Venexia is attracting many players - which leads to a lot of interesting role play. But if you are new to RP it can be overwhelming sometimes. Here a few basic rules that will help you master your role play.
SIM Rules
First things first. Read the SIM rules before you participate in any role play. Usually they are pretty much the same everywhere - then again they might be very different. So read them. They are not there to pester you. They are there to create a common ground for everyone. To make role play much more enjoyable.
SIM Story
More reading to be done. Read the SIM story if provided. This gives you a much better feeling of how your character fits in.
In Venexia you can find the rules and a lot of background information at the SIM entrance. You should devote some time to reading through all of it. You might say "Hey, wait. You want me to read through that many pages of information? That might take hours!" - my simple response is "Yes!". Because you might end up liking RP in Venexia and spend weeks and months there. Playing several hours a day. I think reading the notecards is a minor investment for having months of fun.
Background Story
Now spend some time on your background story. Having read through all the information on Venexia, the different sabats and covens, humans and vampires ... you might already have a good idea of what you want to play. Spend some time on the history of your character. Why has she become what she is now. Where there any formative moments in her life that changed her?
If you have no clear idea of how to write a background story, have a look at the stories of other players. This will give you an idea of what you can do. Link:
Venexia Character Profiles
If you play a character it has its strength, for sure. But most certainly it will also have its weaknesses.
Physical weaknesses, mental disorders, a weakness of character. It can be as simple as being afraid of water or being very "cost sensitive". Or it it can be a really tough one like being blind, deaf, a missing limb or any other thing that will constrain your actions. You
have endless possibilities. And believe me one thing. If your character
is not just plain vanilla, but has its quirks, the fun you can have with
it in role play instantly triples.
Accept your role
Now that you have chosen a role you also need to accept it with all its assets and drawbacks. You have chosen the path of the warrior? Then you will probably lead an ascetic lifestyle. You are the local fishmonger? This comes along with the lovely odor of fish and sweat.
Each and every role will have its disadvantages. And you better find them. Because they make role play interesting.
Who told you my name, stranger?
In SL you are used to names hovering above ones head. In Venexia you will even find much more information above the heads of other players - sabat, coven, owner, etc.
When you meet someone for the first time in the game you don't know the person's name or any other information about him or her. And you know what? This is a unique chance. A once in a lifetime opportunity. Your chance to introduce yourself, show them how interesting you are. And a chance to find out more about the other characters.
Don't take any information for granted. Let your character "work" to acquire it.
Try - don't do
This is probably the hardest lesson to be learned in role playing. "Try to do things, don't just do them."
Huh?
Whenever I do something that will affect another player I should only describe my action ... and not the result of this action. Leave this to your "opponent".
Let me give you an example. Marvin made me angry. So I take a bottle and throw it at him. In my emote I will describe how I throw the bottle. Nothing more! Where this bottle impacts is purely up to the other player. He might have been distracted and the bottle hits him. He might have seen it coming and evaded the bottle. You never know. (One advice at this point: it can make RP much more interesting if you don't evade every bottle *winks*)
Perfect is boring
Be brave enough to make mistakes. Nobody can live his life without mishaps and mistakes.
Drop
the sword during a fight. Break a bottle. Stumble. Bump into someone or
something. It's the little things that make your fellow players smile.
Skirt Rule
If you are typing your next emote or answer, don't forget the skirt rule.
Long enough to cover the basics, short enough to still be interesting.
Do
not torture your fellow players with a text of epic magnitude - but
give them a few more details in your answer than just "Yes" or "No".
(I
do not want to say anything against the style of "para RP". Everyone
can do what he or she wants to do. But if you have to wait 5 to 10
minutes on average for an answer from your counterpart, it gets terribly
boring. If after one hour of play you are still introducing yourself to one another - something went terribly wrong.)
Wait for an answer
On the other hand role play is not a "fast-typing-competition".
Wait for each other's responses and you'll reach your destination together.
OOC
Leave OOC talk where it belongs - in IMs and in the "welcome area" of
the SIM. It is irrelevant for the other players if your dog has
diarrhea, you won the lottery, or if you sooooo love this new skin you
just bought. It just interrupts the flow of role play. So please think
twice before writing anything OOC. In case of doubt ... the other players will not like it.
Force RP
Force Role Play. This can be a very thin line that you can hardly see or as blunt as a sledgehammer.
Situation 1: You have a captive and have him bound to a table. He is completely at your mercy. You cut of his hand, because you want to exact a confession.
You better talk to someone beforehand via IM to make sure he is ok with it ... otherwise your RP will be declared "invalid" faster than you can say "chainsaw massacre".
Situation 2: You and another player have an argument. A says "the cup is black", B says "the cup is white". You both insist on your position.
Now this is a good time to call it a draw and find a middle ground. Or just leave each other alone, if you can. Otherwise one or the other will be forced into something he or she does not want. Worst thing you can do is draw your weapon or call in friends to help you.
Never forget: You are not the only one that can loose his face. Your opponent will have the same feelings. You don't have to win every argument or fight.