|
|
|
|
|
|
|
|
|
Posted: Wed Dec 12, 2007 11:58 pm
OOC Roleplaying Training This will be a good place for everyone to learn or review what it means to be a good roleplayer, and in large discuss what that even means. Contained will be the Anti-Munch Project (AMP) as well as some viewpoints on what makes a writer a good or bad roleplayer.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Dec 12, 2007 11:59 pm
The Anti-Munch Project The Anti Munch Project is all about roleplay awareness. With the onset of poorly skilled roleplayers growing larger all the time, we need this thread to show them where they are going wrong. This AMP thread lists first the types of roleplayer (all my own definitions by the way), and then the various types of Muncher/Godmoder/Godmodder. These are mostly as they were in the old AMP, but I added a couple terms that I forgot to include in my backup of the previous thread. User input of new terms is a valued thing, and contributions ensure at least a little bit of fame and recognition. The types of munching have now been ordered alphabetically. I tried to go for 'seriousness of offence', but it was too difficult. I'm open to suggestions. As of February 27th 2006, I have also included the 'Munch Scale'. Collect five coupons and send them in a self addressed envelope to receive your shiny cardboard wall-mountable Munch Scale poster! As you can see, the Munch Scale, or Scale de Munch in France (coupons from France not accepted), consists of 1 - 10. A rating of 1 means that an act is not really munchy at all, a rating of 10 means you must bring out the Anti-Munch Intercontinental Ballistic Nixx Missile. As you can also see, munch is always at least a little annoying. The Munch Scale 1 - Not very munch, not very annoying. 2 - Not very munch, a tiny little bit annoying. 3 - Not very munch, slightly annoying. 4 - Slightly munch, somewhat annoying. 5 - Definitely munch, annoying. 6 - Seriously munch, very annoying. 7 - Annoyingly munch. 8 - Annoying and inconvenient munch. 9 - Annoying, unfair, and inconvenient munch. 10 - The be-all-and-end-all of munching. Avoid like the plague.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:03 am
(AMP) Types of Roleplayers: Oldbies: Are veterans of roleplaying. They generally know best after years of experience. Becoming an oldbie, however, is not necessarily the ultimate goal; many people are fine just settling down as Literate. Elites: Elites are on their way to becoming Oldbies, but somehow veer off-course and become asshats instead. Elites can be recognised by their "Elites only" policy, with no lee-way whatsoever. They are generally quite cocky, think they are better, and insist on using reams and reams of detail. This can be particularly true for magic users, who are convinced that their descriptions of the traits and limits of magic are unquestionable. Another trademark Elite sign is rejecting AMP, and claiming that "common sense" should be used instead. This is in fact pointless since the AMP is common sense. (Not all Literates become Elites before they move on to Oldbies (in fact, some Elites never become Oldbies at all. Don't worry.) Literates: A growing minority, literate roleplayers are just that. They use correct punctuation and grammar, and roleplay fairly. Literates often refer to, and follow the AMP (Anti-Munch Project). Proby (Probationary): Literally someone in between the 'newb' and 'Literate' stages. They combine traits of the two, in various forms, and will very probably become Literate soon enough. Newbie: A Newbie can at first seem to be a n00b, they can though, learn to correctly roleplay fairly and adequately. Newbies are to be encouraged and treated well, and will often grow into skilled Literates. ne0 n00b: ne0s (never use a capital 'n' for them!) at first appear to be Literates. This falsehood becomes apparent after a few posts however, as they tend to break the AMP a lot, and are actually just n00bs who can spell. n00b: (Don't use a capital 'n' for these either!) n00bs are the worst roleplayer available. A sad and terribly derogatory approach to take, but the simple fact of the matter is that they just cannot and will not roleplay fairly, even when outnumbered, outgunned, and obviously dead in character. They will often resort to flaming, leading to eventual bans, new accounts, and new bans.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:06 am
(AMP) Types of n00bs and munchers: Aimbotter: Especially annoying when using NPCs, as NPCs don't get to argue about munch. Munch Rating: 7 A: Three hundred seventy of my trained assassin gymnasts crest the hill, sight you, and rush toward you. B: Luckily, I have three hundred sixty-nine bullets in my chain gun! I quickly mow them all down, each taking a single bullet to the head, and peg the last one with a rock in the sternum. Augustine: Far, far too prevalent. They try to carry something from one RP into another, just because they're in the same sub-forum. Munch Rating: 8 A: Given that this RP's technology base is medieval, I happily drive my cart to the market to buy some maggot-ridden meat. B: Too late! I already got there in my Gundam and blew up everything with my insanely overpowered weapons! And don't start whining, because my Gundam's already pre-approved in the "This Is Not a Medieval Technology Base RP" thread. Baghdad Bobbit: An advanced (or is that "degraded"?) form of Puppetmaster and Aimbotter combined. These people soon become bored of anybody with a lick of skill, and wander off in a huff because the RP will take too long for their precious, precious time. Munch Rating: 5 A: I fire at the stationary target, hitting twice but missing with my remaining four rounds. B: I get tired of your realistic RPing style and poke you in the neck, collapsing your trachea. You die writhing in torment. Boa Constrictor: Threads that have a long list of rules that prevent any characters except their own from roleplaying in that thread. No