal judgement call in deciding whether to yield to your foe or not. Unfortunately, since no one can force you to yield, this can become an extremely contentious area of play and the lack of an easy, definitive and consistent way to determine who "wins" a comptetive situation is one of the biggest flaws in freestyle RP (stick around long enough and you are sure to be branded a godmodder at least once unless you consistently decide to lose). Using dice in a system like FORCE can remove much of the contentiousness, but many people have conflated freeform and freestyle RPing and refuse to accept you can have one without the other. As a result, you will inevitably encounter situations where you have to navigate the freestyle minefield. Again, this comes down mainly to personal judgement and keen sensitivity to issues of fair play in the end. It's fair to say this is the most most difficult aspect of online RP to master; be aware of the pitfalls (namely the potential for OOC arguments, RP stagnates if no one is willing to "lose", etc) and remember the ultimate goal is to have fun and create interesting storylines.
Just because your characters are competing, it doesn't mean that you as players should be competing. The over all tone and flow of an RP scene should be cooperative, even if the characters are being fiercely competitive. If you find yourself wanting to bicker, or "rules lawyer" over the minutia of a scene or otherwise try to "win" by being a smartass, step back and take a deep breath. You need to able to work with the people you're playing with to come to an agreeable (fun!) outcome. Give everyone the benefit of the doubt and act in good faith when resolving conflicts. Remember that most disagreements come from different interpretations of a scene or disagreements over the relative power levels of characters, not because the other person is an asshat godmodder scum who's just trying to ruin your day. Above all, don't push it. RP is simply not worth a major argument; if someone is being a prick, they'll be ostracized soon enough for their conduct. Just avoid playing with them if you feel cheated or let setting moderators take care of them.
Don't metagame or otherwise use cheap tricks to get ahead and "win." This is another biggie under fair play. One of the unspoken rules of RP is if your character can't plausibily have some bit of knowledge it can't be used IC. For instance, if you were lurking and witnessed some crucial bit of plotting, don't assume your character would possess that knowledge and use it to gain some advantage (such as lying in wait to ambush the plotters). Don't snidely slip in your character to try and get around this either. If you are participating in a particular scene this should be made clear up front and with the consent of the other players. To put it another way, if you're willing to rip apart the integrity of the RP world and to utterly defy plausibility and continuity for personal gain, you have no business RPing in an environment like Shards. The goal is not to "win" and certainly not to "win at any cost." Not only will you irritate all the other players by metagaming, you will effectively trash any good stories by shredding suspension of disbelief. Don't be a jackass and destroy other people's hard work.
Focus on creating interesting characters, not impressive stats sheets. As I have said many times, although RP can have gaming aspects to it, hardcore RP (and especially freeform RP) is far more than a game. While impressively maxed out stats sheets may impress your gamer buddies, they won't carry you very far in RP. Your primary goal is still to interact with other people. In order to do so, your characters need to be interesting and well thought out. This means they need a reasonable amount of background information, a developed personality and of course a good physical description. When developing all these aspects of your character, try not to lean on crutches like character class and other cliches. We aren't Barbarian/Ranger/Clerics in real life, so your characters shouldn't be either. While we have occupations, who we are as people isn't limited to our job. It can help to think in terms of the 5 Ws - Who, What, Where, When, Why - when drafting your character and background. Motivations play a very important role in guiding your RP, so you should pay attention to them in the character design phase. Finally, remember that you don't need to cram every last detail into your character's profile. Most of the background you create should be used as context to inform your RP, not explicated in a bio. It wont be easy, but hard work put into making a character in depth will make it easier to slide IC when you start playing.
Remember, the goal is to RP. When designing characters and in all other aspects of RP, some concessions to practical necessity must be made. While cold loners who always hang out in the shadows may seem like a good idea, years of experience have taught me they aren't. Right from the beginning, your characters need to have personalities (and other characteristics) that will facilitate them getting involved in the RP without requiring you to immediately break character. Other examples of concession to reality include "improbable coincidences" like characters always being in close proximity in a large city or minor physics violations like characters being able to reach geographically disparate locations in less than real time. Inflexible adherance to absolute realism at the expense of facilitating involvement is a fast way to kill an otherwise good RP, so don't do it.
