Javelin434 3,164 Posted July 11, 2014 (edited) Update Log: 7/12/14: Updated Character creation/backstory influence section by vague referencing established characters and basic punctual/grammar fix. Also added new subsection. Roleplay: The basics. 7/15: Edited Using Character Backstory example to avoid redundancy of using parents. Too cliche... Edited NPCs to factor in visiting shops in worlds. Edited Player interaction with reality example. 7/23: Added Crash course section directly below intro paragraph. Also: Frozen song reference "Do you wanna build a snowman" in section. Updated basic rules to promote consistent posting by everyone involved. Added title "Roleplay Mechanics" for organization. 7/27: Modified Character Creation post to accommodate "Superior" and "Crippling" stats. Added Player NPCs vs. Player NPCs in battle section. 8/28: Thanks to authorization granted by DChiuch for post limit, added "Developing Characters" section and edited grammar mistakes. Updated contacting by posting instead of PM. Need to update Combat System soon. 9/2: Merged Player Interactions: Basics into Dialogue to avoid redundancy. Will add Basics later. 9/6: Must add in section on limiting players from giving themselves story breaking stuff within themselves. Added on 9/25 in Developing Characters section. 10/6: Updated Plot Railroading definition 11/2: updated OC image. Need to add Character Death Section. 12/20: Added Character Death section. Updated "Using character backstory to influence plot" section. Separated NPC Shopkeepers into own section. 1/18/15: Complete overhaul of Combat Section. incorporated "Making a good post." WIll add in "Combat Roles and Advanced Combat Posts in the future. 2/3/15: Updated Sections by giving sub-section titles for quick referencing. Will add in "Self-insert" character for RP break-in soon. 2/5/15: Added 'self insert character' section to 'character creation' section. 2/24/15: Topics 'Combat: Roles and 'Combat: Posting', "Villains" planned for future editing. 5/11/15: Merged "Char creation: Heroes" and "Villains' into one section, separated 'characteristics' into own section. Added char, skills, need to mention 'specialization trees', unsure if merge with skills+char or separate. Update Char Creation section. 9/22/15: Separated Combat Basic for easy access to modifier, now Etiquette, and damage assessment. 3/10/16: Started Advanced Combat Section thanks to DC increasing text cap. Ongoing grammar editing, example editing, avoidance of 1st person style writing. >>>As of 1/6/15 at 1:40am Central US Time, this page has surpassed 1,500 views!!! But I'm pretty sure 1,499 of those are from me Thank you for the views!<<< >>>As of 2/5/15, the view counter was reset! On the bright side, at least now it gives a realistic view of how many people frequent this page. -This RP Guide has been mentioned on the Timeline! Yay! -Fast Link to Roleplay Character Repository Thread here If you want to see the basic rules for forum interactions/Roleplaying, click here! Need to rant and want your voice to be heard? Or, want to find out how not to RP? Want to find out why this guide is here in the first place? Head on over to this other guide to find out!!!! This post‘s intention is to serve as a very generic and basic assisting reference guide to text-based roleplays [Whether or not this will be on the same level as GURPS (Generic Universal Role-Playing System), well I hope it doesn't reach that level...] and is not, by any means, a hard-line 'rule book' that should be followed to a tee... With this in mind however, this post does intend to address many common issues found in text based, online roleplaying in a manner so as to not piss off both established and new-coming roleplayers here on the site [otherwise, I would have done this in that other thread...] Text-based online roleplays can be a fun and exciting way to not only burn time [anything to take your mind of that math homework right in front of you, amirite?], but also make new friends, develop your writing techniques [by being critical of your own handiwork and/or analyzing other people’s writing style] and gives you an opportunity to add your own twists and plot-points into an ever expanding story. This guide is not just about giving new roleplayers an idea on how RPs work, but can also be used by veteran roleplayers to help refine their techniques and can also give everyone involved new ideas and facets for RP development that will help contribute to the overall story. Now I know what you’re all thinking: Who the kupo does this guy think he is for making a guide for roleplaying? I can roleplay better than this nutjob! Well… Hear me out on this. I've been involved with several roleplays here on this site and in reality. Yes, I’m talking Dungeons and Dragons, and I've been playing many different types of it, including: Star Wars RPG [Pilot; Edge of the Empire], a classic medieval RPG [Paladin; Dungeon World], and Warhammer 40k [Heavy Gunner, Only War] just to name a few. Mind you, this user doesn't necessarily have that vaunted ‘holier than thou’ mindset [ok maybe a little...], but rather wanted to share the knowledge of basic RPing that isn't covered by THE grand-mack-daddy-master site administrator DChiuch, former roleplayer Kaiso, and veteran roleplayer Silver Kuroi, and wants a little more direction on how to roleplay without having to pay like $59.99 for a general rule book and needing several 20 sided dices to determine what happens next. This guide can be relevant only if the community [you] contributes to it and actually reads it lolwut. If you have a bone to pick with this guide, have any suggestions on how to improve this guide, have a great example to replace the ones that are used to demonstrate some RP concepts, or have general pointers/questions/personal methods that you wouldn't mind sharing with the community, please post on this thread! I'll be sure to credit/respond to you and/or the references suggested if it ends up being used within this guide. General Rules for Online, text-based Forum Thread Roleplays: Subscribe to the thread. This allows everyone to be notified when there’s a new post in the RP, and reminds players that they’re involved in that roleplay to begin with. Not a hard rule, but really handy: Have the initial sign-ups thread also be the out-of-character/roleplay thread [OOC Thread]. This prevents players from filling up the main roleplay with garbage posts and allows discussions of the RP in another dedicated thread instead of within the main one. Create the actual RP as a separate, new thread. Not exactly a rule but a suggestion: Type out your posts in third person. Afterall, an RP is like weaving a story, but with more people involved. Always be involved within the roleplay! A surefire way to sink a good roleplay is by having either the players or the host not post within the RP. If some players are no longer interested in participating or cannot post for any variety of circumstances, kindly let everyone in the RP know so the creator of the RP can off the characters and continue the story. If the creator no longer wishes to participate in their own roleplay say what now?, then sorry to say but the RP is as good as dead. ----------------------------------------------------------------------------------------------- Do You Want to Make A Roleplay? ♫♪C’mon in just type and poooooosssttt!Remember to have a storylineAnd you’ll be fineYou even get to be the hooooossssttt!! Just add in some roleplayers!Then wait and seeWhen they go on a killing spreeeeeeeeeee! Do you want to make a roleplay?It doesn’t have to be a roleplay!Shaddup Javelin!Ok, byyyyeeeee….♪♫ So... When creating a roleplay, it's a little more complex than throwing a synopsis, character admission criteria, posting the rules and then say "YEEEAAAAAA! ROLEPALY!" Like the GameMaster in the real-world equivalent, those who want to create a roleplay should have a general idea of how they want the story to play out. This includes the possible settings/worlds the players will encounter and an in depth backstory for the RP for starters. They should also have an idea on who/what the bad guys will be [from a humble chicken to a love-child between Bruce Lee and Chuck Norris... May god have mercy on us all.], and other 'memorable moments' sorta planned out [like making the players eventually walk into a town square where a blue British Police Box is sitting in the dead center with a finely-clothed man saying "Allons-y!" off in the distance...]. This way, the roleplay won't fizzle and die off because of the ever persistent threat of the "I never planned this far" phrase being muttered by the creator of the RP. Once a bare-bones, "ok I have a good, ultra-vague idea on how this Roleplay is gonna play out" plan is set out, then go for it! Post the roleplay sign-ups thread and have fun! When assembling the RP sign-ups thread, there are some basic components to keep in mind: The title of the thread should contain the name of the actual RP along with some indicator that it is the sign-ups page, rather than the actual RP thread. Some sort of basic synopsis [sneak peek] of what the RP will be about, with elaboration of the RP universe and mechanics when necessary. Character sheet format that is custom tailored to the RP. ----------------------------------------------------------------------------------------------- RolePlay Mechanics (I know what you're thinking... No, not those hot hunks with monkey wrenches and blue overalls that's looking at you seductively. Sorry to disappoint you.) [Please note that you don't have to read it all. It's divided into sub-sections for a raison. Stop yelling at me! (ノಠ益ಠ)ノ彡┻━┻ ] The Fundamentals: Section Topics: General Player RolesGeneral Host Roles Yeah, basically it’s like that… The Player: Bound by the rules and the limitations set by the RP host, players essentially become a pawn in the host's grand scheme of the roleplay story. However, just because players are not the supreme overlord of the roleplay mean that they can’t derail the plot the Host had in mind and end up having a jolly good time. Unless the host has something against the player, there’s absolutely nothing holding them back from riding a mine cart filled with tamed shadows and moogles into the final boss’ lair armed with nothing but basic clothing, a +5 damage toothpick, 3 rubber bands, a pack of +5 health regeneration 10 usage gum, a starbucks card, a copy of Kingdom Kuties monthly, Aqua’s wayfinder and end up defeating the big bad and laughing all the way until the conclusion of the story, where their actions and OC are now the stuff of legends among the other RPers. Impractical? Yes. Probable? Absolutely. Will they win? Depends on how flabbergasted the host was… Aside from being bound by the rules, players are more than free to navigate the world the RP Host has constructed around their characters [if it is logical]. Players are free to do basic moves like interact with Host created NPCs, other player characters, and the environment around them. Just remember the possible repercussions from each choice, but then again the consequences of the player’s action is what makes RPs so fun and exciting! The RP Host/GameMaster[GM]: Essentially the god of the RP world. As such, everything they say [detailed in the rules of the RP or in the story] is absolute, and the RP players must respect those words. With this in mind however, hosts have the responsibility to accommodate players in respect to their character actions within their RP. A useful statement can be found below: On 9/26/2016 at 1:19 PM, Mystics Apprentice said: It is ultimately the choice of the host to choose how their RP goes, and they are not obliged to make changes according to other players. As such, hosts are still members of this site and still have to abide by the rules and be respectful to all players. However, being a Host is more than about “Rocks fall, everyone dies” and battles. Hosts are also responsible for painting and constructing the world around the players, as well as describing the consequences of the player’s actions should they decide to interact with the world in any way. As such, Hosts are also solely responsible for the NPCs and enemy actions, as well as environmental actions and incidentals that occur within the RP world. The RP Host is required to roleplay the NPCs [Non-Player Characters] in their own RP. As a Host controlled character, the characters and NPCs in the roleplay will allow them to directly interact with the players, which is a great way to maintain the plotline and act as a catalyst for everything that happens around them and the player’s characters should they interact with the Host character in some form. Character Creation: Heroes and Villains Section Topics: OverviewThe BasicsVillainsBreaking In an RPer: Self-Insert Characters "Me want BLOOOOOOOOOODDDDDDD!!!" ~Cookie Monster. Probably. Creating a player character is a rather simple approach. This is roleplaying after all, where the rules of reality are thrown into the wind and players create and become a fantastical being who are limited only by their imaginations [and writing skills for that matter]. However, a PC is more than just their weapons and ability to kick fantastical butt. They’re people too [or droids, half-elves, orcs, narwhals, etc...] complete with their own emotions, personalities, backstories, strengths and