Online Text Chat RP 101
Mar. 23rd, 2026 05:30 amOne thing I've noticed about blogs pertaining to tabletop roleplaying games is that they're primarily written by people who don't play online through text, and if they've tried, they're baffled or repelled by the different conventions that have developed online over the years. That being said, I've definitely seen plenty of people with only or primarily online experience who don't quite get some things either, or have weird hangups about how to relate to their fellow players or what constitutes "good" or "bad" writing. As such, I think there's a hole in advice online that can be filled with my opinions on some things. Probably the most important thing to write down on that front is what I think constitutes good practice when it comes to roleplaying through a chat room, whether engaging in freeform RP or playing tabletop roleplaying games through them.
First, what do I mean by a "chat room"? Essentially, any medium where the primary mode of communication is via text in real time, as opposed to asynchronous text-based media, voice, or video chat. IRC is the iconic old-school example, but there are also options like the text portion of Discord channels, or text-only games in virtual tabletops such as Roll20. If it involves the group gathering in a particular computerized text-based area at a specified time, communicating through the written word during that time, and the game going on pause at the end of that time period until the next time you meet, then it counts as a chat room for the purposes of this blog post.
One of the benefits of chat room RP is that while recordings of video or even just voice take up a lot of disk space and can only be edited in limited ways after the fact, text is very easily logged and processed for post-production into pretty files with typos corrected and continuity errors fixed. Your group may or may not wish to take advantage of this, but it's one of my favorite parts, as it helps preserve a readable history that can also easily be shared with friends outside the game for their enjoyment. If you have a webspace of some kind, HTML files are a good kind of output to aim for.
Among the first things your group needs to agree upon, alongside the actual medium, the game to be played, and crucially the schedule, is your convention to signify whether something said is in-character or out-of-character — for example, putting things ICly spoken into quotation marks, OOC commentary into parentheses, and things that are ICly pertinent but not spoken, such as narration or descriptions of actions taken, into neither. This applies to both actual tabletop roleplaying and to freeform RP. If you are likely to have a lot of OOC chatter, you may want to consider a separate channel or the like in which to have the bulk of OOC chatter occur, and only have OOC comments immediately pertinent to the game (such as immediate questions for the GM) happen in the primary IC channel.
Perhaps the most important thing to keep in mind is that in a chat room, both pacing and signal-to-noise ratio are worth paying attention to; this is true whether you're playing a TTRPG or a freeform RP. If people are chatting OOCly too much without a separate channel for that OOC chatter to go into, it is far easier for people to miss IC things that have been said — especially if they don't understand how to scroll the chat log back (and there's always someone who doesn't and never learns, trust me). Regardless of whether lots of chat is IC or OOC, it is possible to drown people out by playing so fast that some players can't get a word in edgewise. Alternately, someone might not be saying anything due to falling into the trap of becoming so enraptured as an audience member to remember that they're supposed to be an active participant in the game and have a character they're playing in it. If you can't think of something for your character to be saying during an animated conversation, try to think of how they're filling this idle time — or how they're wordlessly reacting to the things being said — and briefly describe that.
On the flip side of pacing concerns, if people play too slowly due to inattentiveness, indecisiveness, excessive line length, or frequently leaving their devices behind to do other things, the game can easily slow to a crawl, and that languid pace can become a molasses snowball as people find other things to do while waiting and start missing opportunities to respond themselves. Remember that everyone has set aside time in their busy lives to participate in this game; don't waste their time by being only half-present. If you must step away for long (say, more than five minutes), inform people so they can decide whether to continue without you, wait for you, or continue until it seems like your character should have something to say and then wait.
Line length involves more than just making sure you're posting frequently enough to keep up the pace but not so frequently as to drown others out, however. There is also the matter of how much you need to say to be clear and to give other PCs something they can react to — or how little to say to make sure your point isn't lost in a sea of purple prose. As I always like to say, good writing is as long or as short as it needs to be, and that includes things said in chat rooms... though for things said in chat rooms, both in RP and not, it's often best to err on the shorter side. If the obsession with writing entire pages of imagined novels is excessive and cringeworthy in play-by-post games, it's outright deadly in chat rooms; in most cases, you don't want more than a single paragraph at the most. One good way to keep chat room lines from becoming overly long is to look for the earliest time when someone might reasonably be able to interrupt and end your line there (though this tends to be less of a concern in TTRPG combat and the like, as those tend to parcel out time as part of the rules anyway).