Don't min/max or otherwise use powergaming tricks. Power, generally speaking, is undesirable in good RP. More specifically, power or other forms of mechanical/system based advantage should not be considered a primary goal in good RP. A lot of people have come up with rationalizations to justify excessive power in their characters. Examples include creating token disadvantages to somehow counterbalance advantages, claiming a character's longevity somehow entitles them to more power and so forth. Don't fall into this trap.
Power as an end goal is never a good idea in RP. Rather than trying to be the most powerful, you should aim for a character that is roughly average power for the setting. There is no one size fits all answer - a Dragon Ball setting chock full o' Saiyans is going to have different power expectations than an ultra-realistic medieval setting, for instance. Use some common sense - if your character can easily outmatch another character in the setting without any particular amount of cleverness, it is probably too powerful.
Once you've established the initial power level for your character, resist the urge to "level up." A lot of people claim "old" characters are entitled to more power; this is transparent cronyism at its worst. Power is not a function of the character, it is a function of the setting. Pushing the limits of acceptable power in a setting will distort the setting and pave the way to power level creep. To reiterate, you shouldn't be focusing on power. Create an interesting character first, then worry about its power insofar as making sure it fits in the setting. By restraining yourself you will force yourself to use creativity and cooperation in your RP, and will ultimately have a more enjoyable experience and be more fun to play with. Finally, even if you're using a system such as White Wolf, resist the urge to manipulate the mechanics - try to make the most what you're given instead of trying to roll up a "perfect" character.
Play for the right reasons. People RP for many reasons. Some of them are good and help the community. Others are, erm, dodgy. RP is not a way to work out your neurosis. RP is not a way to cruise around for csex. RP is not a way to become fantastically popular. If you are expecting any of these things out of your RP, please understand that your play is going to suffer greatly for it. Serious RPers are in it because RPing itself is fun. Playing characters is fun. Being part of an ongoing, improvised story is fun. This is more of a meta-RP skill, but it's just plain good etiquette as well. Most people will expect you to be playing to contribute to the play itself, not because you're expecting anything in particular out of it. If you could care less about story, don't give a rat's ass about continuity or don't care if your play excludes others because you're constantly popping off to a private room for a piece of cyber ass, do us all a favor and go elsewhere.
Don't try to play too many characters simultaneously. Shards provides you with 8 character slots. This should be more than enough for every decent player. At any one time, you really shouldn't have more than about 2 or 3 major characters going, and maybe a few smaller "bit" characters to fill in the times when you either don't feel like playing seriously, or cant easily get your main character in play without disrupting continuity. I've found that generally, unless you have absolutely no life, live in your parents basement and can spend 8 hours a day RPing, you just aren't going to have the time or energy for more. At least, not if you want your play to have any depth.
Don't spend all your time in Shards RPing. Yes, we're a community of RPers and we love what we do. But I tend to think balance is important. And in order to keep things in perspective and maintain a sense of community, you need to know the people you're playing with. You should spend at least a little time hanging out in the Void or other OOC areas, just getting to know the people you play with.
Politics and RP don't mix. This should go without saying, given the IC-OOC separation doctrine, but OOC events should have no bearing on the RP. Don't play politics with your RP. Don't use advancement in an RP, or participation in an RP or any other such things as a bargaining chip to curry favors with people. Conversely, don't demand people play a certain way or they'll never be your friend again or otherwise try to manipulate OOC relationships to get your way in an RP. Really, we should all be in this trying to have fun. Political BS is not fun (well, maybe it is if you're an MBA, but it isn't for me) - RP is, to a certain extent an escape from this kind of petty high school crap. The RP world really should be free of this kind of OOC taint. Any politics that occur in the RP should be strictly IC.
OOC secrets are good. You shouldn't feel the need to discuss all aspects of an RP, nor should you feel entitled to know all aspects of a play. If you're playing healthily, you'll cooperate and roll with any unexpected twists someone pulls on you. Spending time discussing the play when you could be RPing is a huge waste of time, and ultimately defeats the play and contributes to apathy. Don't discuss. Play. That said, you shouldn't be a dick about your secrets. Don't pull some plot defeating deus ex machina out of your ass - any secrets should be plausible and things that will create fun for all players.
