Freeform Roleplaying


Introduction


Well, before I really go into detail about my particular freeform, I had best give a lowdown on freeforms in general. Just for those few who really have no concept what I'm talking about here. I'll also mention a couple rules used here in the WWF freeform, such as the resolving of combat (wrestling) and the monetairy system (get as much as fast as you can). Wait, I just described the whole money system. Oh well, ignore that part then. First off, though, I'd like to say that I am a certified freeform expert (although, they didn't give me the OFFICIAL certification) having been to quite a few myself. Therefore, using my vast wealth of experience, I was able to help create the ultimate freeform. A perfect mix of excitement, comedy and human drama. Alright, so it was really only the comedy part. But that's all you need, right? RIGHT? Good. I thought so.


General Freeform Jibba-Jabbah


This is a basic overview of freeform roleplaying. Because of necessity, this will not by any means be a complete guide to freeforms, as there are always freaky exceptions. But it will deal with all the things I deem to be important. Such as mentions of Mr. T, for instance. Although, really, he has nothing to do with freeforms. Anyway, back on topic, the basic idea of a freeform is to assume the role of one character, much like in roleplaying. If you haven't roleplayed before, then...too bad. You'll just have to pick this up on your own. I can't do EVERYTHING!

There are some differences. For one thing, freeform characters are usually pre-made by the Games Masters in order to effectively integrate them into the plot. Very rarely are you allowed to make your own character, because if you did, things just wouldn't work. The other main difference is that the plot is driven by player character interaction, as opposed to normal roleplaying which is determined by player-GM interaction. Really, GMs only serve to referee freeforms, and occaisonally input small plot devices. Basically, they just hand out the characters, already with their set motivations, and watch how the characters deal with each other.

Freeforming is also known as live roleplaying, and amazingly enough, there is actually a coherant reason for this. Generally, people are required to act as their character as they move about and talk to other characters. And that's really what a freeform is. A bunch of bizarrely dressed people wandering around talking to each other. Each character has their own objectives to accomplish, and these goals can only be met by talking to people and working things out. Of course, these people have their own goals, which often don't coincide with each other. Sometimes, people must be creative and use very round-about ways to accomplish their goals. And the main thing to remember: almost anything the players come up with is possible. Of course, this is where the GMs come in.

And now for some fun freeform facts. (Although I won't even try to define 'fun' in this case...) The usual number of people for a freeform is from 15 to 25 people. Any more than that just becomes too much of a bother and you don't even get to really talk to everybody. Any less, well, it's just not enough! For the WWF freeform, I had around 18 people, and wouldn't have wanted to do with any less. Also, the general duration for a freeform is three to four hours. Trust me on this, you don't want it to be longer! I once went to a six hour one, and by hour 5, I was bored out of my skull, as were the majority of people there. Shorter than this obviously doesn't give much time for things to develop. Finally, if you still have no idea what a freeform is, the closest analogy I can draw is one of those mystery thingys. Strangely, most people seem to know what those are.


The Royal Rumble Freeform


First off, fairly predictably, is the resolution of combat. Everyone who has played freeforms finds the point where things just seem stuck, unable to be influenced or changed. Conflicting objectives aside, sometimes there is just the need for a bit of force of arms to determine the outcome. Hence where the combat system comes in. As can be expected, combat in the royal rumble was referred to as 'wrestling'. The system for resolving these impromptu wrestling matches was actually very simple. Every character in the 'form had their own wrestling score, one number between negative two and one thousand, and all the way in between. After two people declare that they want to wrestle, the GMs compare the two wrestling scores, and the higher one wins. Upon winning, the victor can do whatever he wants with the loser, including killing him. Of course, most professional wrestlers wouldn't stoop that low.

However, to make things more complex, there were many ways to increase your wrestling score for a match. Many of the characters had a certain limited number of uses for special moves which could be used to raise their wrestling. Also, there were such great foreign objects as bats, chairs and the unforgettable flame-thrower, all of which added to your wrestling score. Of course, it was impossible to use more than one foreign object in a match, as it's darn tough to hit someone with a bat and fry him with a flame thrower at the same time. The only exception to this were the cans of Steveweiser beer, which could be used in conjunction with other foreign objects. Finally, we come to tag team matches. There was no limit to the number of people that could gang up on someone. Basically, one person was chosen to be the main wrestler, and the others all 'supported' them. This resulted in adding half of each supporting wrestler's score to the main wrestler's wrestling.


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