weaknesses, and it’s up to the players to construct them from the ground up. Just remember to keep them balanced and interesting so everyone can have fun. [special thanks to Yuffie Kisaragi and Oathkeeper136 for allowing vague references to their primary characters.] Using Kingdom Hearts roleplays for example, there can be a character who is a girl assassin with a grudge against all those who wields the magical weapons known as keyblade and wants to see the world burn. Or, a character that is an orphaned keyblade wielding girl who eventually became a goddess who transcends space and time and will faithfully protects her friends and those she cares about, but is weak in terms of HP and awkward around strangers. OR, a character that is a soldier/guardian who has sworn an oath of secrecy to protect a Princess of Light at night at all costs and give up their heart if necessary to ensure the safety of her and everything in between. The possibilities are endless, and we haven’t even mentioned their backstories. Maybe the orphaned keyblade goddess became who she is because she wants to see her loved ones again, or maybe the assassin hates the keyblade because that was the weapon used to kill her parents, or maybe the secret guardian is so dedicated to his oath that disobeying it whatsoever will destroy his sense of purpose, setting him up to start his path to darkness and chaos... Whatever the character’s backstory is, it only adds to their depth, their complexity, and who knows? Maybe the RP Host will bring it up in the roleplay, adding yet another interesting facet to an already outstanding plotline. More on this in section "Using Character Descriptors to Influence the Plot." The Basics Is this sub-section really necessary? Well according to this: On 6/18/2012 at 11:16 AM, Protoman said: Stupid things people do with characters2) If your character uses a weapon expertly, not mentioning their training.Self explanatory. Your character is either full of bullshit and or full on Gary Stu if you decide to have them LUL MASTERSSS and not give even a notion towards any professional training. Not to mention if they're incredibly young, and are somehow experts at what they do. The general rule is 10,000 hours to master a skill, and if your character is off and living in the streets, (which is a favorite of yours, players) where are they going to get the time and money to even to begin to master a skill?5) One line personalities."Cold, but with a heart," doesn't say much about the character. For example, it doesn't tell us what relation the character has with his family or anyone he interacts with. It doesn't tell us what the characters alignment is, or anything about what he believes in. It doesn't tell us if the guy has a heart for the supervillans, or orphans. The only thing you can assume from that personality is that he is a douche most of the time unless you bring him a puppy calendar.7) An unknown back story.You are the most unoriginal and the laziest writer on the board. Here's your prize. Your character being a lad suffering with amnesia while their parents dead, making them live on the street (and somehow surviving) is bad enough. When you make that the back story for almost every single one of your characters, you have a problem. Of course, this happens to each and every chosen one, right? Points for if it's a modern setting and nobody bothers to put the character through any sort of therapy to help them remember something. Even more if 2+ people on the same board have the same back story as you. It's an infestation of lazy writing. Lets take that as a yes. Ok, now onto the main section. Usually during the Sign-Ups phase of an RP, the RP host will detail all the parameters needed for establishing a character. At the core of this usually specialized list are some common parameters: Name, age, gender, Preferred Weapon, Personality, and Backstory. For this section, the main focus will be on preferred weaponry, personality, and backstory [for obvious reasons.] Character Preferred Weaponry: Implied Proficiency Mostly self-explanatory: This parameter establishes a character’s ‘main’ weapon they will be using in the RP, and how the character became proficient in that weapon should be thoroughly explained in the character bios. It also means that, in a way, the character will also be proficient in any weapon that is in the same weapons-tree of said weapon. For example, having a character’s main weapon be an assault rifle will also mean they can operate hunting rifles, carbines, snipers, and sub-compact rifles for instance. This implied ‘weapons-tree proficiency’ will come in handy during the RP if their main weapon is unusable or lost, and will have to find a new weapon. The main reason for detailing this is for those times when a character has to operate a weapon outside the tree, in which case the character should suffer a major setback for using such weapons. Unless stated in the backstory that the character decides to double specialize in two weapons, this implied specialization helps limit what players can do with their characters with weapons presented in an RP. For the most part, a rifleman shouldn’t be able to properly use a katana. Conversely, a master swordsman shouldn’t be able to even operate a rifle. Ignoring this is a very bad move on the player’s part since it would be Out-of-Character, and is highly frowned upon in the RPing world. Character Personality Here’s where most get lazy with the details and decide to use general, blanket wording to describe something crucial for fleshing out a character. Using single words such as “honest, cunning, mischievous, etc” is decent for getting the point across, but fails to entirely capture a character’s personality when trying to communicate it to others, the most crucial of which is the RP host. Instead, try opting for at least a paragraph for describing the character’s personality. This allows for a better interpretation of the character and establishes boundaries for character actions, allowing both hosts and other players to know when someone is roleplaying Out-of-Character, which is very bad. Consider the following: “Protective, dedicated, duty-bound, quiet, and cunning” vs. “Ingrained with a sense of duty, [character] is fiercely dedicated to protecting those they love and will stop at nothing to ensure their security. As such, [character] is highly suspicious of all strangers, and will have at least thirteen ways of killing anyone s/he come across by the end of the first ‘hello.’ Naturally, because of this suspicion, s/he tends to avoid conversations, and will quickly try to terminate one if forced to do so.” Backstory The bread and butter of character creation, the biography of an RP OC is where the player can really flesh out their characters and establish them within the universe. It is in this section that players explain how their characters came to be, along with other bits of information including family history, weapons training, skill development, and individual history just to name a few parameters. However, just because the section is fully dedicated to explaining the character doesn’t mean that everything is declassified about them. Every character has a dark past of some sort that they would rather have hidden, either to conceal a dark ability or history. With this being the case, during the biography section, players are strongly encouraged to at the very least make vague mentionings about it in the section. Not only does it add an aura of mystery to the character to the viewers who bother reading the darn thing, but will also allow some justification and reasoning for what can be interpreted as ‘Out-of-Character’ actions during the RP. ---------------------------------- Character Creation: Villains Tragic backstory? Check. Overpowered powers? Check. Can actually kill the hero(in)es? Check. Signature menacing weapon? Check. Optional drop-dead sexy looks that can make one question their sexual orientation? Checkaroo… [A special thanks to grand poo-bah Dave for giving information about this topic...] Creating a big bad main villain for an RP is not that different from creating a hero character. The primary differences between them [other than the obvious moral aspects] is what their purpose is for the RP. Where heroes are there to achieve a happily ever after [or as close to it as anyone can get] and go against the RP host, villains exist not only to get in the way, but to also serve as the main threat against the heroes. Villain RPers also get the privileges to collaborate with the RP host to further their plans for the RP, giving them intimate knowledge about how the RP is supposed to be played out. With this in mind however, villains are supposed to be more than just mustache tweezing [ditto for what girls do, so we'll give them a mustache too...], cat stroking, ever watching threat that only say “hahaha! You FEWLS! You fell right into my plans for WORLD CONQUEST!!!!1!11!!! Now I shall explain my plans in full detail for the next five minutes, leaving me vulnerable to any reasonable first strike attack!” Fortunately for my lazy butt, someone has already addressed this issue located on the other thread, so I’ll just copy-pasta that info here for easier references. On 9/30/2012 at 5:54 PM, Dave said: Playing Evil Characters In order to be a villain worth beating, of course you're going to try and up your level of antagonistic ability, whether it be having physical or magical offense, or having some kind of mental one-up over the heroes. You want to come off as a legitimate threat, and so certain liberties are going to be taken. The problem is, however, when people playing an evil character give their character these power ups to become a greater obstacle... and then forget that they're an obstacle. That is, these power ups either keep getting abused, or they keep growing and evolving so that the villain remains unbeatable.The idea of being evil becomes an excuse to essentially god-mode and have your character plow through the RP. This has more than a few negative side effects. First, the other people in the RP become frustrated with this evil character. If they're playing the hero, it stands to reason that they want to overcome the villain, but it becomes a matter of too much take and not enough give. The villain wants to keep getting the upper hand on the heroes in order to demonstrate how eeeeevil he or she is, but does not return the favor by letting the heroes actually accomplish something that makes it feel like their story is worthwhile. Thus the heroes more or less have to sit and spin their wheels while having to react to the villains' plots, and stay in this passive reactive state. It's boring for the players, and boring for the characters. Second, this overpowering leads the evil character into heavy cliche territory. The moment the evil character yawns about how boring things are, or starts giving vague hints laced with "you fools," warning lights start to go off. The reason why these villains start to resort to tropes is because they've already got the world in their hands and all they can really do is sit and talk about how great they are. What people don't realize is that every character needs some kind of conflict in order to shape a personality or to move their story forward. This includes the villain. If they have no conflict, because they have been empowered so much that they've already won, then their character stagnates. The evil character's side of the story becomes laden with cliches because they have no opportunity to do anything different. In closing, when playing an evil character, remember that you have a responsibility to the other players and to yourself. You can't keep screwing over the heroes, and you shouldn't allow yourself to create a stagnant character with no arc. Dave. "The [sorta-Maybe-Kinda-Ever-Updating] Guide for Super Cereal Online Roleplaying." kh13.com. Ed. Daniel Chiuchiarelli. N.p., 30 Sep. 2012. Web. 12 Mar. 2015. <http://kh13.com/forum/topic/76376-the-sorta-maybe-kinda-ever-updating-guide-for-super-cereal-online-roleplaying/?p=838763>. Too long; didn't read summary: just because someone decides to RP as a villain doesn't give them the right to become an undefeatable boss. They follow the same rules and guidelines as players, with the notable exception of going against the majority of them. ---------------------------------- Self-Insert Characters Ok, so maybe all this stuff about creating some fantastical character and RPing them properly is a bit much for some. This is understandable, since not everyone can RP a wildly different persona with different ideals that they’re unfamiliar with right off the bat [psychopathic killer who invented a 'DNA Bomb' for fun just because they couldn’t open an ice cream shop of their dreams… Don’t ask.] So what’s a roleplayer supposed to do? A common way to break new RPers into the realm of RPs or to break anyone into a new role is for them to create a ‘self-insert character.’ It’s self explanatory: The player imagines him/herself as a fantastical character in the RP. As such, this player character should almost reflect the player personally in terms of personality, thought processing, speech pattern, etc. with some notable exceptions of course, such as weapon finesse [unless you are proficient with a weapon], magic powers, etc. [if a character’s backstory is depressing and the player admits that it is a reflection of their life, please get them help if suspected that they’re about to break.] Ideally, this will help the player flesh out what that character is in terms of roles and archetype as they identify notable traits that are being displayed, and from there, build off from that. Now that’s not to say that that is what the player should totally be in real life [with the way you roleplay, you should totally be a thief!!!!11!1!!], but rather it allows them to discover and learn what archetype that they are most comfortable/suitable for. Once the player is really familiar with a certain character archetype and traits, it’s time to expand the horizons and start adopting different archetypes, personality, dialogue styles, etc. If a player is successful in becoming proficient at roleplaying completely different personas, then awesome! If not, that’s ok! There’s nothing wrong with specializing in a certain aspect and/or trait for a character, and this expertise might be the reason other players will turn to them for pointers and advice. Character Creation: Characteristics, Skill Statistics, Specializations, and Morality [The Nitty-Gritty Stuff...] Eeeeeeyup. This is what we have to deal with every time we generate a new character. Every. Single. Time. Section Topics: Character Balancing Concept: How Not to be OverpoweredGeneralSuperior and Crippling Attributes CharacteristicsSkillsSpecializationsMoralityExamples! Character Balancing Concept Although hard ‘stats’ for text based characters are unheard of for text-based RPs, a basic idea of it can nonetheless be generalized through careful interpretation of players explaining their characters or by seeing how they interact to a particular situation. If someone is fast and extraordinarily cunning, then chances are they aren’t the toughest people on the character role [Dexterity and Charisma at the expense of Strength and Constitution]. On the other hand, having a strong, ‘look at me I can juggle a sword the size of the Eiffel Tower and not break a sweat’ character with a lot of Constitution and Magic will almost invariably mean they’re not really much of a people’s person and aren’t the most agile of the group [Strength and Magic at the expense of Charisma and Agility]. Remember that these are extreme examples, and again, balancing the character is key. If a character seems to be naturally good at everything, then chances are the player never bothered trying to balance their character. "So why can't I RP as a total bonafide bada$$ who is awesomely good at errything and have absolutely no flaws?!?!?!" many may ask. Well for starters, that's just wrong on so many levels, but at the core it all boils down to: It wouldn't be fun if everyone is good at everything. The main reason why there has to be strengths and weaknesses for characters is to make things interesting by having conflicts, tension and failures within the RP because of character shortcomings, and also helps build cohesion between player characters. Most RPs usually have a group of player characters tagging along with each other to accomplish the main plotline goals. Playing a lone wolf character is never fun for online RPs, and those who do would be better off spending their time writing a story for their own OC since they are not interacting with anyone other than the host. Another reason, is once again being balance. Everyone wants to be an overpowered hero, but that is no fun. By having weaknesses and strengths, other players and host alike can play on the unique combination of stats and personalities for player characters to make every encounter an original one. ------------------------------ Character Balancing: Superior and Crippling Attributes Since this sub-section is on the topic of balancing, there is another aspect of character balancing that deserves special mentioning: Superior and Crippling characteristics. Lets say that being really good at something just isn't quite enough for the character a player had in mind. Lets say this player want their character to be so good it's scary. Like... they can dodge bullets and at the same time cook up a piping hot pancake to throw back at the enemy before they fire off the next bullet in an automatic rifle... good. if this is the case, then it's safe to assume that the characteristic for the character breaks the limitations on a traditional numerical scale. Should this ever be the case, the characteristic is considered 'superior.' However, because of this superiority, another characteristic must now adopt the 'cripplingly low' attribute, where they are so horrible at it that it's pathetic/laughable. Again, this is for the sake of balancing the character [and making them highly unique at the same time.] For example: Nerds. Superior intelligence because being awesomely smart and whatnot, but they have a cripplingly low charisma to the point that they would much rather sit at a computer all day and not venture to the scary place known as the 'outside' because there are other human beings out there and that means there is a chance of possibly having to interact with one of those nasty things. That sounds oddly familiar... If having a cripplingly low characteristic to counteract a superior one isn't a fun idea [because we all want to be overpowered characters...], then an acceptable substitute would be having two characteristics be very low. So basically: 1 Superior Trait = 1 Crippling trait OR 2 very low traits. Now remember to be fair and remember the 'typical' balancing of two good characteristics, two average, and two bad. A fair way of distribute the negativity would be reducing the two average stats to low, or set the two low stats to the lowest and bring an average stat to the low tier. ------------------------------ Characteristics Now that the sections above have mentioned about a rudimentary 'stat' system, lets talk turkey. Characteristics are the very core of an RP character: They are a character's measure of raw potential, natural talents and aptitude. It is from these core attributes that every other skill imaginable is built on. Logically, having a high characteristic stat means that the character is 'naturally adept' in that particular area, along with whatever skills are associated with it. Conversely, having a low characteristic stat means that the character is 'naturally crippled' in that area, along with whatever skills are tied to it. I DON'T PLAY DnD YOU NITWIT SO WHAT DO THOSE CHARACTERISTICS TRANSLATE TO?! In other words: Strength is a measure of how strong a character is. Lifting a car vs. crying at the sight of a pebble. Melee weapon damage, endurance, and carrying capacity works off this stat. Having a high strength stat would justify a character being able to wear heavy armor and use heavier hitting melee weapons. Dexterity is how agile a character is. Dodging bullets and swords vs. being blindsided by a turtle. Ranged weapon damage works off this stat as well. Having a high dexterity stat allows characters to be extremely maneuverable and capable of dodging many attacks, and also being able to use ranged weaponry with great skill. Constitution is how hardy a character is. Obviously, health and fatigue work off this stat. Having a high constitution stat would mean a larger HP stat for the character, and would justify being able to endure long, physically arduous tasks such as sustained combat or running long distances. Intelligence is how smart a character is in terms of general knowledge. Having a high intelligence stat allows characters to justify having a long list of skills, with an uncanny amount of high leveled ones, that they can use throughout an RP. Wisdom is how mentally resilient a character is. This attribute also dictates the kinds of magic a character can use in terms of power. Having a high wisdom stat gives characters the ability to have a greater than normal amount of magic spells, and have access to powerful spells that other characters can't use. Charisma is how adept a character is when it comes to social situations. Having a high charisma stat allows a character to interact with any person on their terms, whether it is for interrogating a person, intimidating them or trying to get on their good side. Tying this particular section back to character balancing: Quote "17. For should the enemy strengthen his van, he will weaken his rear; should he strengthen his rear, he will weaken his van; should he strengthen his left, he will weaken his right; should he strengthen his right, he will weaken his left. If he sends reinforcements everywhere, he will everywhere be weak.” ~Tzu, Sun. "VI: Weak Points and Strong." The Art of War. Neat huh? Translate that to character uh… characteristics, know that making them strong in one or several aspects should mean they are weak in another. Remember: It’s all about keeping a character 'balanced,' Even if the character is a god or if the character has been used many times in different RPs, the character should be balanced at the core. One handy way at attempting a 'general balance base stat' is as follows on a scale of one to five: 5, 4, 3, 3, 2, 1. Using the numbers, assign them to the six individual characteristics, and see where the numbers end up. Whatever stat the 5 and 4 are assigned to are the strongest characteristics, 2 and 1 being their weakest, with 3 being average. From there, build the backstory to justify their stats. Or, do the procedure backwards and think out the character's backstory first, and then from there assign the stats to reflect it. For those who want a slightly more descriptive idea of what those numbers mean [if it hasn't been thrown out the window already...] Characteristic Scale 5 = Outstanding capability / Blessed. 4 = Exceptional capability / Gifted. 3 = Normal capability / Talented. 2 = Average capability / Er... Average. 1 = Poor capability / Inept ------------------------------ Skills Where characteristics are the most basic attributes of a character, Skills are the specialized knowledge of a character. They are learned abilities gained over time due to either training or experience. There's a skill for almost everything imaginable [This isn't a joke: there is a stat for 'Navigating the Bureaucracy,' where having a high level means having the ability to requisition a nuke capable of destroying a quarter of the galaxy directly from the President him/herself and the only thing that happens is the person looks at the character, nods, and says 'the paperwork checks out. Heer yer go!'] and this is where more balancing comes into play. It should be common knowledge that certain skills are attributed to certain characteristics [dodging is related to dexterity for instance]. With this in mind however, that doesn't mean that the character possesses specialized knowledge of everything tied to that characteristic. Logically, having a high characteristic attribute means that a character can justify having more skills and knowledge related to it compared to characteristics with low attributes. This is where, during traditional tabletop RPGs character generation, that numbers, calculations, race, gender, natural stats, characteristic stats, etc. come into play to determine beginning free skills, how much starting skill points a person has to work with, and amount of points a character needs to invest in a skill that is either in or out of their characteristic forte per every investment level, but lets not go there. Just know that having a higher characteristic attribute means it will be easier to justify having higher level skills related to it, and vice versa. In the realm of tabletop RPGs, this is where the 'levels' come into play on a scale of 0-5. A character with a level 4 Computers skill for example, can hack into all computers except level 5 computers, in which case they simply can't even attempt it. If they do attempt it, it is an automatic failure, and of course they will be facing the consequences. Skillz Scale 5 = Master: Unsurpassed knowledge and/or techniques.4 = Expert: Exceptional knowledge and/or techniques. 3 = Professional: Broad, detailed knowledge and/or techniques. 2 = Specialist: Average knowledge and/or techniques. 1 = Trained: Basic knowledge and/or techniques. 