A chat room line should typically focus on what your character says and/or does, with the optional addition of their body language, expression, and/or tone of voice. These are things that are actionable in the world; other players and the GM or moderator can have other characters in the scene respond and react to these things. Introspection, whether directly stated or narrated in the third person, is not normally actionable and therefore makes your post longer without offering more to react to in-world, slowing the game down both in terms of real-world time and in terms of narrative pacing; as such, it's ideally kept to a minimum. Your goal is generally to describe what happens, not to justify your character's actions or hit a minimum word count. (As an aside, it is a bane of many play-by-post forums that people will write several paragraphs of introspection to justify a simple action or single line of dialogue to make sure their post is "long enough", on the assumption that this constitutes "novel-like" writing.)
When your character does something that might not work or go as planned, do not write as though your character has necessarily performed the action or succeeded at it! In freeform RP the term for this has long since been corrupted into "godmodding" (it was originally godmoding, after "god mode" in the old video game DOOM, but people assume these days that it refers to usurping the role of a moderator instead). For example, if your character attacks with a spear, it is proper to say that they thrust or lunge at the target with that spear, not that they hit with that spear or run the target through. This allows the dice or other resolution mechanics in a TTRPG to come into play, or the player in charge of the target to negotiate or decide the result in freeform. In the context of TTRPG combat or similarly fast-paced action, though, an alternative way to approach things is to declare actions OOCly, resolve all rolls, and only afterward describe anything; that duty could fall upon either the GM or the player whose character took action.
In TTRPGs that have complicated subsystems for particular sorts of action (most often combat), it is usually helpful to follow up any flavorful descriptions you might have of your actions with a summary of what your character just did in game terms. In the example above of attacking with a spear, if it were done in a 3.x game, one might describe weaving around foes that might be in the way, then taking a thrust at their target, and conclude by stating, Move: 30' movement. Standard: Standard attack vs. ogre. Done. That way, the game-mechanical meaning of your action is not misinterpreted or lost. If you're using virtual tabletop software, it can also help to use it to temporarily display any complicated paths your character might have taken on the map. If the game system you're using allows particular kinds of action out-of-turn, don't forget to give the opportunity to let those actions be taken!
Another thing that needs to be kept in mind when playing TTRPGs via text chat is that you will need some way to simulate the resolution mechanics. In VTTs, this will generally already be accommodated in some way, but in other forms of chat room, you will need a dice or card bot, plugin, command, or the like. Often, more dice rolls will be made out in the open in chat room TTRPGs than would normally be the case; for example, it's typical for a GM's attack rolls to be made publicly, as this reduces the amount of communication necessary to resolve attacks. For those cases when it's important that a roll must be kept secret, however, make sure that your dice arrangements include a way to accommodate that need.
I hope that the length of this post isn't intimidating; I just have a lot of opinions about how to make chat room RP work best. It isn't like face-to-face RP but textual, the way voice and video RP more closely resemble face-to-face RP, nor is it like most kinds of play-by-post; I have seen it confuse people coming in from both directions as a result. I hope my viewpoints make it more comprehensible.
First, what do I mean by a "chat room"? Essentially, any medium where the primary mode of communication is via text in real time, as opposed to asynchronous text-based media, voice, or video chat. IRC is the iconic old-school example, but there are also options like the text portion of Discord channels, or text-only games in virtual tabletops such as Roll20. If it involves the group gathering in a particular computerized text-based area at a specified time, communicating through the written word during that time, and the game going on pause at the end of that time period until the next time you meet, then it counts as a chat room for the purposes of this blog post.
One of the benefits of chat room RP is that while recordings of video or even just voice take up a lot of disk space and can only be edited in limited ways after the fact, text is very easily logged and processed for post-production into pretty files with typos corrected and continuity errors fixed. Your group may or may not wish to take advantage of this, but it's one of my favorite parts, as it helps preserve a readable history that can also easily be shared with friends outside the game for their enjoyment. If you have a webspace of some kind, HTML files are a good kind of output to aim for.
Among the first things your group needs to agree upon, alongside the actual medium, the game to be played, and crucially the schedule, is your convention to signify whether something said is in-character or out-of-character — for example, putting things ICly spoken into quotation marks, OOC commentary into parentheses, and things that are ICly pertinent but not spoken, such as narration or descriptions of actions taken, into neither. This applies to both actual tabletop roleplaying and to freeform RP. If you are likely to have a lot of OOC chatter, you may want to consider a separate channel or the like in which to have the bulk of OOC chatter occur, and only have OOC comments immediately pertinent to the game (such as immediate questions for the GM) happen in the primary IC channel.
Perhaps the most important thing to keep in mind is that in a chat room, both pacing and signal-to-noise ratio are worth paying attention to; this is true whether you're playing a TTRPG or a freeform RP. If people are chatting OOCly too much without a separate channel for that OOC chatter to go into, it is far easier for people to miss IC things that have been said — especially if they don't understand how to scroll the chat log back (and there's always someone who doesn't and never learns, trust me). Regardless of whether lots of chat is IC or OOC, it is possible to drown people out by playing so fast that some players can't get a word in edgewise. Alternately, someone might not be saying anything due to falling into the trap of becoming so enraptured as an audience member to remember that they're supposed to be an active participant in the game and have a character they're playing in it. If you can't think of something for your character to be saying during an animated conversation, try to think of how they're filling this idle time — or how they're wordlessly reacting to the things being said — and briefly describe that.
