Quillby the house-elfTower & Tome

RP Tips notes

31 notes on playing your character and running a class, written for wizarding-school roleplay. Each one has a teaching tip for professors.

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Things your character has never heard of

Phones, the internet, video games and AI do not exist in the world of the scene, so your character cannot know about them.

“A phone? I am afraid I do not know that spell.”

Teaching tip: Play a quick round of 'then or now'. Call out everyday things, and have students say whether their character would know them and what they would use instead.

Brewing in roleplay

Write a brew step by step: prepare, add, stir, wait. Then let the professor say how it turned out.

Teaching tip: Call the stages one at a time and let students post between them. Decide results from how carefully they described each step.

Also on: Potions

Casting spells in roleplay

Write the cast and what you are aiming for, then let the target or the professor say what happens.

Teaching tip: Praise posts that show effort and leave the result open. Step in when someone writes the effect on another player's character.

Also on: Spells

Duelling in roleplay

A roleplay duel goes turn by turn. You write the attempt, your opponent writes whether it lands, and then they answer.

Teaching tip: Agree before the first cast how hits are decided, and say it aloud. Then keep each turn to one action.

Also on: Dueling

Making a prediction in roleplay

When your character makes a prediction, keep it open, so other players can choose whether and how it comes true.

Teaching tip: Praise predictions that leave room for other players. A prediction that orders someone's character about is poor roleplay.

Also on: Divination

Playing a match in roleplay

A roleplay match works best in short rounds: each player writes one attempt, and the referee says what happens.

Teaching tip: Agree the turn order and who decides results before the first whistle. Then keep each round short.

Also on: Flying

Entering a scene

Your first post tells everyone where your character is, what they are doing, and how they seem.

“*slips in just before the bell and takes a seat near the back*”

Teaching tip: Start class with an arrival round. Each student posts one line about how their character comes in, then you begin.

Actions and emotes

Actions show what your character does. Most groups mark them with asterisks or write them like a story.

“*raises a hand, then lowers it halfway, unsure*”

Teaching tip: Show one action written as a result and the same one written as an attempt. Ask the class which leaves room for a reply.

Try, don't decide

Write what your character attempts. Let the other player decide what happens to their own character.

“*aims a Disarming Charm at your wand hand*”

Teaching tip: Run a short duel where every post must end with an attempt. The partner chooses the result. Swap roles and discuss how it felt.

Give others something to react to

A good post leaves a hook: a question, a glance, a dropped quill, anything another character can pick up.

Teaching tip: Ask each student to end their next post with a hook. Count how many get picked up by someone else.

Share the spotlight

Everyone in the scene should get a turn. Leave room after your post for others to answer.

Teaching tip: Keep a quiet tally of who has spoken. Call on students who have not had a turn before returning to the eager ones.

What you know and what your character knows

Your character only knows what they have seen, heard or been told in the story. Using outside knowledge is called metagaming.

Teaching tip: Give the class a secret out of character, then run a scene where nobody's character may act on it. Talk about how hard that was.

Give your character a flaw

Characters who are good at everything are dull. A flaw gives others something to help with, tease or forgive.

Teaching tip: Have each student name one flaw and one scene where it would cause trouble. Then let one of those scenes happen in class.

A short backstory

You only need a few facts to start: where your character grew up, who is at home, and one thing they want.

Teaching tip: Ask for a backstory in exactly three sentences. Students share one of the three and keep the others to reveal later.

Your character's voice

How your character talks tells people who they are before they do anything.

Teaching tip: Read out a few unsigned lines from class and have students guess who said them. Clear voices are easy to spot.

Describe with your senses

One detail of sight, sound, smell or touch makes a scene feel real.

Teaching tip: Set the scene yourself with one sight, one sound and one smell. Ask each student to add one more detail to the room.

Post length and pace

Match the scene. Quick back-and-forth needs short posts. A slow, dramatic moment can take longer ones.

Teaching tip: Tell the class which pace you want before you start: quick answers for drills, longer posts for a story scene.

Joining a scene that has started

Read what has happened, then enter quietly without stopping what others are doing.

Teaching tip: Make a habit of greeting latecomers in character and giving them a one-line catch-up, so joining never feels awkward.

Leaving a scene

Give your character a reason to go and say goodbye, so nobody is left waiting for a reply.

“*gathers up the star charts and heads for the stairs*”

Teaching tip: End each class with a clear dismissal line. It gives every student an easy way to write themselves out.

Losing well

Your character will lose duels, points and arguments. Playing it well makes better stories than always winning.

Teaching tip: Praise a good loss in front of the class. A student who plays a defeat well has earned points as much as the winner.

Character conflict is not player conflict

Two characters can be rivals while the two players are friends. Keep the argument in the story.

Teaching tip: After a heated scene, ask both players to say one thing they enjoyed about the other's writing.

Welcoming new players

Everyone was new once. A friendly first scene decides whether someone comes back.

Teaching tip: Pair each new student with a volunteer guide for their first class. Give the guide a point for helping.

When you do not know the answer

Your character is allowed to be unsure. Guessing, asking and getting it wrong are all good roleplay.

“I think it is the full moon, Professor, but I am not certain.”

Teaching tip: Reward a good in-character guess or question the same way you reward a right answer. It keeps nervous students posting.

Taking notes in character

Writing notes is something for your character to do in class, and it helps you remember the lesson too.

Teaching tip: End class by asking each student to post the one line their character wrote down. It doubles as a recap.

Letting your character grow

Characters change with what happens to them. Let lessons, friendships and mistakes leave a mark.

Teaching tip: Once a term, ask students to name one way their character has changed, and which scene caused it.

Running a class scene (for professors)

A class runs best with a clear shape: open, teach, practice, close.

Teaching tip: Write your four steps on a card before class: open, teach, practice, close. If the scene drifts, go back to the card.

Giving points and praise (for professors)

Reward effort and good roleplay, not just right answers, and be even across the houses.

Teaching tip: Say your point rules aloud in the first lesson, and keep a short list of what you awarded so you can stay even-handed.

Answering in class

Raise your hand in an action, wait to be called on, then give a short answer in your character's voice.

Teaching tip: Model one short good answer and one rambling one. Ask the class which they would rather hear.

Playing a believable student

Your character does not need to know everything. Being unsure, taking notes and asking questions is good roleplay.

Teaching tip: Give each student a year level and have them list three things their character would NOT know yet.

Staying in character

Keep out-of-character talk short and marked, for example with double brackets.

Teaching tip: Agree one out-of-character marker with the class at the start and practice using it once.