example will be given here, since that would be suggesting rules that shouldn't be used at all, and used separately these rules would be fine. Boa Constrictors most commonly like to ban most forms of magic, guns, NPCs, technology, 'special' abilities etc. The result is, as I said, a thread in which very few characters can venture. I do emphasise that threads should have whichever rules they want, within fairness to other roleplayers. Lists of rules which prevent too much are too, let's face it, n00bish. [Suggested by oxymoron_02] Munch Rating: 4 Daydreamer: Not exactly munch, per se, but it does get annoying. They manage to turn seemingly coherent RP into a mad ramble about totally unrelated things. Which is not to say that adding a little insight in the middle of an RP is bad; but try to make it only a few lines, three at the most, as anything else just distracts from the current events taking place. Munch Rating: 3 A: In the middle of the intense shootout, I dash across the narrow alley, ducking and weaving in hopes to avoid getting hit. I'm unsuccessful; two bullets peg me in the shoulder, throwing me back into a Dumpster. B: The bullets make me think back to my days as a youth, when I had to melt down tin soldiers to use as musket balls against the Redcoats... or was it redskins? I can't remember. Anyway, I had to walk uphill all three ways to school and back, running from glaciers all the while. It was torture, lemme tell ya. And then there's the story of how I met my first wife... Gaseous Snake: A combination of McFly and Lucky Irishmen. They will often attempt to alter the RP right after the fairly playing RPer has made a post that will see the Snake's demise. They are not, however, as desperate as McFlys in what they change. Munch Rating: 6 A: I walk to the door and open it. B: Being a fellow with a bit of foresight, I hooked that doorknob to a car battery an hour ago. You're thrown across the room. Godmoder: A rather broad term, basically covering a character/roleplayer who can overcome any situation. They will often have flashy powers, ignore just about anything you say and do, and somehow manage to be completely unaware of their own unfairness (otherwise known as stupidity). Munch Rating: 8 A: Now that you're strapped to the end of a naval cannon, I fire it. B: Whoosh! I nimbly dodge, somehow forgetting the fact that I'm restrained by three-hundred-pound chain! Hi-jacker: These are intensely annoying for thread creators. They are often members of that thread, also. These are the people that take over a thread they are roleplaying in, and either add things in, or perform actions that affect everyone roleplaying in the thread. [Suggested by oxymoron_02] Munch Rating: 5 (Real example) A: Ok! Our base is under attack and we have to defend it! B: *Goes and activates the base's self destruct* Everybody run you have three minutes! Hiver: So named after such things as the xenomorphs from Aliens, the Klendathu bugs from Starship Troopers (which both use hives), and the teeming hoardes they generally are. These hoardes are always fearless, will battle until dead, and quite often have some excessive weapons and/or armour. Alternate names are Beehivers or Ants. Basically, it's the guys who have too many NPCs. [Suggested by oxymoron_02] Munch Rating: 7 A: *He sat alone in his one-man fighter ship, quickly scanning the radar for hostiles* B: *He sat aboard his giant flagship, with his other 1000 ships around him. He ordered them all to attack the tiny fighter in front of them* IDKFA: Most likely people attempting to emulate Solid Snake or some other cheesy spy-novel hero. They never run out of weapons or ammo, or anything else that leads to them being victorious. Munch Rating: 8 A: You're all out of ammo for all five of your Ingram submachine guns. Since you're buck-naked, I know I can now safely step into the open and begin returning fire. B: Ha! Little did you know, I have twelve shuriken hidden within my afro! Ironclad Sentinel: This is fast becoming a problem, and refers to when a thread's subject organisation/corporation/military has too many defenses, or defenses that are unrealistically powerful or just plain 'modey. [Suggested kodachi3] Munch Rating: 7 A: I am attacking with a battalion of thirty tanks, air support of twenty gun-ships, and three submarines off the coast with Tomahawk cruise missiles. B: Defenses - Forcefield that blocks everything but lets our weapons out, invisibility shield around the base, 100 SAM turrets, 100 machine gun turrets, 1000 guards with machine guns, 200 space fighters, 200 tanks. Lucky Irishman: A mixture of McFly and Augustine. A person whose character performs an action at chance (with no knowledge of the way it will tip the balance) that turns events to their favour, despite the chances of such a thing happening being incredibly slim. [Suggested by Suddenly Depressed] Munch Rating: 5 A: With your character totally surrounded in a section of corridor, my ten skilled ninja prepare to slice him to pieces. B: My character backs up to the wall, inadvertently tripping the base's alarm. A: ((If I'm going to be honest and fair here, I have to tell you that the alarm would trigger the corridors to be sealed by blast-proof bulkheads.)) B: ((Oh, oops. Guess my character's safe then.)) McFly: Declining in numbers now, these will alter situations (and usually first posts) drastically to give them an advantage in roleplay. Munch Rating: 7 A: Ha! Now that the force field is down, I run inside your evil lair! B: Um... um... there's also a super-secret second force field which causes you to die instantly! I just didn't say anything about it because... um... I had to do my laundry! Not because I just thought of it now! Honestly! Min-maxer: Not a lot of those running around here, thank goodness... that's more of a DnD-style paper game issue. Their own strength:weakness ratio is off the charts. Munch Rating: 8 A: I've successfully broken into the