The golden age of chat room roleplaying was mechanic in nature.
In December of 1996, the internet service provider, America Online, rid users of arbitrary hourly limits, and introduced unlimited usage, allowing eleven-year-old me to cruise on the internet without accumulating steep charges for my parents.
You could recognize Kawika creeping open the tavern door, holding the bracelet’s silver chain to keep those crystal charms from announcing a new presence.
Likewise, public chat rooms are often chaotic meeting grounds, with names like “all creatures tavern,” “outcast orphanage,” “insane mental hospital” or “monsters academy,” all of which splice genres and storylines, creating aberrant worlds of experimentation that test characters against the truly out-of-their-world.
In 2005, with the release of Now, after nearly a decade of wandering in the wilderness of online fragmentation, Chat RP is re-emerging on smartphones, with apps like Geeking and Amino combining chats with hashtag (#) and mention (@) mechanics.
Within chat room roleplaying (Chat RP), 1997 was a very crucial year.
The game was released in January, elevating character-driven stories in video games.