Be original. This doesn't really fall under any of the general principles, but it's just plain good etiquette. It's more work, but you should play your own characters in original settings. Don't just rip something off from a book or movie and try to make it your own. At best this is cheap and disrespectful of the hard work other people are doing to create a fun and detailed world that feels "alive." At the worst, this can be seen as copyright infringement and illegal. While I'm on the topic, don't plagiarize. This goes beyond rude and genuinely is illegal, not to mention unethical. Don't do it. If you have to borrow a setting, at least create an original derivation from it instead of copying it wholesale (e.g. while a Star Wars spinoff play is still lame, it's less lame than trying to play Darth Vadar).
Don't be a dick to other players. There is no excuse, really. No matter how much you think you deserve to get your way, or how crappy you think other players are, or whatever, there is no excuse for being a dick. As I've tried to stress many times, the spirit of RP should ultimately be cooperation. We're working together to try to make interesting and fun stuff happen. If you disrespect, abuse or otherwise step all over other people, you will be contributing directly to the destruction of the community. While this may be fun for you, it has no place in a community like Shards and is guaranteed to get you kicked out of many settings.
Do be patient. Good roleplay is as much a matter of luck as it is hard work. Don't expect to be teh w0rlds gr34t3st roleplayer immediately. You will have many flops in your RP career, many false starts and many frustrating attempts where you seem to be ignored. Don't give up and don't stomp off in a huff. Just keep trying. Eventually through a combination of luck and a lot of work you will find something that just "clicks" and will find yourself having a blast and feeling amazingly privileged to be part of something excellent. Like any other human activity, RP has its ups and downs. You can have a lot of fun if you stick with it, but great RP is not something that will be handed to you on a silver platter.
Don't be afraid to walk away and don't overdo it. Don't feel compelled to "soldier on" for the benefit of others if you aren't having fun. The ultimate goal of RP is enjoyment. If you find yourself getting stressed, feeling angry/depressed or otherwise find RP is starting to dominate your life in negative ways, it is better to step back for a few days than to burn out. Other players will understand; we all have lives outside of Shards and no one player is so indispensible that things will fall apart in their absence. So relax, enjoy yourself, and remember that if things get too intense there's no harm in dropping out for a while. Additionally, if you just don't enjoy a particular RP or storyline at all, don't feel hesistant to drop out of it permanently. Finding plausible ways to write your character out is not difficult, and it's better to try and find something you do enjoy than to get bitter and apathetic about RP.
Consider posting your hours of availability somewhere convenient, along with the kinds of play you enjoy. This falls more under general advice than any must follow etiquette. Finding times when we can all get together and play is one of the more challenging aspects of online RP. We're spread across multiple time zones and different continents, and coordinating with other people can be a nightmare at times. You can improve your odds of finding players who share your interests if you let them know when you'll be available. Also, avoid lurking in your master account whenever possible and don't hide in private, invisible or invitation only rooms unless you have a pre-arranged RP date. Making yourself accessible for RP is just an important common courtesy if you're going to be spending time in Shards and hence consuming system resources. Finally, if no one is in your preferred area of play, don't hesistate to take a proactive approach in seeking others to play with. It's far better to take a risk on someone you don't know than to constantly wait around for your friends. You never know - that newbie may end up being an all star RPer!

Conclusion

That ends my little RP etiquette guide. I tried to be fairly comprehensive, but I haven't covered every little point. Use a little common sense when you are out playing and remember the basic doctrines of IC-OOC separation, consistency, fair play and cooperation and you should do well in. In the end, what I have laid out here are suggestions that you can take or leave. Everyone has their own style of RP, and to some extent you will have to find your own. I do tend to think these are very good guidelines, and following them can help foster a better, more cohesive RP community, but no one will be banned for ignoring them.

Meta-RP Skills

Okay, that's most of the theory out of the way. Before I get into specific examples, I just want to say a quick word about "Meta-RP" skills. These skills don't relate directly to the play itself, but still have enormous impact on the quality of RP you experience. "Meta-RP" roughly translates to "above RP" or "outside RP." In other words, these are OOC/interpersonal skills that relate to the roleplaying. Much of meta-RP concerns your general attitude and approach to RP, as opposed to specific rules governing what you do in play. Sadly, this area is frequently neglected and almost never discussed. If you want to be pretentious, these are just darn important life skills to have anyway, but it's especially important that you be able to apply these skills to RP. If no one is good at these things, the RP community will stagnate, and not a lot of actual playing will get done. I will list a few briefly.
