Lydia wrote:Flexibility is going to be key here. RP isn't a science, so just like coded limitations don't cover every possible scenario, neither will a set of rules that are implemented purely through RP. The best way to come up with good, realistic RP is to use the coded limitations that the game provides and then apply your own research and common sense when putting them into practice.
What I'm trying to say is that it doesn't really need to be exacting. A lot of these specifics will wind up being idiosyncrasies, so how much an injured wing will affect flight or whether your character likes fish prepared with rosemary or thyme is not something that anyone else can really tell you, and it won't necessarily apply to the next character. No one is going to be upset if you say that your character took five hours to fly somewhere when it should really have been six. The big picture is what matters for good story arcs.
I find consistency is a strong factor for smooth RP for me. I've felt frustrated to the point of lowering my desire to RP on a "talking wildlife" MUCK (where the animals are 'wild' but can talk and understand each other, sort of like Balto or Lion King) due to inconsistencies in things such as when certain species give birth and how fast they age. I had aged my wolf, for instance, appropriate to the IC:OOC time set as a standard on the MUCK, but another player did not age their wolf at all and as IC years went by, my wolf became elderly and feeble whilst theirs remained perpetually a young adult. It might seem a minor thing, but it disturbed the smoothness of RP for me. Yes, there is variance and I embrace it, but there needs to be a common, consistent baseline to go off of, too, at least for me.