Ah, ok, for a rope, i’m guessing you mean a physiical non-magical kind of rope? Well for that particles aren’t really suitable, they would not hold together in a rope like manner and would be next to impossible to texture as a rope.
For ropes use Reactors dynamic soft bodies. Now if by rope you mean more of a streamer of light type of effect, then yes, particles could be used possibly.
As for rendering particles, shape, scale and material are the main paramaters that effect a rendered particle. OF course you can also use Afterburn, and in that case most of the render time controlls are moved over to ABs interface.
Also some third parties have written point renderers for Pflow that simply render AA’d pixels at each pflow particle screen position. These have been used to produce renders of several million particles. This is practical as no polygons are produced at rendertime, its more akin to a paint package putting a tiny dot at each particle point in an image. Using additive or subtractive transparency, you can get some pretty nifty results with this kind of system.