  • Be able to work with others. This stems directly from the doctrine of cooperation. If you don't have a good grasp on the collaborative process, cant "read" other people or cant establish a healthy give and take with them as you develop an idea, you aren't going to get very far in your RP.
  • Be able to play for the good of the group. In addition to working well with others, you need to develop a perspective of RP being sort of like a team sport, and understand that you'll occasionally need to "take one for the team" to prevent everyone from losing. You need to be able to see when it's okay to play selfishly, and when doing so will result in a dead-end that kills the dynamics of a storyline.
  • Be able to take initiative and go out on a limb when the situation requires it. Television, the Actual Factual Devil of our day, has taught us all to be passive and wait to be entertained. This absolutely will not cut it in roleplay. The result of waiting around for an entertaining situation to occur is a lot of navel gazing and sitting around drinking your character's beverage of choice. The bottom line is if a roleplay is boring, it's your fault and you need to take the responsibility for correcting it. That said...
  • Understand which contributions are helpful, and which are more of a hindrance. The point of RP is...wait for it...RP! Elaborately planning a storyline with your buddies or making well written posts to a message board, while potentially interesting, don't actually contribute to RP. Building rooms, starting a new hub, creating scads of new, ever more detailed characters are all potentially fun - but they aren't RP. The number one way to get involved in Shards and contribute to the community is to just play. It seems obvious, but an amazing, even absurd number of people don't seem to grasp this simple concept. There are many specific things you can do to help out, depending on the situation. Sometimes this will mean taking on the role of a baddy and starting shit. Sometimes this will mean letting your character die, be abducted or otherwise suffer inconvenience. Very often this will mean doing something that isn't immediately gratifying or awe inspiringly amazing. For instance, going into a room you don't normally RP in instead of sitting around writing forum posts, playing with people you'd normally never play with, letting your storyline simmer in the background or go in a different direction, playing a "bit" part because your normal character just wont fit in or doesn't work as the center of action, being willing to jump into an RP even when it isn't "yours," being willing to allow people into "your" RP even when they haven't been invited are all valid and helpful contributions. The way to a lively and active RP community is paved through small, "invisible" contributions, not ego gratifying strokes of bold leadership and cunning plans.
    You need to develop your recognition factors in terms of what helps when, and an attitude that says "sure, I'll pitch in" no matter what. This can feel an awful lot like hard work at times. If you are serious about RP, and want to see your RP community thrive, you will be willing to roll up your sleeves and jump into the fray. It is essential that you understand that freeform RP is not about any one person or even group of people. Freeform RP is about everyone - the "goal" if you can use such a word is for everyone to enjoy themselves, and hopefully for interesting stories full of unexpected twists and turns to be crafted in the process.

Priciples of Roleplay

Okay, that's the mind numbing dictionary stuff out of the way. Prepare...to be bored! Before I outline some of the specific dos and don'ts of good RP, I'd like to dedicate some verbiage to more general principles that should be the underpinnings of your RP career. The rest of the guide will follow from these principles, so if you understand and adopt them as part of your RP philosophy, you will find the rest is easy. What I present here will be four principles or doctrines that I think are fundamental to any good roleplay, no matter what your other style preferences (e.g. freeform vs dice based) are.
#1 The Doctrine of IC-OOC separation.
Some couplings were just never meant to happen. Mustard and vanilla ice cream. The words military and intelligence. Anything and Janet Reno. The same is true for the IC and OOC realms. Essentially, what goes on IC should remain IC; conversely, what happens OOC should remain OOC. This doctrine has broad reaching implications. For one, you should not take personal affront to things directed at your character. Remember, this is roleplay - acting - it's all in good fun. Someone may play a real jerk, but be the sweetest guy you'll ever know outside of RP. The flip side of this is not to allow things that happen outside of RP influence the RP itself. For instance, you may have an OOC discussion with other players revealing all the deep dark secret schemes to take over the PB&J market, but that doesn't mean your character has that knowledge! Hardcore roleplayers especially will expect strict adherence to this doctrine, and will get very angry if you blur the boundaries. And you wont like them when they're angry. Also, while being pseudo-IC is fine in The Void, it is never a good idea to drag this kind of murky partially in character/partially out play into a proper roleplay unless you enjoy a good ass whuppin'.
#2 The doctrine of internal consistency.
