Godemoting (or power-emoting) is an act of forcing the result of one's actions on another character, typically without the other player's consent and not giving the other character a chance to do anything about the emote.
- *John slaps Jack*
- *John catches Jack by his arm and holds him in place*
Godemoting is heavily frowned upon in most roleplaying communities, since it takes the freedom of action away from the player being emoted on. It makes from interaction between independent characters with unpredictable result, only a story told by one player that others are suppose to follow without input of their own characters and their personalities.
The typical solution for this issue is to emote attempts instead of finished actions. For example:
- *John tries to slaps Jack over his left cheek*
This allows player of Jack chance to dodge or parry the blow, if those are skills that Jack is proficient with.
Players that use godemoting may find their "roleplay" being avoided, ignored or even absurdly godemoted back.
Events not represented mechanically
The milder version of god-emoting can includes representing of events that are not possible to perform mechanically in game. Remember that you are obliged to respect the limits of the simulation. i.e. emoting *flying high overhead* is invalid, and it's up to the other players present whether they want to accept it. Despite claiming to be a mile overhead, you can still hear everything said on the ground perfectly, and are still very visible to other characters (including those who show up after your emote), so your emote is directly contradicting the evident state of the game world. These forms of emoting can be easily classed as godemoting, and Arelith's general policy is "What you see is what you get."