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#12364139 May 09, 2016 at 05:18 PM · Edited over 3 years ago
119 Posts
Emotes play a big part in roleplay. Wether we use the already existing in-game ones or those customized by ourselves, it adds to the roleplay and shows actions that we normally wouldn't be able to do.
In this guide I'll describe the various types of emotes, how to use them during roleplay and how to add your own flavor to the already existing emotes that are out there. Enjoy the read and if you have any questions or comments, feel free to post them below!

In-game Emotes
In LotRO there are already a whole bunch of emotes that we can use. From the /cheer to the /smoke or the /mountkick. Some you can already use, others you have to obtain through questing, deeding or participating in festivals. And last there are some emotes you can only find by purchasing them through TP's at the store.

One thing these emotes have in common is that in general they'll show a little animation. Which of course adds to the roleplay. Also, when you target something or someone while doing the emote, it will include that thing or person to it. For instance if I were to type: "/agree" the output would be "Aedree agrees." followed by my character nodding. If I were to type "/agree" while I've targeted Nanteana, the output would be: "Aedree agrees with Nanteana." and my character would nod at Nanteana.

There are extensive lists on the internet about all the in-game emotes. One of those you can find here (scroll down a little):

There is also a vid on YouTube that you can see that shows all the emotes available. I don't know if it's up to date, as of Januari 2016 new emotes were added. But it shows you several movements each type of emote makes.

Custom Emotes
Custom emotes is what we refer to as those we've made ourselves. If you type "/e" followed by some text, you will have your own emote. For example if I were to type: "/e glances at Nanteana and gives her a curt nod." it would show as: "Aedree glances at Nanteana and gives her a curt nod.".
Keep in mind that these type of emotes don't actually make your character do any physically, unlike the in-game emotes. So your character will remain static and not move at all.

Customized In-Game Emotes
This is the third type of emoting and it's the combination of the two mentioned above. We can use the in-game emotes that already exist, tweak them to our own liking, and with that still keep the animation that the in-game emotes give. For instance, the in-game emote "/smoke" makes your character take out his pipe, fill it with tobacco, light it up and you'll puff away.

To tweak it to your own, what you have to do is the following. First you type the already existing emote, like "/smoke". Then you add a verb followed by the text you want to use. So in all you would need to type something like this:

"/smoke fills up her pipe, lights it up and begins to smoke."

It would come out as the following:
"Aedree fills up her pipe, lights it up and begins to smoke."

And then you would actually see Aedree lighting up her pipe and smoking it.

While we could target with the in-game emotes, it doesn't work when we tweak them. So if you want to customize for instance the "/angry" emote and direct it towards say Mattyas, you need to include him in your text. Something like: "/angry raists her fist in anger at Mattyas."

Guidelines in usage of emotes
When using emotes, there are a few common things you should keep in mind. First: always make sure you're not spamming them. Nobody likes a player that's constantly filling the chat with his roars.
Second: don't make your emotes too long. It's the same with the other parts of roleplay. Keep your emotes to a maximum of two lines. If you need more, split them up into two seperate ones.
Third: keep in mind that feelings, thoughts, dreams and such can never be known to others, for our character's can't read minds or are telepathic. An custom emote like "Aedree wonders how Arstelle lost her eye." isn't considered good roleplay. If you want to express feelings or thoughts, use body language or simply let your character state it. To use the above example, I could go for: "Aedree stares at Arstelle's eyepatch, a curious look crossing her face.". That would indicate to Arstelle's player that Aedree is focussed on her eye and it would be up to them to respond to it.
Fourth: Make sure your spelling and interpunction is correct. Always end the emote with a period ( . ) and when customizing an in-game emote make sure you're using the right tense for your verb, as the output will always be in third person, like 'Aedree nods in agreement', so you would have to type 'nods' instead of 'nod'.
Last but not least: Always let the other party take it's time to respond to your roleplay. Some of us are fast typers, others are slow and need more time to come up with a reaction. So don't get irritated when you don't see a response within five seconds and when you're not a fast typer, try to keep your emotes short, or let the other party know you need some time.

All in all, keep it fun and remember, at the end of the day, it's just a game. :)

~ Aedree
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