Either you're with us, or you're against us. Whoops, wrong kind of consistency. Being internally consistent is another key concept underpinning good play. Another way to put this is you should play realistically. However, I try to avoid the term realism because we're specifically dealing with (to use the cliche) realms of the imagination. Plausibility is the name of the game and is held in particularly high regard with those wacky hardcore RPers. There are a couple of components to plausible roleplay. The first component is the "physical" component. In essence, your characters actions should always be consistent with the physical "laws" or rules of the setting they're in. This generally means it isn't possible for your character to sit in the middle of a thermonuclear explosion and laugh, but the details will vary from setting to setting and character to character. The general idea is your actions should remain true to what is possible in the setting and what the c is physical capable of doing. This also means there should be no exceptions just because you're character is in a tight spot. The other aspect of plausible RP is the "psychological" aspect. In essence, this means your characters behavior should remain consistent with the personality and psychological makeup of that character. For example, a character that has never seen combat and faints at the sight of blood is unlikely to stare a mugger down in a sudden show of bravado. This guideline is a bit murkier, because your character may possess secrets or be putting on an act unbeknownst to others. However, this should all be well established and explainable. As with physical consistency, your character should not have miraculous personality changes just because it's convenient; keep them true to who they are and evolve them in a believable fashion (cowards can become heros, for instance, but it generally doesn't happen overnight or without internal conflict).
#3 The doctrine of fair play.
All's fair in love and war. Some people would extend that to roleplay. These people are commonly known as assholes. Playing fairly is extremely important to ensure smooth progression of the roleplay, or you will end up in a stalemate of non-stop bickering. "Fair play," however, does tend to be a rather nebulous term. What is "fair" to one person is often "cheating" to another. This is especially true when it comes to freeform roleplay, and even more so when it comes to competitive situations in freeform roleplay. The application of a little common sense can go a long way toward answering what it means to play fairly. You can simply determine whether or not any particular behavior is fair with a relatively straightforward test: would you feel cheated if other people played a certain way with you? If the answer is yes, then chances are good that course of action is unfair, and hence should not be pursued. Extending this, fair play means consistent play. The first standard of consistency is the one that directly follows from the test I gave: apply the same standards of conduct to yourself that you would apply to others. A second, slightly less obvious consequence of this principle is you should also apply the same standards in your play with friends as in your play with total strangers. It is extremely dishonest to suggest something done by a newbie is godmodding, for instance, while at the same time holding your friends can do it because they're "good enough players" or some such. Don't go there. I will provide a few specific dos and don'ts later, but they all arise from the first principle idea of fair play.
#4 The doctrine of cooperation.
Yes, what you learned in kindergarten even applies here in the land of RP. This shouldn't have to be said, but unfortunately we live in the era of me-first instant gratification. Roleplay is an inherently collaborative effort. This means you must cooperate if anything is going to happen. You are depending on the assistance of others to create interesting storylines both for your character, and for the RP community as a whole (if not, why are you even RPing? Write a freakin' book if you don't want to work with others). Believe it or not, true cooperation doesn't just mean everyone has to be accommodating to your wishes. The accommodation must be mutual. Cooperation, in short, means several things. It means cooperating with the rules and established ambience of a setting. It means "going along" if another character bests yours in combat. It means being willing to let your character to be bested to begin with. It means restraining your play to provide interesting opportunities for others to join in (e.g., single handedly solving a murder, while gratifying for your character, wont do much for the play as a whole). In short, cooperate, and not just when it's convenient for you. Freeform RP is all about give and take between multiple players, driving forward an improvised story that everyone is contributing to. That will not happen if you only cooperate when it's advantageous for your goals and otherwise don't allow others to influence your character, your play or the storyline you're involved in..

Roleplay Etiquette

Ah, sweet roleplay. This is a topic near and dear to the hearts of all of us. Like any enthusiast community, we have very strong ideas about the "right" way and "wrong" way to roleplay. While we cant possibly agree on what makes a "perfect" roleplay, this guide is an attempt to lay down some of the most common principles of "good" roleplay etiquette. In this, the 3rd rewrite of the venerable Roleplay Etiquette Guide I will attempt to make the guidelines more relevant to the types of roleplay that occur in Shards, improve the clarity and organization of the guide, and provide information helpful to newbies as well as experienced players. This is a general guide, intended to offer generic guidelines that will serve you well in most freeform roleplay situations. Many of these guidelines don't make sense outside the freeform context, and some areas in Shards have opted to adopt a classic RPG system instead of allowing freeform RP. You should always check the posted room rules before you start RPing in any particular location.
