by James » December 13th, 2008, 6:10 pm
When you write, feel free to write new things into the post. New information, characters, etc. It's fun to throw curveballs. However, the most interesting things happen when you allow two characters to react to each other for a while, and then introduce these new things and allow your characters to react to this. It tends to work best when one of the characters is out on a 'quest' of some kind, I've found. Reaction is what makes roleplaying work- when you write together, you are going to be constantly interacting.
Characters should be able to do whatever they want as long as they aren't god-modding. I feel that god-modding is when a character calls hits or claims they do something so awesome they should be able to hit. Conversely, if someone pulls an amazingly tricky move and you can't get out of it without saying something simple like "I dodge", then you should just take a hit. It isn't god modding to allow the hit to be minor, but sometimes letting the other person win can lead to extraordinary fun. Just remember- as long as everyone involved is having fun, it's not god-modding. If you can use it without spoiling too much of the new information you want to include, communication can be a very good tool to figuring out what is and isn't god modding.
For writing posts, the best thing to do is let people see how your character works on the inside as well as show what happens to him or her on the outside. For example, when I wrote with James as the Beast, James' mind was just as active a battleground as any other place possible. So, I gave huge chunks of writing to show just how hard he was struggling on the inside in order to prevent bad things from happening on the outside, and sometimes he lost or gave ground, and a character could definitely tell something was going on without having to know exactly what on the inside while the player of that character understood all that happened. I suppose this goes hand in hand with what a character knows and what a player knows- if your character doesn't know that the person in front of him is evil, don't just write: "James senses the bad feelings welling up in the person in front of him. He knows something is wrong and backs up, baring his teeth to protect himself." This just puts the character in the boring role of the classic villain. It's fun to interact with someone as though they are your friend even though you know they might be out for your blood. Wounds may ensue, but that makes for a much more interesting character in the end.
Whee.