0 = Untrained: Little to no knowledge and/or techniques A VERY Short list of Some Skills [seriously. Check out the referenced image above compared to this.] Characteristic: Strength Athletics Climbing Resilience Brawl Melee Weaponry Longswords, Shortswords, Broadswords, Sabers, Rapiers, Claymore, Katanas, Daggers, Tanto, Karambits Characteristic: Dexterity Acrobatics Stealth Dodging Lockpicking Piloting/Driving Parrying Ranged Weaponry Rifles, Shotguns, Pistols, Bows and Arrows, Throwing Knives, Blowgun Characteristic: Constitution Concentration [Why does anyone need- BUTTERFLY!] Characteristic: Intelligence Medicine Common Lore/Knowledge Aristocratic Lore/Knowledge Navigating the Bureaucracy Tactics Logic Survival Characteristic: Wisdom/Willpower Sense Motive Light Magic Cast Healing, Sense Motive, Protect Dark Magic Doom, Fear, Control Insight Perception Vigilance Discipline Cool: Staying calm in the face of danger. Common Sense [it's more useful than you think...] Characteristic: Charisma Charm Command/Leadership Deception Interrogation Negotiation Persuasion Seduction Animal Kinship [Attack Eagles ftw!] ------------------------------ Character Specialization: Talents Where characteristics are the most basic attributes of a character and skills are their specialized training, Talents are the unique proficiency and abilities a character possesses due to experience, intensive training and/or study, title or birth. To put it another way, they are a more focused and specialized form of skill, one that is very limited in scope and usefulness. Talents are typically associated with combat and with a character's identity, more specifically their identity as represented by their profession, which makes sense when looking at real-world examples: professions such as Soldier, Support Specialist, Doctor, Scholar, Thief, Pilot, Smuggler, and Diplomat for instance are defined for the kind of talents that those in the profession seem to possess. Remember though, that just because a talent is geared for combat mean that it cannot be called on during non-battle scenes. This interpretation of talents can allow certain characters to gain some interesting insight throughout the RP if they have the chance to call upon it. RP Hosts should acknowledge the player character talents and unfold the story accordingly, making it so that only certain characters would have access to some new information during a particular scene in the roleplay because of a talent that they possess [Like walking into a supposedly empty room and hearing an ambush lurking above because a character has a 'sensitive hearing' talent, which is ordinarily a combat talent that allows them to fight in the dark.] For a character, it would help if the controlling player can assign some sort of class title for them [or profession], as it would give them a good idea for what kind of talents the character would possess. This furthers the character's uniqueness, and although the situations for when their talents come in handy are rare, they could prove useful for those really tricky and sticky situations. Here are some example titles and commonly associated talents: Medic: Total Recall: The character remembers even the most mundane details that others can easily forget. Cold Hearted: Due to the atrocities the character has seen, no horrors of war can ever psych the character, allowing them to remain calm and cool under extreme pressure. Anatomy Lessons: The character has taken classes on [specific species, usually human] anatomy, allowing the character to have lethal knowledge on how and where to strike for maximum effect. Treatment Applications: This talent allows the character to maximize usage of band-aids and other healing tools, allowing more HP to be restored on other characters. Assassin: Stalking: This allows a character to follow a target with such stealth that they are almost unnoticeable. The character becomes harder to detect by other player characters. Heightened Awareness: Years of training has allowed the character to become more sensitive to whatever sense the player chooses. Non-Combat Classes: Trader: Underground Connections: The character knows where to find black market shops and traders. Smooth Talker: Years of making cutthroat deals would not be possible without mastering the art of charming the sucker. The character gains a bonus to Charisma Chef: Improvised Weapons: Either because of reading too many murder mystery novels, watching too much TV, or being around the kitchen knife for too long, the character has an uncanny knack of knowing how to turn even the most mundane object into a lethal weapon. Heightened Taste/Smell: Years of judging foods has heightened the Character's senses, allowing them to sniff out or taste things others might miss. Useful for detecting poisons... And here is an example of a combat talent being used for non-combat purposes [for wanting to know how combat talents can be used in battles, check out the battle section of this guide!]. In this example, Character A has a combat talent called "Active Echolocation," which allows them to fight even if they are in the dark or blinded by an enemy in combat. ------------------------------ Morality Here's the fun stuff! Character Morality is exactly what it means: this determines what the character's moral and ethical viewpoints are. Anyone remotely familiar with roleplaying should know what this chart means. If not, well good news! The explanation is as follows: The system is divided into the Moral and Ethical Aspects. For the moral, there's good, neutral, and evil, which should be self explanatory. For the ethical aspect, there's lawful [the character follows the rules and laws of whatever authority], neutral [focuses more on the moral aspect], and chaotic [breaks it altogether]. Together, the 9 combinations gives other players a vague idea of how the character would respond to particular situations. For more information, check out the TvTropes article about this! [WARNING: THE WEBSITE WILL RUIN YOUR LIFE AND TAKE YOUR SOUL. YOU HAVE BEEN WARNED.] Assembling and Maintaining the Storyline Section Topics: General Plot Assembly & SuggestionsRailroading In order to have/make a good RP, there needs to be a plot of some sort. Afterall, a story without a plot is just gibberish and aimless and wouldn't really help all those involved in the RP, if it can even be called that since there is no direction for the story to advance towards. With this in mind, RP Hosts are encouraged to establish several RP “milestones” that should be reached throughout the course of an RP to help keep the plotline intact, rather than planning out every single storyline details. The 'milestones' concept would better serve the Host by acting as a general ‘goal’ or ‘objective’ that help keep the story on track, and also gives the Hosts a lot of flexibility in their plotline maintenance arsenal as they accommodate player actions, from the mundane to the wickedly awesome but totally plot-derailing. An example of a general plot milestone layout are as follows: RP Start > Everyone meets in a jail cell > Reveal main enemy > Explore the different worlds > Everyone ends up in a jail cell again > fight the big bad > Cliffhanger... Simple right? Well of course it is, silly! Again, it serves as a general guide for the host to follow, but is so open ended that the interpretation of how to get there is non-existent, allowing the hosts to do what they see as fit to achieve plot forwarding and mainly to, once again, accommodate the actions of the other players. Since those pesky players are usually unpredictable and most of the time their actions will not coincide with what the Host wants, establishing the milestones will not only help keep the Host from losing sight of the main point of the RP, but will also allow them to gauge how much the story has progressed in relation to the number of posts since the last major milestone. If it seems like nothing is getting done or progressing at a slow rate in the RP, the Host can and should exercise their powers and help move the plot along. Usual Weapons of Plot Guidance and Advancement include but are not limited to: Kidnapping one of the player’s love interest, revealing and fighting the big bad and have the players discover their base of operation in some far off location, throwing a horde of nigh-unbeatable enemies at the players while having a big neon sign that says “GO HERE TO ADVANCE THE PLOT”, having a random encounter of a Host NPC that ends up giving the players a quest/guidance [captured enemy works well, OR… encountering an orphaned, malnourished young girl with tattered clothing and scars on her arms who is being bullied by the local thugs… Totally up to the host to decide...], and so on. However, as an RP Host, it is strongly advisable to avoid the dreaded “RAILROADING.” What is Railroading exactly? Simply put: it is forcing players into the plot by giving them no choice whatsoever, or by giving them the illusion of choice when in reality they don’t. Here is a visual example that also details how an RP host should maintain the plotline... Plot derailment is when players choose to do something that the host has either not planned for, or is against what they wanted. Since Text-based Roleplays are not conducted in real time, this gives both Host and players a lot of time to think out [and describe] their actions and reactions to elements in the RP. The host however, benefits the most from this by having plenty of time to plan and think out the consequences of a player’s action, and in turn guide the plot of their story and the RP in general. If the host wishes to direct players in a certain plot direction or steer them back to the main story they had intended, then as the illustration above suggests, subtly guide the players back to the main plot-line [or not...] An addendum and clarification to this suggestion: There is a difference between 'railroading' and 'plot essential tasks': determine if the action restrictions imposed onto the players are because of the host directly intervening, or is it because of the plot? Lets say that the host describes a room that a player is in. There are two doors that the player can choose from: One that is painted pink and smells like freshly plucked lavender flowers, and another that has skulls and cross-bones with giant bloody words "DONUT ENTUR" painted on the front. Pretty obvious on what the host wants the player to pick right? Well, lets say that there was a crazy player who picks the suicidal door because "Think of all the rare loot that could be hiding in there!" and details that their character approaches the bloody door. Railroading would be when the host directly intervenes to deny the player their choice by saying, "Suddenly the door you were approaching bursts into flames and turns into ashes. The other door is still standing." Being forced to follow the plotline because of the circumstances detailed in the actual plot/RP story itself however, is not railroading, even though it may feel like it. For example: Lets say that there is this RP where everyone is on the last safe fortress in a mystical land that is now occupied by the invaders. The players are tasked [by host controlled NPC feeding plot relevant information] with taking over several crucial areas that would take up a good chunk of the RP [resupply depot, national armory, president's house, and then fight back the big bad]. Sounds like railroading right? Well, logically speaking, it would make sense to follow the plot and do the objectives, since failure to do so would imply certain doom for everyone involved. Players are forced to follow the plot, yes, BUT this is because of the nature of the plotline itself, rather than the host eloquently saying "No, you can't do that." Using Character Descriptors to Influence the Plot Section Topics: Suggestions for Plot Variation by Using Character Descriptors Quote As the others dismissed the girl's desperate plea for vengeance and started to walk away, [player character] refused to move. "I just can't ignore this," [Player Character] whispered to himself, tears welling up in his eyes. Sure. Walk away. But unlike the rest of you, I know what it's like... to be powerless as you watch those you love... His lips quivered as he strained to form a response; the horrendous memories of witnessing his entire family slaughtered in front of his eyes flooded his entire consciousness. "If... If they won't help you... Then I will." he finally managed to sputter to the girl as he clenched his fists. "Show me where they are. I'll be your angel of death." Hosts have the authority to utilize a player character’s bio, personality, backstory, obligations, pretty much anything unique about the character to affect the plot if they choose to do so. The usual way for Hosts to have some fun with player characters [and also help with character development] is to present them with some sort of dilemma that tests said character in a certain way [and it also determines how true a player RPs their character]. Lets face it: many characters will have some sort of emotional baggage in their backstory or have well defined personalities, so why not use those very same traits that make a character unique and turn it against them? If Hosts ever want to use a character's backstory against them, know that there are some limitations to this; a general rule of thumb is to avoid directly interacting/taking control of individuals in the character bio/backstory and instead focus on the vague aspects and the inevitable ‘holes’ in the bio that can be exploited. This vagueness allows hosts some 'wiggle room' for specifically when using important people in a character's backstory against them. Another way for hosts to utilize character uniqueness is to have that defining trait affect the plot is a minor or major way. This not only allows more options and choices for how the story can progress, but will also have the added benefit of having the players become more involved with the story by opening up new interaction routes that would otherwise be 'unavailable' to the party.. Some examples: Have a character who hates the darkness absolutely with no exceptions? Well then present them with an innocent character who has trouble controlling their darkness. Anything other than complete annihilation of the character goes against their personality, but killing the character would make them a monster. [if they go "I'll teach the person to control darkness like Riku!" they're not staying true to their character's personality, and