facility which gave you your incredibly 1337 power armor. Now I pull up the file on it. What does it say about weak points? B: The metal of my armor is... um... allergic to praying mantis urine. Miss Cleo: They use Out of Character knowledge to their own advantage. Munch Rating: 8 A: ((OOC: There's a secret switch hidden in the lamp.)) B: I suddenly think to myself-- why not check the lamp for hidden switches? Call me now for your free reading! NIMBY: The people who quite readily attack others' threads, but then stop all attacks on their own thread. Munch Rating: 6 A: They attacked us! Let's go and get them! B: *Deletes any posts related to an attack and/or b*tch to a moderator* Oblivious Oaf: People who don't explain how what they are using works. Now this is fine to an extent; you're not expected to know the exact functioning procedure for a gravity-spewing railgun, but at least give a vague idea behind the mechanism. [Suggested by Colonel_Commissar_Gaunt] A: Hahahahahaha my ultra shield deflects any projectile weapon B: ((Dude, how does that work? I need some info)) A: ((Ahhhhh uhhhhhh.......it....uses......some.......weird substance......that like...........does.....something......and then it like.....deflects all projectiles! Thats how it works, its not like I never explain my gear its just that I just came up with that explanation now, I mean I just had trouble explaining it.)) Overcompensation Stroking: "Quality over Quantity" or "Quantity does not always mean quality" . This kind of ties in with the daydreamer but not necessarily. Basically I'm talking about someone who thinks that the longer their post is, the better it is. It's rare to see this, but there are people out there like that. Munch Rating: 7 A: Not even going to give an example. Oxymoron: Luckily rare. (And no relation to me. I think) They manage, somehow, to be completely contradictory in their posts. Munch Rating: 4 A: I'm a farmer with a shotgun. B: I'm a black hole which emits blinding pulses of visible light! (For those of you not familiar with physics, black holes allow nothing out of their immense gravity. Not even light can escape.) Prosecutor: People who claim every one else is Munching when they, in fact, are the only one who is. [Suggested by Asmodeus The Crow] Munch Rating: 8 A: My character is a fire mage who casts a two-turn fire spell that will launch a fireball. B: My character is a five year old salamander named George, who makes a funny noise when he walks. George, despite being a normal salamander, is immune to fire, and also capable of devastating mages with a single swipe of his four inch long tail. A: Well if he's a normal salamander, he can't be immune to fire, and if he's immune to fire, he can't be a normal salamander... B: WTF STFU N00B U CANT SAY THAT HES MY CHARACTER NOT YOURS OMG WTF FUHKIN HAX GODMODE Puppetmaster: Another overly common occurrence. They basically take control of others' characters, often to extremes. It is usually ok to make tiny little changes to another person's character; for example if your own character launches a fireball at a tree, it is safe to assume that other characters will probably watch the tree get hit, and thus you can comment on that. Depending upon the extent to which they puppetmaster, this is not necessarily a form of munching. Munch Rating: 4 - 9 A: I step carefully into the room, peering around for occupants. B: Suddenly a dragon pokes you in the eye. You run screaming from the room, whereafter you go home, make a pickle sandwich, and call your mother to cry about how she ruined your life. Quaker: They can magically 'spawn' anything. Having a character which can retreive things from pocket dimensions is not an excuse, unless said pocket dimension has a previously listed inventory which can be checked. Munch Rating: 9 A: My character is wearing a form of armour only vulnerable to a drop of water from a holy well in South Dakota. B: *He pulls out the vial of water from a holy well in South Dakota* "I don't know why I always carried this, but I knew it would come in useful one day." Revisionist: Another prevalent problem. They are akin to a McFly, but rather than trying to be an a*****e OOC, they try to be one IC instead. Their characters change their mind, thus causing an annoyance, but not necessarily munching. Munch Rating: 4 A: You chose the blue pill? Ooh, tough luck. B: Red! I said red! Don't go pulling that "I can read your previous post" mind game crap, either! Romeo's Tragedy: The character who instantly falls in love with a character who has a crush on them even despite their families hating each other. Not always annoying as long as it doesn't happen too often. Munch Rating: 6 A. The Akimichi girl stepped out her door and then froze seeing the Hyuga boy she's been crushing on the past four years walking past her house. B. He hated the Akimichi clan. They were all stupid and fat and a disgrace to the village. Suddenly he spotted one staring at him and a blush ran to his cheeks thinking how beautiful she was all of a sudden. Shoe elf: Pretty obvious. Munch Rating: 10 A: ((OOC: Well, gotta go to bed. Big neurosurgery test tomorrow.)) B: Ho, ho, ho! Now that the loser's gone to bed, I can strap his character to a cross and peg him with rotten fruit! Speedhacker: One of the worst we have to deal with. Munch Rating: 10 A: I walk to the door and step outside. B: Suddenly, twelve men grab you, carry you off to my secret lair in Tibet, and torture you for weeks. When you finally die from the agony, we bury you in the frozen wastes. Hundreds of years later, arhcaeologists discover your frozen body and try to determine if you're another Lucy. Trinity: The knowledge downloaders, the omniscient Billy Joe-Bobs. [Also known as Zoicites] Munch Rating: 8 A: My character was raised by a gang leader in the harsh conditions of a slum. From this, he learned to wield small firearms fairly effectively and has limited driving abilities. B: My character was born on a remote jungle island and can fly or drive anything and use any gun with perfect aim. Twink: Sometimes allowed in certain RPs. If the RP isn't specifically about invincible deities and such, a simple rule is that if the strengths aren't counterbalanced with relatively equivalent weaknesses (or if the reasoning behind the phenomenal cosmic powers isn't eloquently and appropriately explained), you're dealing with a twink. Munch Rating: 10 A: A punch coming, eh? Well, seeing as you're a seven-year-old child and I'm riding in a twenty-meter mecha, I won't bother dodging. B: Fooled you! I have the power to DESTROY EVERYTHING when I punch it! I'm just like an X-Man, and therefore require you to suspend all logic when RPing with me! Oh, and I have the power to steal your girlfriend, too.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:11 am
