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 Judging Criteria, Some helpful tips for roleplaying
Kaji Fireson
Posted: Jun 4 2010, 06:56 PM

Advanced Member

Group: Root Admin
Posts: 1,424
Member No.: 1
Joined: 2-June 10

Every fed's view of what makes for a winning effort differs. Some prefer on-camera, recorded promos directly addressing the fed, while some prefer off-camera character-driven stories that are much more loosely based around the fed in question. Some think that the best single post in a thread should determine the winner while others think overall effort (referring to both number of posts and length of said posts) should determine victory. I take a somewhat middle ground. Quality over quantity is the mantra, but that quality can come in whatever form it may. If you have one big ass post that makes for an entertaining read, fine. If your story arcs across several posts that would be mediocre by themselves but make for an intriguing progression, that's fine, too. Here I want to outline what I'm going to be looking for in roleplays to help those interested in joining decide whether this is the place for them.


At the end of the day, we write to entertain. Whether it is ourselves or others, writing is all about the enjoyment derived from it. While I can't exactly judge how much you enjoyed writing something, I can judge how much I enjoy reading it, and that will be the most important factor. If a roleplay follows every criterion below to the letter but is boring as piss to read, it will lose. End of discussion. While I understand that this is a highly subjective way of looking at things, consider this. If a roleplay is creative but poorly written, the reader will be taken out of the story, thus it is less likely to entertain. If a roleplay has decent grammar, but is obviously slapped together, it is less likely to entertain. All the criteria below are simply guides to help lead you to the final destination of entertainment value, but even after all of that, you still need to be creative.


Speaking of the word "creative," this is the second most important facet of your roleplay. If I have to read ten roleplays about how the person writing it is certain to win because of how awful his/her opponent is, it's gonna' get old. Keep it fresh, people. Don't be afraid to think outside the box. If it's physically possible, it's allowed in this fed. Just be sure that if you do something outrageous, there's a damn good explanation for it; otherwise, you will be mercilessly ridiculed, both by me and your fellow roster members.


I'm not enforcing a specific coding system, formatting system, or anything like that. Write in prose, blank verse, couplets, riddles, l33t (not this one, I'll kill you), whatever. What I mean by structure is that your roleplay, be it a promo or a character piece, should have a beginning, a middle, an end, and a clear string of thought or theme woven into it. It could be anything as broad as life, death, romance, existence, or it could be simply an exhortation on how screwed your opponent is come your match. Just make sure there's a point to your roleplay; there'll be a much higher chance of success if there is. (Also, as a side note, more creative themes than "I'm gonna' win" are encouraged and will almost always win out over said promo.)


It is a well-known fact that I am a grammar nazi. (More like the grammar Hitler, but that's just my opinion.) Can't help it, I just am. Now I'm not expecting you to be the next Dickens or Faulkner or whatever, but if your grammar and usage are so bad that I am pulled out of the roleplay when I read it, I can't ignore that come judging time. This will be a relatively minor category unless you really fuck up (or were drunk when you wrote it), but be sure to keep it in the back of your mind.

A Note About Length

There is no explicit word limit for roleplays in FCW. If you want to write a novella that takes three posts to finish, you are well within your right to do so. However, if I am only a tenth of the way through your epic dissertation on why Schmuck Jones is going to lose his match and I've lost the will to live, you've gone on too long.
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