that's just weak.] Have a classic law abiding player character? Present them the dilemma of either having to break the law for greater good, or obey the law and become part of the problem. That assassin girl who has a grudge against the keyblade because wielders killed her parents? Unless it was stated that she killed them later on or they had a specific name, BOOM! Build up to a climactic boss fight where she finally faces the killers. The orphaned keyblade goddess who became one so she wouldn't have to see another loved one die? SHAZAM! She later encounters the killers who offed her loved one [has to be unnamed though]. Have a character who had a love interest that 'disappeared' in their backstory? It's vague enough for the host to try using it against the player, but unless the player put in enough information on the person of interest for the host to RP correctly, the host is out of luck... A character who witnessed the death of a loved one? The character later fights a boss who can conjure up 'ghosts' of the deceased love one, possibly breaking said character. A character with heightened senses of hearing? While strolling about town, the character hears commoners remarking about a very important but challenging plot detail that the party will eventually have to face. Listening further, the character overhears that there may be another way to circumvent/overcome the challenge in a way not previously thought of before [folklore, myth, legend, alternate route, etc.] World Building Section Topics: General Pointers for HostRules for World Exploration by a PlayerPlayer Rules Quote As our players opened the door, a spectacular sight presents itself to them. Before them was an almost endless sea of green vegetation, with a river snaking through the valley below, meandering from side to side as it seemed to slither off into the distant horizon. The faint shadows of the jagged mountain peaks weathered by mythical winds loomed over the valley, and were barely peeking through the cool, moist fog that had enveloped the entire area. More jagged mountain peaks jutted abruptly in the landscape, as if a dull cleaver of godlike proportions tried to hack the serene land away from the unworthy inhabitants that once called the land home. The gentle sounds of a distant cascading waterfalls echoed the area, but were nowhere to be seen; most likely obscured by the fog. As the scale of the surrounding landscape started to dawn on our heroes, off in the distance, a low, rumbling noise reverberated throughout the serrated peaks. As our heroes listened further into the peculiar sounds, it became apparent whatever made it was getting closer. Our heroes felt a rhythmic, subtle vibration on the ground, and the cadence of it slowly picked up speed.... Ah yes, the bread and butter of Roleplaying. Roleplay Hosts carry the sole responsibility of constructing the worlds and environments around the RP Players. Typically, the first ever post in the official RP will be the Host describing the setting and scenery of wherever the players are. Details should not be skimped: The RP players will need all they can so they can properly interact with not only the world, but other players depending on their locations. Once the world around the players have been fully described, Players are free to roam the immediate settings. If a player enters a new area not yet described, then it is the host's responsibility to construct the new setting. Players, whenever attempting to enter a new area, it would greatly help the host if the posts ends with detailing the character attempting to enter the new area, followed by ending the sentence with an ellipses. Quote Player: The [reformed thief] took a deep breath, then parted the double doors that once led into the orphanage that he spent his entire childhood in. As he entered, he was greeted with the sight of... That way, the host can seamlessly post what the character sees, streamlining the RP. As the story progresses and the players enter new settings, once again it is up to the Host to build and describe it, effectively shaping the story and guiding the players towards the supposed ‘conclusion’ of the RP, total plot-following optional... Quote Host: The doors parted open for the [reformed thief], revealing what used to be the main reception room of the building. The stench of mildew and mold greeted [player character]'s senses as the light from outside flooded the room. What little the light could have reached quickly revealed that the place was dark, abandoned and falling apart: the once orderly line of chairs that held eager parents-to-be were piled and rotting on the far corner of the room. Above the main reception window, the sign "Happy Valley Orphanage" was in shambles. Some of the letters had fallen to the floor and were completely shattered; the rest were barely hanging on to the crumbling walls thanks to the rusted screws used to attach them there. The sound of dripping water echoed the dark halls that were once filled with the sound of children wishing and hoping for a second chance of a normal life. Cobwebs occupied the corners of the room, and the few vinyl green and white tile flooring that hadn't rotted away were peeling badly. Behind the reception counter, the files of every single child who had occupied this place had decayed beyond salvaging, and was made worse by the nests of rats who had gnawed a cozy alcove in the fiber rich cases for themselves. Down the dim, dusty hallway that once led into the main dormitories, the faint sound of a girl's soft, crying voice echoed within the abandoned place. Another girl's voice was heard, apparently trying to sooth the first. "I'm sorry dear. I promise, we'll find a mommy and daddy soon. Then we can live a happy life together. Just stay strong. Maybe just one more day..." ------------------------------------ Players too, may choose construct their own settings and scenery given that the area they are entering is owned by them [ie: The player’s house, secret lair, personal yacht, apartment, etc.] If this is the case, then it is up to the player to fully describe the settings and scenery so any other players who wish to interact within the place know what’s available and what isn’t. Getting to Know Your NPCs Section Topics: General Host RolesPlayer Suggestions RP Hosts are typically the only individuals to have the complete power of generating Non-Player Characters. This serves a variety of purposes: Giving more information about the current setting, quest-givers, and plot maintainers just to name a few roles NPCs can be used to accomplish. This allows the Host to indirectly interact with the players and have an active role throughout the RP aside from also being a player. Players too can call upon and command their own NPCs if they wish. There is nothing stopping a player from essentially controlling their own army, although the scope of their power and capabilities of these Player-side NPCs must be both acceptable and must not interfere with other players and the main plot of the RP [unless authorized by the host]. In most cases, player NPCs are used as tools for the primary player character. An example of general player NPC do’s and don'ts: Lets say a player [not the Host] is a commander of an army of troopers on a world [as detailed in the character sheet]. It is completely acceptable for the PC to be aware of the other players scattered throughout the area and stay up to date on their visible activities because of said troopers relaying messages. However, ordering the troopers to attack another player is completely unacceptable as it affects the integrity of the RP [indirect assault of another player, which is a power solely reserved for the Host]. However, having the player army go up against the Host army is acceptable, but only the host can describe and determine the outcome of the confrontation. Getting to Know Your NPCs: The Shopkeepers: Acquiring Items and Other Stuff Within an RP Section Topics: General PointersHost Specific Roles Concerning Player Actions Throughout the course of an RP, someone will eventually throw in a reality check and decide to visit a shop to buy some stuff [Potions, doggy biscuits, the latest Edition of Kingdom Kuties Monthly: Kuddle Kairi Edition... Oh, just me? Whoops...] If this is the case, Players are free to RP as the shopkeep and acquire their wanted goods, but only the basic items like health and magic potions, knick-knacks and other harmless stuff [unless you're MacGyver... In which case, nothing is harmless...]. If, for some reason, the player wants to get some really powerful weapons, spells, armor, items, etc. that may or may not haunt the Host in the future, then this is where it enters the Host's domain to decide if 1.) it's available and 2.) the price for such possible plot derailing item. A common way of trying to acquire these goods within an RP is for the player to say that they enter the shop and state that "they hope that this shop carries [items player is asking for]." In this way, the host can control the shopkeeper and respond appropriately with 1.) If the store carries said item and 2.) How much it costs [An arm and a leg is not uncommon...] in one post to help simplify matters. Quote [Player A]: [Player Character] enters the Spells R' Us store, hoping that the store would have the [infinity +1 overpowered magic spell that can destroy worlds and in the process make h311 look like a trip to Chuck E. Cheeses], [The Super Intense Sword of Intensifying Intensity], and a pack of Sora-Approved Bubblegum. Wanting to save up on time, [player character] decided to go directly to the shopkeep. "Hi there! Do you carry [overpowered stuff?]" Quote Host: The storekeeper was appalled at the new customer's request for such mind-blowingly powerful equipment meant for slaying gods and demons that were the stuff of legends as if they were nothing more than mere kittens playing in a food processor construction site. "Gimme a moment" the tired clerk yawned as he started running his finger down a scroll that kept track of the entire store's inventory. "Um... You know... What you're asking for is really specific... and really powerful stuff. And you're asking the owner of a Basic Spell Store for Ultra-Advanced Magic, Weapons, and a pack of gum?" The storeowner sighed before continuing. "Would you believe me if I say we have everything you just asked for? It's in the back and I can sell it to you, but I need to see your membership card first.... Making Enemies/Random Encounters Section Topics: Host RolesPlayer Roles Regarding Villains In a typical roleplay, players will RP as heroes of the story, meaning every enemy and adversary is generated and controlled by the RP Host. If there are players in the RP who wish to be the villains, then the Host and player(s) should cooperate behind the scenes to fit with whatever the host had in mind for villains within the RP. However, since those kind of roleplayers are few and far between, then it’s [for the most part] safe to assume that Hosts will be generating the bulk of enemies and adversaries. It is the Host’s responsibility to not only determine the correct enemies, but also the amount, their strength, and where the players will encounter them. Keeping these confrontations challenging, unexpected, yet balanced with the player’s level is a surefire way to grip the player’s attention and make for some very interesting ‘memorable moments’ depending on how players go about defeating their enemies... But lets face it: Hosts are bound to throw in a boss fight sooner or later [proper setting and complimentary battle music optional]. In this case, the boss is essentially treated as a Host controlled Player Character [complete with their own ‘stats’, backstory optional], and obviously the host will directly dictate their actions and reactions to the other players moves. ----------------------------------------------------------------------------------------------- Roleplaying Making a Good Roleplay Post: Length vs Quality and Character Immersion Section Topics: General Suggestion for Adequate Post LengthPost Quality: Suggestions for Post MaterialsActual RP Post Examples [if you’re snickering, I applaud you for having the same mindset as me… you dirty pervert ] Now here is where things get subjective. After all, everyone has their own writing styles and writing preferences, and what may be considered acceptable by one person’s standards could be considered ‘horrendous’ by another. This is the part where English teachers would be hammering out stuff like “show, don’t tell,” and “imagery,” and all that, but c’mon. This is a game forum. We come here to escape from those kinds of people [this user does at least]. Well unfortunately, their spirits shall continue to haunt Roleplayers and this sub-section in particular, mainly because constructing a post is akin to adding a paragraph for a novel, and would definitely fall under their domain. So, now that we have accepted and submitted to our overlords, it’s time to dive into the mechanics of post construction. Basic spelling, syntax, and sentence structuring aside, the main focus of this section would be giving advice for how to best portray and act for a character. Fortunately for this user [and their wrists], someone has already decided to do such a thing for me and can be found below: Note that the post has been edited to adhere to