Role Playing Abbreviations RP- Role Play. It is the act of directing/being another character's actions. Other than your own. Usually in a story like setting OOC - Out of Character conversation. These are usually defined as within ** or (( OOC Commentary here )) It is things that are not defined within the RP but that needs to be spoken. Example: As Jon fired the turbo blasters, the ships in front of him blew up in such sparkles of light and color as he hadn't seen since he was a child. ((Sorry guys, I gotta ditch. School tomorrow. Laters )) IC- In character. These are the things that happen within the scope of the RP. The actions, speech and thoughts of the characters as well as the NPCs. NPC - Non Player character. These are the characters that are not so defined as to be played by an actual player and are usually puppeted by a GM or Assistant GM Example: Jon the Barbarian, a level 6 warrior is a PC, Gustof, the lovable but always convientantly placed informant that you never know anything about is an NPC. RPC Role Playing Character - This is the character that you have decided will represent you within the scope of the game. This term refers to characters who are already created by another writer/ author/ etc but that you've chosen to play. Although on occassion it is misinterperated and assumed to be the same as a OC. Example: A RPC would be if you were to chose to play Inuyasha in an RP and attempt to handle things like he would. A OC would be an original character that has no basis on anything else, although a lot of times different things inspire them. As you might have a character that 'kinda' looks like Inuyasha...but isn't a dog demon, but he does have a big assed sword and fights evil. Etc...etc... GM- Game Master. Usually the creator of the Role Play or any they designate to that position. They can control everything in the Role Play, and their word is law within that thread. Any other's I should mention, just let me know...
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:28 am
What You Should Do: Good Character Development Posted by ZeroKirbyX on charas-project.netWait - What?I have explained bad characters to you in the 'What not to Do' thread, but that is not what this thread is about. It is about the search for good characters, and this point on will express what is 'good', and not as much of the bad things. Good characters help enhance everything in a Role Play. The setting flourishes under a good character's footsteps, the plot thickens around a good character's actions, and the Role Players tend to Role Play better with a good character. This good is not referring to the good-evil scale, but a well-developed character that has balance. What is balance, you ask? BalanceWhat is Balance? Balance is the trait of a character that equals out strengths and weaknesses. This is the fundamental part of a character. All characters have their own strengths and weaknesses. But how much of them is extremely important. Let's start of with the strengths of a character. This is what your character can do well, and any good skills he/she has. These skills should be a good size; they can't be too big. Imagine if there was a currency with your strengths. A good strength costs $5. A super strength costs $15, and a godly strength costs about $50. You do not have any money, but you can have a tab in the Strengths and Weaknesses Shop. You decide to buy an amount for your tab. Note that it is hard to get off a high tab. Naturally, you want a good amount of strengths without going too far into debt. So purchase skills for around $10-20. This is a good place to start off a character. But right now you have a character with all these strengths and no flaws. What kind of good character is that? A bad one. To get you out of debt, the store manager decides that if you take some weaknesses, he can take away money from your tab. A good weakness is $5, a strong weakness is $15, and a godly weakness is $50. What to buy? Your goal is to get $0-5 on your tab, so you should have about as many weaknesses that are as big and noticeable as your strengths. Do not get the godly weaknesses or strengths. These can make Min-Maxers, as seen in the Anti-Munch quote. You should stay within a budget. The strengths and weaknesses should compliment each other and flow together well, like good upper body strength and bad lower body strength. They are conceivable together. While Role Playing, your character should maintain this balance. They should not do anything in the Anti-Munch Quote box, no matter what. Keep that balance, and you have a major trait in a good character. Tipping the Scales: When and Where To Use BalanceEditorial submitted by omgtehsuiso Part One: Balance of SelfAs detailed by Roka, balance is terribly important in your character. However, being realistic about what you use to keep the scales even is equally paramount. For example: a pirate RP I joined awhile back had a system of points you'd allot in three categories. These were Ship Skills, Knowledge, and Fighting Skills. One point would mean little knowledge/experience with the