On the flip side of pacing concerns, if people play too slowly due to inattentiveness, indecisiveness, excessive line length, or frequently leaving their devices behind to do other things, the game can easily slow to a crawl, and that languid pace can become a molasses snowball as people find other things to do while waiting and start missing opportunities to respond themselves. Remember that everyone has set aside time in their busy lives to participate in this game; don't waste their time by being only half-present. If you must step away for long (say, more than five minutes), inform people so they can decide whether to continue without you, wait for you, or continue until it seems like your character should have something to say and then wait.
Line length involves more than just making sure you're posting frequently enough to keep up the pace but not so frequently as to drown others out, however. There is also the matter of how much you need to say to be clear and to give other PCs something they can react to — or how little to say to make sure your point isn't lost in a sea of purple prose. As I always like to say, good writing is as long or as short as it needs to be, and that includes things said in chat rooms... though for things said in chat rooms, both in RP and not, it's often best to err on the shorter side. If the obsession with writing entire pages of imagined novels is excessive and cringeworthy in play-by-post games, it's outright deadly in chat rooms; in most cases, you don't want more than a single paragraph at the most. One good way to keep chat room lines from becoming overly long is to look for the earliest time when someone might reasonably be able to interrupt and end your line there (though this tends to be less of a concern in TTRPG combat and the like, as those tend to parcel out time as part of the rules anyway).
A chat room line should typically focus on what your character says and/or does, with the optional addition of their body language, expression, and/or tone of voice. These are things that are actionable in the world; other players and the GM or moderator can have other characters in the scene respond and react to these things. Introspection, whether directly stated or narrated in the third person, is not normally actionable and therefore makes your post longer without offering more to react to in-world, slowing the game down both in terms of real-world time and in terms of narrative pacing; as such, it's ideally kept to a minimum. Your goal is generally to describe what happens, not to justify your character's actions or hit a minimum word count. (As an aside, it is a bane of many play-by-post forums that people will write several paragraphs of introspection to justify a simple action or single line of dialogue to make sure their post is "long enough", on the assumption that this constitutes "novel-like" writing.)
When your character does something that might not work or go as planned, do not write as though your character has necessarily performed the action or succeeded at it! In freeform RP the term for this has long since been corrupted into "godmodding" (it was originally godmoding, after "god mode" in the old video game DOOM, but people assume these days that it refers to usurping the role of a moderator instead). For example, if your character attacks with a spear, it is proper to say that they thrust or lunge at the target with that spear, not that they hit with that spear or run the target through. This allows the dice or other resolution mechanics in a TTRPG to come into play, or the player in charge of the target to negotiate or decide the result in freeform. In the context of TTRPG combat or similarly fast-paced action, though, an alternative way to approach things is to declare actions OOCly, resolve all rolls, and only afterward describe anything; that duty could fall upon either the GM or the player whose character took action.
In TTRPGs that have complicated subsystems for particular sorts of action (most often combat), it is usually helpful to follow up any flavorful descriptions you might have of your actions with a summary of what your character just did in game terms. In the example above of attacking with a spear, if it were done in a 3.x game, one might describe weaving around foes that might be in the way, then taking a thrust at their target, and conclude by stating, Move: 30' movement. Standard: Standard attack vs. ogre. Done. That way, the game-mechanical meaning of your action is not misinterpreted or lost. If you're using virtual tabletop software, it can also help to use it to temporarily display any complicated paths your character might have taken on the map. If the game system you're using allows particular kinds of action out-of-turn, don't forget to give the opportunity to let those actions be taken!
Another thing that needs to be kept in mind when playing TTRPGs via text chat is that you will need some way to simulate the resolution mechanics. In VTTs, this will generally already be accommodated in some way, but in other forms of chat room, you will need a dice or card bot, plugin, command, or the like. Often, more dice rolls will be made out in the open in chat room TTRPGs than would normally be the case; for example, it's typical for a GM's attack rolls to be made publicly, as this reduces the amount of communication necessary to resolve attacks. For those cases when it's important that a roll must be kept secret, however, make sure that your dice arrangements include a way to accommodate that need.
I hope that the length of this post isn't intimidating; I just have a lot of opinions about how to make chat room RP work best. It isn't like face-to-face RP but textual, the way voice and video RP more closely resemble face-to-face RP, nor is it like most kinds of play-by-post; I have seen it confuse people coming in from both directions as a result. I hope my viewpoints make it more comprehensible.