context. On 1/11/2015 at 1:00 PM, Yuffie Kisaragi said: A good RP post is one that tells you stuff. Obvious right? But it's true, if an RP post has a point, has decent spelling and grammar, and makes sense in context, then 94.3% of the time it is good. But for extra help, it is good to keep in mind stuff that you seem to know. Here are a few questions to help you tell if it is really good, or just alright. Is it good writing? This is stuff that any sensible English teacher will teach you. Use plenty of adjectives, adverbs, complex vocabulary to spice things up, but at the same time, don't make it sound stilted. Keeping the writing fluent should come above any kind of descriptive words. Making sure the writing sounds natural and if it does, go wild with making stuff sound epic with all those complicated vocab words teachers thrust down your throat. Does it have a clear voice? Voice is one of those fickle things that changes a lot. In my opinion, the voice of a piece of writing comes from the mood/tone it creates. So, one should try to drive that mood/tone home all the time using words and structuring the writing so that the feelings come across in the way you want. Purpose also comes around here. Make sure that the mood/tone matches the purpose of the post. Does it match the character? ... Make sure that the way the post written matches the character you are writing it for. If you have a dark vengeful character that has trained for years to assassinate those who had wronged her, then make sure that the post matches how the character is. Drive points home using body language and thoughts that the character might have. An excellent example might be a complex emotionally scarred Victorian era inspired biologist with the fiery passion of a thousand suns. [You] would need to drive the point home every single post just how smart this guy is, just how devoted he is to his work, and just how much he has been affected by the events in his life. So, in order to do so, one might continually use complex words, note factual observations that only barely connect with the events, and have him work every second of spare time he has. Successful driving personality points of a character in the post. Is the dialogue and body language realistic? This is hard. As ordinary people, we aren't all the heroic, quick witted protagonist that can respond to an insult from a villain with an amazingly clever and demeaning one liner. We stutter and misspeak all the time. But people don't want to read a post with somebody stuttering constantly, or messes up an insult by saying words in the wrong order. So we have to keep it as realistic as possible in other parts. Use spacer words, know what a character might think of in that moment of time, keep it pertaining to the character. Same thing with body language. You don't have to point out every meaningless blink and twitch that a character goes through. Just point out the little ones that make sense. Have them run their hand through their hair or fix their glasses when nervous. Have them blink repeatedly when seeing something unbelievable. Little stuff like that keeps body language potent. Okay, I think that's all on what makes a fantastic post. Now, what is length, and how does it pertain to an RPer. Short posts = death. Pretty simple. ... a short post is one that is under three lines here on a KH13. If you are writing somewhere else, make it 5 sentences or longer. Shorter than that, is generally unacceptable. Of course, one should be tolerant. If it is one one liner in a storm of decent length posts, then it's okay. No need to be too strict. But if you find yourself or another doing it too often, maybe you should take a step back and look at what you're doing. Long posts are generally better. Generally. An RP post can be as long as it wants to be.... But, if it is going to be long, then it should have purpose. And lots of it. ... a long post is fantastic writing, fulfilling and going beyond the expectations outlined above. Okay, now that that's over, what is purpose? Purpose isn't a big mystery. Purpose is the goal of the post. The end. Okay, it's slightly more complex than that. Purpose can be a lot of things, but from the writer's point of view, the main definition of purpose is this: what I intend to accomplish by the end of the post. There is a long list of acceptable purposes, and very very rarely will you find a post that doesn't have some form of purpose in it. Some examples of acceptable purposes: -Moving from one location to another that will move the story along -Observing and interacting with the surroundings as they relate to the character -Noting things about the environment and other characters that will later be useful -Interacting with other characters -Characterization through past or present oriented thoughts of a character -Fighting someone Kisaragi, Yuffie. "The [sorta-Maybe-Kinda-Ever-Updating] Guide for Super Cereal Online Roleplaying." kh13.com. Ed. Daniel Chiuchiarelli. N.p., 11 Jan. 2015. Web. 19 Jan. 2015. <http://kh13.com/forum/topic/76376-the-sorta-maybe-kinda-ever-updating-guide-for-super-cereal-online-roleplaying/?p=1576504>. [MLA citations ftw. My wrists are saved!!!!] No idea on how to elaborate and expand on the details in the topics mentioned above without sounding like a total rip-off, but there are some points that need to be addressed. Constructing an RP Post: Length On 6/18/2012 at 7:37 PM, Protoman said: Things you should think twice before posting:1) One Liners.So you just got done writing a good five paragraphs for that last post because of the huge amount of shit that just happened. All is fine and dandy. A good 30 minutes later, your partner posts and...oh, one liner.You're probably thinking that they are just worn out and tired from their long day of sitting on the couch and sleeping, so you give them a break and try and struggle with a good response. Three paragraphs, they can handle that.They post and it's just another one liner. It's been like this for the past 5 pages. You drop out of the roleplay. There are some who are may be upset about the suggestion of a post length of at least three sentences, since there are RPers who prefer posting shorter... er... posts. So, before lighting those pitchforks and grabbing the torches waitwut, please stop for a moment and hear us out. Why is it that the person referenced in the quote above and this mean-mother-hubbard suggests aiming for at least three to five sentences? In the academic world, the most basic unit of thought is a paragraph, and the most basic paragraph is composed of three sentences at the minimum. With this in mind, it would make sense to create a post so as to effectively communicate an RPer's most basic unit of thought, this 'thought' being communicating something about their player character and/or the RP storyline. Player Immersion: Constructing a Quality Post 'Quality post' is basically the same as 'quality writing.' Unfortunately, the 'quality writing' criteria is different for every user out there. Fortunately for this guide, some basics for what makes something a 'quality writing' can be derived from fictional books. Using those as a guide, there is one universal trait that most of the best sellers out there accomplish, and this phrasing should be familiar to all readers out there: It sucks the reader into the story. So, how is a roleplayer supposed to accomplish this task? It's rather simple actually: help the reader [mainly other players] imagine the scene in their head. Have the scene play in the reader's head as if they were there in that very moment, watching the scene unfold right before their very eyes for the roleplay. How? Here's a tip: when constructing the post, appeal to at least two of the five senses [touch, taste, smell, sight, or hearing]. This will help the readers visualize what the player character is experiencing from their point of view, and will keep them interested. As an added bonus, this will add meaningful fluff to the post to avoid the ever persistent threat of contributing only one sentence to the RP, but remember that the main goal of it should be to help immerse the reader into the story. Examples of a 'Good' RP Post Quote Ah, parties. [Character A] enjoyed them. So many people engaging in delightful conversation, and a lot of the ladies seemed to appreciate [his] looks. Of course, this party was different. They weren't here for friendly banter. This party had [him] on edge. Those two from before....if they were up to something, this would be the perfect time for them to act--when the crowds were thick and [Player Character B] was lost in them. To ensure that did not happen, [Character A] made sure that he was around her at all times. "If m'lady sees anything out of the ordinary...direct my attention. I'll be sure to keep an eye on it.." -Silver Kuroi, Kuroshitsuji (Black Butler) RP. Submitted by Neko-chan The criteria for making this a good post? -The post describes their character's feelings toward a specific event [in this case, a party.] This helps immerses readers into the mind of said character. -The post also describes the environment as perceived by the character, further immersing the readers into the character. -Unique dialogue with character specific speech patterns. [More will be added when people want to add some of their posts to this] Player Interactions: Dialogue and Control Section Topics: General Suggestions Regarding Dialogue Etiquette Suggestions for Players and Host Quoting Other Players Now here’s where things get… Tedious. After all, interacting with other roleplayers is a core component of RPs, but the practicality of such actions in a text-based RP is really… Limited for lack of a better word. Talking with another character is the main issue here. Think about it: A player says something, and then the other player responds, usually both exchanging a sentence or two. This is very inconvenient for the RP, as the barrage of one liners is a total waste of space, RP post and page count, and blows up the notifications inbox of all RPers subscribed to the thread. Not cool, dude/dudette… Not cool… There are limited ways around this, however. One common suggestion is to contact the other player via Private Messaging and work out the conversation there, then post the whole block of exchange on the RP. Another nifty way is to add more details accompanying the dialogue, anything to keep it interesting or even add more to the depth of the characters or to the storyline [More information in the "Making a Good Roleplay Post: Length vs. Quality and Character Immersion" Section] Players, when initiating dialogue, only communicate what your character says. Under no circumstances should there be dialogue coming from the other character unless the dialogue exchange was worked out in private messaging or it is simply restating what a character said in a previous post. If this is the case, then it is ok. Which leads to the main part of this sub-section. When it comes to roleplaying with others, it is imperative that a player must respect the boundaries of control of other players and the Host. What does this mean in terms of posting within an RP? Simply put, players can only dictate their current character and NPCs under their control, and nothing else. Stuff that are within a player's own domain includes, but are not limited to: Their character actions Their character reactions Initiating a conversation through their own dialogue Replying to another player's dialogue if it was directed at them Having a flashback of their personal backstory Remembering stuff that others have said to their character Stuff that are not within a player's domain includes, but are not limited to: Telling how another player's character reacts to their own character. Dictating what another player character says to their own character. Inserting their own character into another player character's backstory. Describing the environment if the Host left it vague For example: [And remember, each quote is a player post] Quote Player A's Character Backstory: Their main character is a veteran pilot of a gummi ship and served in the Radiant Garden 5th Air Force Wing. In this example, he is now responsible for shuttling the other player characters [who are keyblade students as detailed in the RP sign-ups] to the other worlds. Player A: [Character A] boarded his own gummi ship that was quietly purring in the corner of the hanger bay. The memories of the dogfights he was involved in long ago during the Battle of Radiant Garden were playing through his mind as he stood at the base of the boarding ramp. He remembered being deployed to the Western Front, battling the innumerable heartless warships that blanketed the sky and surrounding airspace with his close battle buddies. The screams of back-up and support by the soldiers he was tasked to support when they started winning against the seemingly impossible odds echoed softly in his head. As he stared up the ramp, a single tear streaked down his face as the traumatic memories of seeing his best friends die at the final battle against the last remaining heartless adversaries played in his head over and over again, each crimson fireball of his buddy's gummi ship glowing more vividly than the last. He glanced at the right wing of the ship, where the names of his now deceased friends under the title "Echo Squadron" were permanently engraved, reminding