subject and five was mastery. I developed a sharpshooter character, who will be referred to here on in as Rae. Rae, of course, was an expert with rifles and strictly that. Most characters in the RP had maxed out their Dodge stat, but I decided to keep Rae relatively low in that area. Sharpshooters are, after all, kept far from the actual close-range fighting. Yes, this meant whenever someone was too close to him, he'd get hit, and it happened often. But it wasn't an annoyance at all. It was just another weakness. In other words, weaknesses should match the strength their counterbalancing. A burly axeman shouldn't also be able to dodge like a quicker fighter would. Also, said quicker fighters shouldn't be as strong as a burly man. They can get more hits in, but normally, they'd be quick swipes, not huge blows. We're not talking disappearing and running across the room in an instant to deliver a lethal uppercut to the jaw. This would be something like your typical assassin, not Kenshin's Soujiro Seta. Watch the lightning-quick assassin cliche, though. When caught in combat, it would be odd to see an assassin actually fight. They rely on sudden, easy kills to get what they want done. The whole point is to make sure your weaknesses are realistic with your strengths. Being unable to drive a car should not compensate for being a master at shooting guns. Part Two: RP-wide BalanceOften, larger roleplays will need several people to watch over the general roleplaying group. In the pirate RP mentioned above, we had three moderators, myself included. Of course, godmoding and the like were not common, as it was a literary roleplay. It happened, though. Members with low dodge rates would be able to dodge bullets, something impossible to do in reality, especially against someone trained to use rifles well. It was a great annoyance, and the RP slowly died because of it. A few members started going on a lengthy spiel about ghosts and spirits, something the creators never intended to happen. If you're going to roleplay in an organized manner, let the creators take the reins sometimes. It IS their plot and world, after all. If you have an idea that you think might be controversial, ask the creators/moderators first. If you see someone else doing something that might affect the plot in an odd way, then yet again, let the creators know as well as the roleplayer. It can't hurt, and it'll help them roleplay better. Of course, they might get mad at you for it, but don't let it get to you. As it happens, most roleplayers are very prideful towards their characters. Make sure you're not harsh, though. Constructive criticism is the best type. Two positives for every negative and all that rot. Part Three: Accepting Weakness and DeathWe love our characters, but sometimes, others will be able to capitalize on their weaknesses and defeat them. Battles happen often in any roleplay, and are the main driving force behind them. Whether you're trying to stop the world from ending or just topple the wicked corporation, you'll be fighting a lot. Understand that your characters CAN be defeated, and even killed. Surviving every attempt on your life and coming out unscathed is virtually impossible, unless you're some superhero. And even then, Superman was weakened by Kryptonite. Be careful with using weaknesses of other characters to your advantage. Your character won't be able to scan their brain and find every little flaw they have. It takes many battles and long analyses of their fighting style and habits to even begin to understand what can defeat them. The same goes for your opponents. If they magically know how weak you are against a certain form of attack, protest. Remember, this isn't Dragon Ball Z. You can't find out power levels. An exception goes to Dragon Ball Z roleplays. <3 Now to the fun part: Death. Yes. The end of life. Oh noes. It happens to everyone at any time. Did you read that last sentence? Someone died while you were. Now, we always see young, sprightly teens in roleplays, preferably 15 or 16. Why? It's easier for them to live, apparently, even if you're stronger when you're 30 and apparently wiser when you're 40. And besides, Cloud was cool. A bullet can still kill your hormonal friend. Did you know that a gunshot to the leg can kill someone, even without the blood loss? The shock does it. You don't need to score a hit in the head or the chest to take someone out. It's not really that hard. And even if they DON'T die, wounds like that take a long time to heal, and can still get infected over time. We don't have bodies made of kevlar. (Also, your shoulder applies to the leg rule, too. It seems to be the most common place to take a bullet.) If you're playing a character in the medieval days, a wound would normally be fatal. There was no real defense against disease then. They'd "let the bad blood," but that never really helped, and made the infection spread to other areas. (Believe me on that one. I studied medieval medicine for a novel I'm working on.) Wounds from bullets developed just after the age of steel often took pieces of clothing with them, and made the wound fester quicker. Stuff happens. Poor Johnny can die. Does this mean he has to die in vain? Of course not. He can go out nobly or just sort of die a slow and painful death. It doesn't matter. Almost any death will coax the characters to get moving. Remember, everyone loves revenge. How many characters have you seen with entire families/groups of friends who were completely wiped out by villainous people? It's in movies, books, TV shows, everywhere. Kill Bill, The Punisher, all that fun stuff. The motivation is always revenge, though the characters pretend it isn't. If a character around you dies, the sudden reaction doesn't HAVE to be vengeance. Anger is one of the steps in grief, but it doesn't suddenly stop there. Besides, we've all seen revenge before. But it IS one of the great motivators in roleplays, and it works. Don't