

I think of it like this
Let’s say 3 families each have a magic book they can use to communicate with each other. Anything someone writes in one book appears in all 3 books.
Each book is a Lemmy instance. In the real world it would be a server running the Lemmy software.
The family members are the users of each Lemmy instance.
And the spell that binds the books together is federation.
Now let’s say family 1 and 3 have a falling out and break the spell connecting their books. That’s defederation.
Everything they wrote in the books before then is still there. But nothing they write going forward will sync to each other’s book. They can both still see and write on family 2’s pages, but won’t be able to see what each other write. Family 2 can still see all of both of what of them are writing because he’s still federated with them both.
Now let’s add some of the other fediverse services into the mix. Lets say mastodon, it works pretty much the same way, but instead of a book, let’s say it’s more like a stack of index cards, but otherwise you can see whats in everyone else’s stack of cards as long as you’re federated with them.
Most of the fediverse services federate to some extent or another with the other services. It can be a bit weird sometimes, index cards of course wouldn’t have a page number in the book, and pages in the book wouldn’t be indexed in the card catalog, so searching out the content from those other services can be a little wonky, but if you know where to look you can find those cards tucked into your book, or a crumpled up page from a book tucked into your card catalog, and you can interact with them, so you’ll sometimes see, for example, someone from a mastodon instance commenting on a Lemmy post, which is kind of like taping one of their index cards to the page of your book to leave a comment.
Mechanically, I tend to avoid spellcaster type classes, mostly because I don’t want to keep track of spell lists and such.
As far as roleplay goes, it depends a bit on who I’m playing with. The actual players rotate a bit, but in general I have 2 main groups I play with, and the type of character I play tends to be pretty different between them.
In the one group, I tend to play sort of the straight man. The other players aren’t exactly running murder hobos, but a couple of them skew that direction, and their characters all tend to have big personalities and I tend to be the one who’s keeping things a little grounded.
One of our longest-running campaigns was a 5e game that started out as sort of a weird mix of the Rise of Tiamat and Storm Kings Thunder modules that went way off-script. We had an angsty rogue, a drunken warlock who was using some home brew stuff that was roughly like The Fathomless from Tasha’s but a few years before that was officially a thing, an elf barbarian who was absent for half the campaign, and a drow (sorcerer I think) who started off being sort of a Drizzt knock-off but shocked us with an amazing plot twist halfway through that he cooked up with the DM where he’d secretly been an agent of Tiamat the whole time… until Tiamat discarded him and we had to figure out what to do with him after that.
And then my character- Randall, a relatively by-the-book military veteran, sword-and-board fighter, who was nominally the leader of the group, he had a grudge against dragons from a previous battle he’d been in, and a bad case of “just when I thought I was out out, they pull me back in” being pretty sick of the adventuring life and really wanted to retire to a quiet farm somewhere, but adventuring was all he had ever known and he kept bouncing from one adventure to another unsure how to make the transition.
In my other group, I have a tendency to play the wildcard. The most extreme example of that was a pirate called Lotor the All-Beard (so named because he was a raccoon, and so covered in fur, he was “all beard”)
Lotor was a filthy, chaotic idiot and the dice gods smiled upon him. He was remarkably skilled in all manner of crime, including, somehow, forgery despite being illiterate (He needed someone else to put the words together for him but with that and a handwriting sample he could masterfully forge any document needed.) He didn’t speak the common tongue, so couldn’t directly communicate with most of the party, but had a magical talking parrot (named Polly, of course) who translated for him (the bird was far more intelligent than Lotor and kind of hated him. Throughout the campaign there were many hints dropped that there was a lot more to this bird than met the eye, but Lotor was too dumb to pick up on any of it.) He stole from, cheated, swindled, and flirted with basically everyone he met, and pretty much just always let the intrusive thoughts win. If there were shenanigans afoot, it was usually his fault.
A lot of his criminal behavior stemmed from a bit of willful ignorance and childlike naivete about laws and social norms. I hadn’t seen it at the time I created Lotor, but the Guardians of the Galaxy scene where the concept of theft being illegal is explained to Rocket was pretty much Lotor in a nutshell.
It was also a bit of a running joke that he was actually a fairly formidable and well-known pirate captain who ran a very tight and orderly ship (though a fair amount of those organizational skills may have actually been Polly,) but he considered himself to be “on shore leave” and so basically on vacation for the duration of the campaign and was cutting loose.
Those are sort of the two extremes, but probably my two most beloved characters, and kind of give an overall sense of the direction my characters tend to go with either group.