himself that the battle against the darkness was far from over... As the battle-hardened pilot took a deep breath of the ionized interior air that was billowing out, he let off a quiet sigh of comfort knowing that the ship was more than capable of handling the task that now lay ahead... Everything that Player A has done in this example post is completely acceptable: It only dictated what their character was doing, and no one else's. If another player would like to interact with this Character A, they may only act on the actions they can justifiably react to [The part in blue] and the basics such as: Initiating a conversation. "Hey! I'm one of the students who will be boarding this ship! I'd like to know who the pilot is if we crash and burn so I can go after your family! That's... You know... If I live through it..." If a character is close enough or is observant, they can notice the tear and ask about it. "Hey... Mister... Why are you crying?" Or, they can notice how the character is staring at the right wing. "Hey Mister? Why are you staring at the wing?" Here is an acceptable player action in response to the first one: Quote Player B character backstory: She is a keyblade wielder in training [as detailed in the RP sign-ups and RP concept] and is tasked with going to the other worlds and eliminate the heartless. Player B: [Character B] watched from the distance as [Character A] boarded the gummi ship, then stopped. Curious about the odd behavior, she squinted her eyes trying to see more of [Character A] and noticed him staring at the right wing of the ship. She felt a tug at her heart and started walking towards him. Approaching the pilot, she quickly noticed a tear on [Character A]'s face, prompting her to gasp in surprise. "Excuse me," she started, "Are you ok?" That's it. Why? Because in-universe, the character must now wait for the other's response and/or reactions to their character's approach. All this player character could do was react and act on visible observations [notice the red-ish text in Player B's post above in comparison to Player A's blue text above.] Here is an example of common mistakes found when responding to a player character: Quote Player B: [Character B] watched from the distance as [Character A] boarded the gummi ship, then stopped. Curious about the odd behavior, she squinted her eyes trying to see more of [Character A] and noticed him staring at the right wing of the ship. She felt a tug at her heart and started walking towards him. Approaching the pilot, she quickly noticed a tear on [Character A]'s face, prompting her to gasp in surprise. "Excuse me," she started, "Are you ok?" "Yeah" he said, frowning as he wiped away a tear. She looked over to where he was looking. "I knew them." she quietly whispered. "He was my husband. They were brave airmen. Hard to believe they're gone." He smiled as it started to rain outside the hanger doors. "They were. Best flight wing the Air Force ever knew." In this example post by Player B, there are several errors made. First and foremost, Player B dictated the actions of Character A [as marked by the yellow text] Although it seems minor, it is in fact very problematic. It is essentially hijacking the other player's character, and is highly frowned upon. Only Player A can control Character A, and logically, only Player B can control Character B. Think about it: What if Player A wanted their character to rather not talk about his past and react negatively to that kind of question? Since Character A has technically replied as dictated in Player B's post, the opportunity for Player A to dictate their character's reaction is lost. The other error involves the text in dark crimson: Inserting the character into another Player Character's backstory. Although Hosts have the ability to utilize a character backstory against them, they are restricted to the vague concepts of it, not the specifics like this. In this example, Player B basically altered Character A's backstory so their character can fit right in. Again, this is frowned upon and is controlling of another player's character. The final error is the text in pink: Describing an environment that isn't owned by their character. In this example post in this example RP [example-ception!!!], since the current setting is within a gummi ship hanger, the need for the host to describe the outside wasn't necessary. However, just because the host left it vague doesn't mean that players are allowed to create whatever setting they want to fit the mood or what they want. Remember that creating the world around the players is a Host responsibility, and the authority must be respected. A general rule of thumb to follow when determining what is allowed and what isn't for general interactions: Imagine how the scenario would work out in real life. When interacting with others, can one person dictate another person's actions/reactions/response/backstory, say it as true and then have it happen? Not really. [Otherwise, we'd all be billionaires by going up to a bank teller and say "You enter the number 12 billion for my deposit into the computer" and then they actually do it... On a personal note: I should try this and see what happens...] Instead, one person initiates an action [like walking up towards someone] and waits for the other person's response/reaction. The same applies for Roleplay: When interacting with other players/characters, the only thing a person can do after initiating an action in their post is to wait for the response/reaction [in this case, a post made by the other player/Host responding to the action.] Adding Character Depth through Actions or Thoughts Quote [Character A] looked forward at the lesson now noticing the girl he had passed by. She had white long hair and held a presence that hushed the room. She's pretty... almost like... [He] thought shaking his head. His main mission was to find Her, not to fall for some other girl. But.. what if.... [He] shook his head once again. He needed to fulfill all of his duties. However, he could not stop staring at [Character B]. - xXUtopiaXx, Ao No Exorcist: Memories of A Distant Past Roleplay Actions taken by characters when interacting with others or their surroundings is a great way to help establish them and give others a first impression on who they are. Anything from eating a box of live kittens for a snack or rescuing a cat from a tree by cutting said tree with a chainsaw is bound to gain some attention from the others, and the resulting exchange between them is a sure-fire way to establish the characters, break the ice, or give the other characters a reason not to trust them [and you guessed it, since the cat is technically part of the scenery, Host determines if that cat lives...]. Character thoughts are another way to make things interesting, and are typically identified by italicized text in a text-based RP. This nifty feature helps paint a whole new level of perspective for the character, and gives the other RPers something fun to read when they read the post. Character Development Arc: General Section Topics: Respecting Other Player Intentions "Spotlighting" Player Characters On 8/28/2012 at 9:59 PM, Dave said: Regarding Weapons and Powers. Now, I know that it's very tempting to make your character a master of his craft, be it a master swordsman, or a magician, or you already know Blizzaga before you even whipped out a regular Blizzard. Or it could be even more tempting to give him or her a kind of power that is at the peak of its advancement, like teleportation or mind reading or what have you. The reason is simple: you want your character to kick ass, you want him to lay down those heavy hits, you want him to be as cool and dashing as some of the heroes you might be emulating, from Cloud to Captain America. You want to use the max of your might here and now, because that final ultimate fight scene is the one you fantasize about, not the hours spent training and leveling up. Because no one ever wrote a good story about grinding. But the thing is: if you make your character as good as he can be right from the get go, where is there left for him to go? You've already got your Keyblade, or whatever your ultimate weapon might be, you're already on par with the ultimate bad guy. What more can you do? What I actually enjoy the most about RPGs are the dungeons or encounters where you really, really get your ass handed to you. It's just a complete guantlet from start to finish, and if you get to the end, you're barely alive. But that's the satisfaction: you did make it. You went above and beyond expectations, exceded your limits, and actualyl feel like you accomplished something. This was not a victory that was handed to you by virtue of existing: this was a victory that you earned. Your character worked long and hard for it, and it makes it all the more delightful to relish it later. Also, the potential for failure and a sense of tension will always make a better story than when your heroes just coast through things without a hitch, and the situation is the same with your RP characters. Then, when you get to the point where you get the Ultimate Weapon of your choice, it's a far more satisfying experience, because actual blood, sweat, and tears went into finding it, rather than having the creator magically poof it into your hands. In short, consider, when you next enter an RP, to take up a regular ol' staff rather than a Keyblade. You might enjoy your journey a little bit more. Dave. "The [sorta-Maybe-Kinda-Ever-Updating] Guide for Super Cereal Online Roleplaying." kh13.com. Ed. Daniel Chiuchiarelli. N.p., 28 Aug. 2012. Web. 22 Dec. 2015. <http://kh13.com/forum/topic/76376-the-sorta-maybe-kinda-ever-updating-guide-for-super-cereal-online-roleplaying/?p=799088>. [A special thanks to Hargleblargleboo for suggesting this sub-section] Throughout the course of an RP, there will be [or rather, should be...] many opportunities for players to advance their characters. Afterall, like a good story or a certain RPG video game that this forum is all about, developing a character throughout the RP helps to keep things interesting and shows progress for both the story and for the characters. Examples of these peculiar events include gaining new abilities, magic, techniques, relationship progression [Next sub-section], and personality improvements just to name a few. If it is pulled off correctly, these events can actually be a defining element within the RP itself. With that being said however, under no circumstances should players attempt to hijack the RP plot in order to further their own character development agendas or make it so that their character essentially become the 'main' character of the RP with the other player characters merely being there for the ride or forced to take on a minor role. Afterall, behind that computer monitor that displays the player’s username is a real life person who also wants to develop their characters and have a moment in the spotlight. Players need to understand and respect that, and Hosts should try and give all players the chance for their moment to not only shine in the RP, but also give them chances to develop their characters, whether it be by circumstances [mainly having player characters interacting with them] or by down time between major ‘scenes.’ The main grievance for players inadvertently taking on a 'minor' role within an RP typically revolve around the fact that a 'major' player will create their own mini-story for how their character(s) acquire new skills/techniques [by teacher, secret mentor, Tinkerbell...] The best way to circumvent this and still keep the focus of the RP on all players rather than just one self-centered special player character is by focusing on the idea of staying as/in a group. In other words, after a major scene that warrants acquiring new abilities, player characters in a group advance together all at once [but in their own ways]. This way, everyone develops together and no one is singled out as 'more special' or 'less special' than the others. If the player insists that their character must separate from the group to meet their super awesome senpai sensei because their character is too awesome to be bothered by the peasants that are the other player characters, then upon meeting said character development teacher/sensei/master/MacGuffin, the host has full authority to control the NPC [where subsequent "You suck so no upgrade for you!" dialogue can occur ]. This falls under the NPC: Shopkeepers sub-section up the page. If the player ignores this rule, then the host may use correctional measures to bring the player back in line with the RP if the upgrades/powers received might break the RP. “Spotlighting” player characters doesn’t necessarily mean that for the next few posts it should only be about that certain player character. What it does mean however, is that Hosts should consider factoring in each character’s uniqueness and eventually within an RP, throw in a situation where [for the most part] that character specifically can accomplish the unique challenge and avoid having everyone else having to take the other ugly, not so optimal approach. This way, not only does the player feel like they can contribute something memorable and plot-defining to the RP, but the actions and the way said character accomplishes the task can be a good way to develop the character, or at least