Emote Guidelines

Syntax: emote [message]
: [message]

'emote ' displays your short description and then the text message. Shadow Siege has dispensed with separate commands such as TALK or SAY for in-character speech and instead uses the 'emote' command for both actions and speech. The text you type inside quotation marks (") in the emote message indicates your character's speech and is displayed in the colour set by the COMMS command.

Note: the code does *not* add punctuation at the end of the emote message, so correct punctuation should be used when typing the emote.**

Example:


> emote glances around her. She says, "Did you hear that?"

will display

A short woman glances around her. She says, "Did you hear that?"

Other characters can be targeted or referred to by short description in the emote by using a # (pound sign) followed by one of their description's keywords in the emote message.

Example:


> emote looks at #short and shakes her head. "No, I didn't."

will display

A tall woman looks at a short woman and shakes her head. "No, I didn't."

A colon (:) can be used as a shortcut for the word 'emote'-

> : looks at #short and shakes her head.

The # character can also be used with your own name in the 'semote' command to avoid starting an emote with your short description; see SEMOTE for syntax and details.


Emote Dos and Don'ts

Emoting is the a key element of role-playing on Shadow Siege, so it is important not only to use the correct command syntax but also to be sure that emotes follow role-playing guidelines.

  • Emotes describe only those things which others can perceive through their senses. Emotes *cannot* be used to state your character's thoughts, feelings, motivations, or anything else that other characters cannot directly see or hear. Phrases such as "emote thinks," "emote feels," and "emote wonders" are never correct in emotes. Instead, those things should be conveyed through emoting actions that indicate underlying feelings or by having your character say them aloud in the emote ("I wonder...," "I feel sad because...").

    NOT: emote feels sad because her best friend is mad at her.
    INSTEAD: emote stands with her face downcast as a tear rolls down her cheek.

    NOT: emote wonders if anyone can spare a few coins.
    INSTEAD: emote looks around the group seated at the table and gives a faint, crooked smile. "I'm short on coins. Can anyone spare a few?"


  • Emotes should be detailed enough to enable others to clearly understand what your character is doing, including where your character is in the room when appropriate.

    VAGUE: emote sits down.
    CLEARER: emote walks over to a small table away from the others and sits down.

    - POSE should be used after the emote to clarify to others where your character is in the room: 'pose sits at a table in the corner'. No ending punctuation should be used with POSE; please see that help file for details.


  • Emotes should be open-ended and should not force RP on other players by preventing them from taking or avoiding actions if they chose or by describing an action they have not taken or that has not occurred.

    CLOSED: emote trips Bob.
    OPEN: emote sticks out his foot, attempting to trip Bob.
    - The "open" emote allows Bob to role-play either tripping or avoiding being tripped.

    FORCED: emote laughs as Bob falls out of his chair and hits the floor.
    - Bob did not emote falling, so he is still seated. An emote by another player cannot change his position.

    FORCED: emote screams as the room catches fire.
    - This is only acceptable in response to an staff-generated room echo/message saying that the room is on fire. If players want to RP a change to the game world's physical environment, they must arrange for a staff member to make the necessary building changes and send the necessary room echoes/messages seen by all players.

    Note that players must realistically role-play the results of open emotes rather than always avoiding blows, magically escaping from restraining holds, and the like. If you find that a PC consistently and unrealistically takes advantage of open emotes in an OOC manner to avoid IC consequences, contact Shadow Siege staff for assistance.


  • Emotes of 80 characters/two lines or more are preferred, though the actions described in emotes should not extend for an unrealistic length of time.

    POOR: emote walks into the room, looks around, walks over to the bar and speaks with the bartender, and then returns to the doorway. After standing there for a few minutes, she shrugs her shoulders and walks back out to the street.

    - This string of actions would take at least five minutes to complete. It is not possible for other PCs to interact with the emoting character when this long a sequence is emoted; by the time they react to her entering the room, she has already left it. Length should come from detail rather than from multiple actions.

    BETTER: emote walks into the room and stands just inside the doorway, clutching her cloak tightly about her with both hands. She turns her head rapidly, looking around the room with widened eyes, and then starts to walk with short, rapid steps over to the bar.


If you have questions about emoting or need assistance, please ask in the Shadow Siege forums or in the OOC channel in-game.

Contributed by: Jackalm