let deaths go unnoticed, but don't make them so absurdly important that your character angsts over poor Johnny every minute of their life, even if she was his lover. As Penden mentioned in "Keeping It Real," the five stages of grief end on a positive note. Darth Vader's "NOOOOOOOooooooo" ruined the ending, mind you. Keeping it Real: The Psychology of all RacesEditorial submitted by Penden While it is important to study the aspects of any race you wish to create your characters from, even humans, there are certain psychological things that apply to all or most races. This is what makes a person read a book about hobbits, like the Lord of the Rings, and feel sympathetic with that character. You may love the idea of the race but some part of you still thinks of that character as just a person, not an elf, human or hobbit. Now, the only people we know in real life are human beings. Animals don't exactly count because they can't speak to us, and any way if I included them in this rant it would have to be much longer! As for humans, though, they are what we use to compare most characters we read or create to, to see if they are realistic. The first thing that a character needs to be is consistent. Even when people do unpredicatable things, their behavior over time is fairly consistent. If a character does something that the reader feels does not match up with either their past actions OR their beliefs, then your character is being inconsistent. Remember that the best predictor of a real person's actions are their previous actions, not their beliefs, and that actions can actually change a person's beliefs. This happens so that the person does not feel that their beliefs are inconsistent with their actions! However, if your character has the will power or the motivation, they can change their beliefs and then their behavior. If a person changes their behavior, they are not being inconsistent but merely switching to a new set of consistencies. Pulling off a change in behavoir with your character and making it believable is hard. Your character needs a good reason to change their behavior. Most good reasons are internal, like guilt, but a character can also meet up with extreme outside circumstances that make them change superficially, like if the police are after them. The next thing a character needs to be is 3D. This means that they need to feel and act like a complete person would, with conflicting emotions and a sense of past, present or future. A character who does not have a sense of these does not have a sense of consequences, and will do something stupid like pick a fight with some one ten times bigger than them for no reason at all. A person without conflicting emotions will become too predictable. This does not mean that your character cannot supress conflicting emotions very well in some cases, just as long as they don't do it all the time! Conflicting emotions come from relationships with other characters, past actions, and a feeling of guilt when a past action or feeling does not match up with their beliefs. This is why I mention them together, because they are related. For instance, a person who is afraid of dogs has probably had a dog scare or bite them in the past. But if they are an adult they are also well aware that lots of other people are not scared of dogs and that some dogs are nicer than the one that bit them. Therefore, they still feel fear but they believe that they should not, and may even feel affection towards a neighbor's pet even though they would never go near them. You can put a heck of a lot of work into a character's past and personality to help cover these two main things. Just remember that a beautiful character sheet doesn't make your character a great character if you don't know how to play them! Pay attention to the likes and dislikes you give them and try to show as much as possible through action, because that is how the other players and their characters are going to get the best look at your character. Over doing it--As a final note to all you drama nuts out there, human beings are also very resiliant emotionally. It's true that there are plenty of people who aren't, but at the same time a person who is simply afraid of dogs can usually live their life very well despite it. Most people bounce back from failure and disappointment, even something very drastic like the death of a friend! If every one went around killing themselves over every little thing that hurt them in their lives, you would never hear their stories! Humans are usually survivors. Note that the five stages of grief end on a more positive note: * Denial (this isn't happening to me!) * Anger (why is this happening to me?) * Bargaining (I promise I'll be a better person if...) * Depression (I don't care anymore) * Acceptance (I'm ready for whatever comes) Some Things to Keep in Mind1) When a character has amnesia, explain what that character has forgotten in the Biography. Just because that character forgot, doesn't mean that the DM/GM should. 2) Try not to use trench coats. They have recently been terribly abused by n00bs, which makes you seem like one. 3) If you can, let their hair be a natural color. That does not mean that Bob can be born with blue hair, or Sally naturally has green hair. 4) Think about your characters hard. They should act and be as if they were real and be as realistic as possible. 5) Japanese names are overdone for non-Japanese characters. 6) Japanese weapons are over-done (like a Katana), except for when that is the only type of weapon available. 7) If you want an awesome character, try giving them a weapon not commonly used, like a Mace, Flail, Spear, Pick, or Chains. 8 ) You character does not have to be 'cool' in the dark, looming, always controlled way. Make your own cool, for goodness sakes. 9) In a magical world, opposite elements (light and dark, fire and water, etc.) coexisting should bring a conflict within the character. 10) BE UNIQUE!