With all that said, let me start with some definitions. If you've been RPing a while, you can skip to the next section. If you are new to RP, I highly suggest you read on because this language is used extensively throughout the rest of the guide.
RP - Role-play or roleplay. You could write entire volumes on what RP is, exactly. For the purposes of this guide, RP is the process of creating a character, with a unique background and psychology, then taking on the role of that character to play in an imaginary setting that has a set of internally consistent rules all characters must obey, interacting with characters played by other players to create cooperative storylines. That is, RP has four components: characters, settings, storylines and interaction. This sets it apart from activities like writing, where you generally wont be interacting or cooperating with any people to tell the story.
Freeform - (Aka FFRP) Freeform roleplay is roleplay that does not require a dungeon master or have anyone formally controlling the storylines being played out. Freeform RP is driven entirely by individual actions (i.e. there is no "god" pulling the strings), and as a player you have just as much say where the story evolves as anyone else. Freeform roleplay can and usually does still have rules, but they tend not to be as elaborate or mechanistic as pen and paper RPGs due to the lack of a central arbiter (e.g. 'play realistically').
Freestyle - Not to be confused with freeform RP is freestyle RP. Freestyle is RP without dice or any other numerical mechanics deciding the outcome of play. Simply put, your "success" or "failure" in any given situation will only be determined by the quality and creativity of your writing and more generally the willingness of other people to go along with your actions. Most RP in Shards combines freeform and freestyle to create a "system" that only requires good imagination and basic writing skills. This does not have to be the case; freeform allows for the possibility of dice (e.g. FORCE), and freestyle can have a GM who arbitrates posts based of writing quality or other subjective criteria. It is up to you to decide what system suits you best.
Character - (Also referred to as "c") The persona you adopt when roleplaying, including physical description, abilities, personality and so forth. While you could theoretically roleplay as yourself, this is highly discouraged.
Player - (Also referred to as "p") The man behind the mask as it were. This referes to you as a person.
Hardcore RP - There is roleplaying, and then there is roleplaying. in brief, hardcore RP is to "normal" RP as (for example) professional sports are to amateur sports clubs. It's the same activity, but carried out on an entirely different level. Hardcore RPers are much more dedicated to the art of RPing than a more casual player. They are much more likely to have elaborate rules and high expectations of quality than a casual RPer. Put another way, casual RPers just want to have fun, and don't particularly care if what they do is "right" or "perfect", whereas hardcore RPers believe much more strongly your play has to be "correct" to be fun. Hardcore RPers are much more likely to see RP as an artform or serious creative enterprise, whereas the casual RPer basically sees RP as pure entertainment.
OOC - Out of Character. This simple acronym has expansive scope. Out of Character, simply put, is everything that goes on outside the context of roleplay. OOC posts reflect what you, the player, think, feel and say. You can think of it in terms of acting - OOC is what happens back stage, outside of the theater, basically anywhere but on stage in front of the audience.
IC - In Character. This is the opposite of OOC. It is everything that happens within the boundaries of the roleplay. IC posts reflect your character's thoughts, feelings, actions and words. Again, taking a page from acting, when you slip IC it is the equivalent of putting on your costume and makeup, getting out on stage and delivering a performance for your audience. When IC, one should pay the strictest attention to making sure their posts are consistent with their character and the fantasy world around them.
Pseudo-IC - I'm introducing this definition because in the world of online RP, there isn't a clear cut distinction between IC and OOC. Somewhere between the strict realms of OOC and IC lies the murky realm of the pseudo-IC. When you're pseudo-IC, you're still technically roleplaying, however the role you're playing is yourself (more or less) and your posts still have OOC elements. It's important to understand that pseudo-IC posts occupy a broad spectrum from "almost purely IC with some OOC taint" to "mostly OOC with a few IC trappings." At the one end, you have what could be considered "bad" RP - that is, RP with little to no effort to maintain suspension of disbelief or separate the character from the self. At the other, you have your typical chat room silliness where emotes and actions are used to convey a sense of "presence," although often ignoring things like physics and realism. The key distinction here is the mixing of IC and OOC elements in varying quantities.