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:32 am
What Not to Be: Bad RP Skills and Cliches Posted by ZeroKirbyX on charas-project.net ((Note that many of these are fantasy stereotypes, but still apply regardless.))The Character Cliché Types: Avoid using these types as characters. We've seen them all before. x.x Silent Warrior was one of the most common characters. He/she is a major cliche of the strong, silent types. Next was the Noisy Warrior. These characters were very social and had bold personalities, but suffered little to no penalties for it. The Innocent but Strong was also a type of character I have seen. They are kind, little people (often girls) who are thrown into tough situations, and reveal very strong gifts. Uber Powerful Mages was an all to common thing in role play sites. They are very strong characters in any major skill (magic being a major one), but also know how to fight like a seasoned professional. I-am-Still-an-Original-Character are characters that take an unoriginal character, then through the Role Play, warp it to whatever they want. These guys are really annoying, mostly to true fans of the unoriginal character. More In-depth analysis of Clichés: Silent WarriorThis is one of the most common character types I have seen. The Silent Warrior lets out little or no information about them. Their profiles (if any) often say what they appear to be, age wise, but "the real age is unknown". Their biography is often very, very short, which is summarized by a sentence or two about it being unknown. A typical appearance is dark clothing, often covering the entire body. This helps conceal themselves in the shadows that are often around them. When they role play, the character says very little. Instead, he sits back in the shadows, watches, and then makes his move. This can cause uproar in a Role Play. Some characters are not first to make a move naturally, but as the other people online are sulking in the shadows, these characters must move for the sake of continuing the Role Play. Antidote for a Silent Warrior If you are Role Playing him, simply tell more and more of him, and let him open up. Limit his overwhelming power, then keep him out of the shadows for a lot longer than normal. Nudge him into a social window, and the purging of the cliche shyness will begin. Noisy WarriorThis is almost as bad as the Silent Warrior. Noisy Warriors are overly social and sometimes clumsy characters. They often crack jokes, and if real people, would be intolerable. But these characters suffer no penalties through Role Play. They go on, and end up becoming overly powerful character. Their biography is often short, showing little to no insight on the character. They often look like super buff (as they are not afraid to show off muscle) boys and their personalities are flat. If females, they are very attractive. In a Role Play, these characters often are at the head of the group, showing off their stuff and sucking up all the glory possible. This is a pain, as other people can not get anywhere in the Role Play. They must stand back, or else they will be pushed back. Antidote for a Noisy Warrior Back of a bit. You are very much in people's faces, and you need to stop. Don't retreat into a Silent Warrior state, but try to allow others in the spotlight. Just ease down your character's sugar, keep him off of his too-big power blights, and let others aid you, or even do some of the stuff. The Innocent but Still StrongThis is also an oddly common character. It starts as a young or sheltered person being blasted into the radical world. However, when she gets there, she shows extreme power. This can be similar to super deadly healers, or other characters that tend not to be very violent. The profiles have pretty bad (in both event and boring scales) biographies, focusing on how she wants to go back to normal life. The appearance is often pretty, like an angelic or heavenly pretty. The personality tends to stay on the caring, considerate side. In a Role Play, the character gets bit angst, demonstrating her need to go home. That distracts from the plot, and sometimes even the Role Player tries to shift the plot for the character's quest to go home. It gets worse when the creator of the Role Play allows it. Antidote for a The Innocent but Still Strong Get your character a backbone, and let them be exposed. Sometimes the character would stay an innocent soul, but level out the scales by dropping the powers. Those characters can drain the life out of a good Role Play. Uber Powerful MageThis is also a common character. The character is a master in a skill (often magic), and is extremely powerful in it. However, that same character may even be a master in a few other arts, like fighting. This is totally unrealistic. Some skills might be: magic, computers, science, art, music, etc. These characters may wear robes or heavy armor, depending on the situation. They wield swords and staves, which makes little sense (considering weight and where you would store the weapon). In a Role Play, they may hog up a huge amount of space for other players. They can cover multiple fields of skills (where a better character may thrive), and with it, they smother these characters. Antidote to Uber Powerful Mage Sorry, but this one is based purely on skills. To limit them, you may just have to edit the profile, removing the many skills. That is the most effective method, but not the only one. You could somehow manage to give the character amnesia (loosing some skills), or just growing old. Whatever you do, the best thing is to eliminate some of the skills. I-am-Still-an-Original-CharacterThis is probably the most annoying character type of them all. This character was an unoriginal character (one that was made before the Role Play, and is not custom). A Role Player chose that character, but did not like him. So, the Role Player shifted the character through Role Play, ruining it and changing its personality and skills. I have actually witnesses one of these characters in a Teen Titans Role Play. Someone chose Beast Boy, and made him gay. Then they made him and Robin gay partners. This would never happen in the show or comics. It was . . . insulting to Beast Boy, who is more of a ladies man. If it is a fan Role Play, fans of the show get pissed off at the person, especially if it is a favorite character. Antidote to an I-am-Still-an-Original-Character Go back to the original character's personality. It is not 'your' character. If you went to far, just throw back the original character and start your own. Mary SuesThe Mary Sue is a term in writing for a certain type of character. This character is an extension of the author's ego. That means it is a copy of everything (or at least a lot) of what the creator wanted. In Role Play terms, it is a powerful, 'perfect' character. There are few true Mary Sues, but there are way too many normal Mary Sues. What is it? Detailed Definition The Mary Sue is an ideal character. Strong, attractive, popular, and cool, the Mary Sue (Gary Stu for male characters) is a huge pitfall. Everyone wants to play one, but no one ever should. These characters are, bluntly, stupid. The characters often have a great number of skills. They don't have to be masters, but they have a lot, and they are great at most of them. In simple terms, the character is a Jack of All trades, but is as good as someone who specializes in that sole trade. The Mary Sue is also highly beautiful (in more than one aspect). They appear to be heavenly, and are often exquisite in many different types of clothing. Their soul tends to be 'beautiful' (to the creator, which means it may not be innocent). That can make for a wicked personality. The Mary Sue is a huge part of any story or Role Play. They suck up the other character's roles, hogging the plot to them. The Role Play dies because of it, and the Mary Sue brought everyone down with her. If a Mary Sue is detected, please tell the Role Player politely. If they ignore or even flame you (which is against the TOS), then you can gesture a Spork, the mighty weapon against Mary Sues, at them wildly, but realize that they may be to fearful that they made a bane of characters.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:41 am
Quotes from Gaia Users Well, the problems with RPs, the major problem of all is pride, people always wants to stand out, be the "best" out of all the other RPers, flex their RPing muscles if you would. So they go out, try to kill a shitload of bad guys, try to take out a whole ******** army with a single clip, be the hero you know? ~ender_169 Your character is your creation. Give it flavor, give it something unique, a personality trait, a weapon preference, a funny bit of history- But keep in mind, it's usually just a footsoldier of some sort or another. Footsoldiers aren't commanders, other people don't have any obligation to follow his/her orders. When you create a character, try and use your common sense, and be realistic. Treat things that your character has done/can do much the same way you should wargear: A little bit of interesting stuff is fine, but putting it over the top just ruins it for everyone. ~DarkElf27 Warhammer 40K Guild
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:42 am
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:44 am
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 12:44 am
|
|
|
|
|
|
|
|
|
|
Posted: Thu Dec 13, 2007 10:45 pm
ninja In case you all don't know, you can talk here about stuffs. Ya knows?
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jan 05, 2008 2:28 pm
WOW! I never realized how many sucky RPers there were in gaia. Oh well... I'm just glad that I don't have any problems with bad RPers. I only know one person who is a true n00b... totally illiterate, unknowledgable about gaia, no leadership skills, a godmodder, and very careless. But I can pretty much put up with him. I'm not saying the name even though he isn't in this guild.
Thanks for doing all this Xenos, even if you didn't do it all on your own. I think it shows us all how terrible some people can be when it comes to role-playing, but I'm glad you showed us that. I think it woke us all up a little. xd
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sat Jan 05, 2008 3:10 pm
York Freeman WOW! I never realized how many sucky RPers there were in gaia. Oh well... I'm just glad that I don't have any problems with bad RPers. I only know one person who is a true n00b... totally illiterate, unknowledgable about gaia, no leadership skills, a godmodder, and very careless. But I can pretty much put up with him. I'm not saying the name even though he isn't in this guild. Thanks for doing all this Xenos, even if you didn't do it all on your own. I think it shows us all how terrible some people can be when it comes to role-playing, but I'm glad you showed us that. I think it woke us all up a little. xd This is actually for the people in this guild. This isn't to make you aware that these people exist, but for you to scour your own writing and to make sure that you do the best that you possibly can. For instance, you yourself said that you've never godmodded before, but have twice in the Doom RP. Have you really never before, or were you simply unaware? I know I do things here, and I need to improve upon things myself. One may never be perfect, and thus it is ones duty unto theirself to constantly strive to improve whatever it is they may do. Also, many of the characters in this guild are very similar in their backgrounds, their personality, their manner of acting, their appearance, ect. There are also things here to help you 'spice up' your character, to make them more unique, to make them more human.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Sun Jan 06, 2008 5:15 am
Xenos Mortium Also, many of the characters in this guild are very similar in their backgrounds, their personality, their manner of acting, their appearance, ect. There are also things here to help you 'spice up' your character, to make them more unique, to make them more human. Aww... My character isn't like yours very much. She thinks her weapons have people living [Or is it UN-living?] in them and stuff... ^_^
|
 |
 |
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|