form the basis for it later on. However, do remember to add in other ways [read: Plan B, C, and D] to solve the ‘character specific’ scenario in case the player can’t post in a timely manner or fail. For example: Let’s say that ninja keyblade assassin girl is assigned to a group of soldiers and is on their merry way down plot lane. Somewhere along the way, the host presents a unique situation for the group of characters: They discover that the simplest way to achieve the plot milestone objective of finding the Holy Monkey Wrench of Plot Advancement to screw in and seal the final Nut of Eternal Darkness requires eavesdropping on a target that is known to all of them. This gives the ninja assassin player their moment in the ‘spotlight’ as they can accomplish this unique objective since ninjas and stealth go together like peas and carrots. However, it is redundant enough so that if she fails or the player hasn’t posted yet and is holding back the plot a little, the players controlling the soldiers can go with “Plan B” and beat the crap out of said target and get the information. Plan C would be the host giving players the chance to find a parchment of paper saying “Found: Monkey Wrench. Contact Mr. Sexynort if this is yours” on the nearby pin-board... When a player becomes the center of attention in a roleplay, it no longer becomes fun for the rest of the other players. Obviously, this will destroy the RP and leave both players and host fuming over that one player who thinks their character must be better than the rest or are so special as they develop throughout the roleplay that all other player characters are considered 'mundane' or 'minor.' It would be best in everyone's interest to avoid centering the whole RP around one character and instead, acknowledge and interact with the other players. Character Development Arc: Relationships Section Topics: Suggestions for Proper Development in an RP Host Roles SEARCH YOUR FEELINGS. YOU KNOW IT TO BE TRUE. For the sake of convenience, it isn’t uncommon for a single player to field multiple characters into an RP and have relationship development primarily accomplished by interactions between those characters. It helps avoid things going wrong because of another player [and/or host] throwing a monkey wrench into their carefully laid out plans [like ruining the scene by screaming “GET A ROOM YOU TWO!” for starters...]. Regardless of whether or not the player gets to act out the scene like they wanted to [green meadow with cherry blossom petals floating in the wind and complimentary love music optional... ], the controlling player needs to respect the fact that there are other players involved in the RP and have their own plans and agendas for developments and as such, give them their chance and their moment. However, relationships being developed between one player character and another [or more. Not gonna judge...] are what makes RPs really interesting. Afterall, this tests both players [or more] in character advancement and is a goldmine of comedy should things go horribly wrong [or having other players poke fun at it.] RP hosts can also use the romance sub-plot to their advantage; messing with the relationship in any way is bound to create sparks for more interesting stuff to happen, whether it be starting a player character down the path of darkness to creating drama between the romantic partners. Regardless of the type of relationship [between two characters controlled by one player, between two characters each controlled by a different players], remember that relationships take time to develop [like the real world... Mind = blown for this guy.] Throughout the course of the RP, having cutesy scenes between the two developing romantic partners is a great way to add some spice to an RP. Just remember to try not making those characters the complete center of attention [as advised in sub-section: Developing Characters in a Roleplay.] Character Development Arc: Death lolwut? Section Topics: Host Initiated Character Deaths Player Initiated Character Deaths Pros and Cons of Different Types of Death It’s bound to happen sooner or later: a player character is killed off for reasons specific to them, and said death is used to either drive home the point on just how powerful/lethal the adversary is, how bad a situation is, or how dumb said player character is because of poor choices. Gut-wrenching, or well deserved, or flat out hilarious, [like seriously, try not laughing at the idea of a supposed hero, who can slay armies like a lawnmower on a field of grass, die because of salmonella poisoning from eating an undercooked burger at a restaurant they visited several RP pages ago...] If pulled off successfully by the controlling player, a character’s death can easily become a memorable moment in an RP [if it isn’t overly cheesy]. There are two main types of character deaths, with the primary difference being who decides the character’s death. Host-Initiated Character Death As the title suggests, this is when the host declares the death of a player character. There comes a time in an RP where the Host will essentially say “this character dies” in an RP, and normally details the how, what, where, etc. Usually unexpected [to all other players. Hosts are strongly encouraged to warn the controlling player first before committing the act], it is generally frowned upon because of the fact that the player can’t do anything about it, and for the most part only allows them to detail out the very last seconds on their character’s downfall such as that final mistake or their last thoughts. This is not a common action; however, this is also not something that is off-limits to hosts. The main advantage of this method of execution is the sheer suspense generated for the other players in the RP. Because of the shock value of someone other than the controlling player defining the demise of said character, this will give the impression that any other character can be next. Useful for drama, suspense, or tragedy based RPs. Player-Initiated Character Death Player initiated deaths gives the controlling player the… well… control on how to off their character(s). The major advantage to this is that the player gets to determine how their character dies. The downside to this is that the player gets to determine how their character dies. What does this mean? On one end of the spectrum, players will detail the entire death scene of their OC and give them the proper send-off they want their characters to have. It's a clean kill, and formally ends the player's involvement in the roleplay. Somewhere in the middle, players might off their own characters, only to have them revived at a later time by some method. While it maintains the status quo of all players still being involved in the RP, it will end up cheapening the act, which may or may not be what players want. Use with caution. On the other extreme end, players will yank a plot-twisting element and force it into the RP upon their player's death. Unfortunately for the host, the very last kind of death detailed above can have very bad consequences if the player has a knack of godmodding and story-breaking the RP. If the death of a certain player character would result in something akin to the phrase ‘opening a whole new can of worms,’ [Think “haha my character dies but now they reincarnate into an invincible Sephiroth 2.0 l337 Hax0rs Edition lulz], RP hosts have the absolute authority to negate whatever attempts the player does to intervene or complicate matters. The main advantage to this obviously is to allow players continued control of their characters up to the bitter end, and to write the end on their own terms. This should be the default method of killing off characters in a RP. ----------------------------------------------------------------------------------------------- Battles Quote “Show me keyblade wielders who can fight!” “Follow me to the graveyard, master, and I’ll show you plenty.” - Unknown keyblade wielder from the Keyblade War. For Text-based, online roleplays, the focus should be more on the story-telling aspect of it, like painting the scenery, and hearing about the player character's struggles and triumphs over their challenges within the RP. But lets face it: Fights and all out battles are gonna happen sooner or later (it wouldn't be fun without it). Special Note for RP Hosts Against Players Quote Host: Before any of the heroes could react, [Adversary] disappeared in a flash of blinding white light. At the same time, [Player character A] and [Player Character B] were hit solidly in the chest and were sent careening backwards, and forcefully impacted the outer walls of the clock tower. Off to the side, [Adversary] seemed to reappear and chuckled heinously; his lethal blade glistened in the sunlight, and was begging for blood. "Consider that a taste for what's to come." His gaze hardened as he eyed the rest of the group. "So, who wishes to die first?" Hosts have the special privileges of actually declaring whether or not their generated enemies/bosses attacks hits when striking at players without needing to follow the basic battle rules. This serves the wonderful purpose of establishing the threat level of an enemy boss by showing just how lethal they are, and in turn how much trouble they are to the players. There is something frightening about the idea of fighting an enemy that can attack six different times for every time a player moves to attack, but then again, they are a boss to begin with. Do you really think fighting them would be that simple? This exception also applies to players who are roleplaying as the adversaries and are working closely with the Host. When detailing the declared attacks and outcomes, remember to keep it vague [as shown in crimson above] so players can interpret their hits as they see fit [from successfully blocking just in time to negate damage, to failing and taking the full force of the attack.] Regardless on how scary awesome the boss is, remember to keep it balanced at the core [taking hits, acknowledging setbacks, etc], albeit somewhat disadvantageous to the hero players on the RP [shhhhhh… You didn’t hear this from me.] Combat: The Basics Section Topics: General Battle Rules Combat Talents Different Actions of a Combat Turn Attack General Miscellaneous Reaction Free Battle Variations PILOT NOW IS NOT THE TIME TO CHECK THE RULEBOOK FOR AIR-TO-AIR ENGAGEMENTS If you REALLY have to boil it down to the essence, It’s as simple as this: Determine initiative order > player declares actions (Half/Full) > determine combat turn outcome > enemy controller calculates damage [if inflicted], advantages/disadvantages > enemy gains the initiative It’s pretty simple, once you get the hang of it. “Initiative” is essentially the start of a combat ‘turn’, and who gets the first strike when a battle breaks out is obviously determined in the RP [or whoever posts first]. Immediately afterwards is “declaring action.” It’s pretty obvious what this is: the attacking or reacting Players/Host will declare whatever action they want their character to take. If the player uses only a half-action, then another half-action can be taken after the first. During the entire combat turn of the player action phases, players must continually remember any previous actions taken by the enemy, the “modifiers,” in order to determine the outcome of the attacks. Once the actions phase is over, the opposing player/Host combat turn starts, where they will calculate the damage and determine any advantages/disadvantages of the player’s declared actions, and then declare their own actions. The cycle then repeats. If engaging multiple people, the initiative determines the order of players for the combat round. Unfortunately, since reliable posting by all RP players involved in the combat sequence are extremely rare, it usually defaults to who can post first... [Ok, maybe I lied about that simple part.] There are rules for this, however: [Yeah, I lied...] A single player combat ‘turn’ consists of 1 full action and 1 reaction for their turn. The 1 full action can be replaced with 2 half-actions if wanted. Players can only take one attack type action, regardless if it is a half or full action. Free actions, as the name suggests, does not count towards the player’s action allotment. It’s up to logic to determine what they can and can’t do for the free actions though... ----------------------------------------------------------------------------------------------- Combat Talents From the 'Character Creation' section, a character would normally have some [usually a lot] of combat based talents that would justify their combat abilities during battle. For example, a character would need the combat talent 'ambidextrous' in order to justify their character being able to dual wield weapons. Other talents would be specialized for a very specific situation during a battle, but would no doubt give them a major advantage if the criteria for using it has been met. Some examples are shown below, and remember that talents are unique for every character, so feel free to make up your own! Ambidextrous: Allows a character to utilize two weapons proficiently in battle. Otherwise, suffer a penalty for using more than one weapon. Combat Reflexes: This allows a character to act despite being ambushed or surprised by an enemy. For example, a character can dodge a sword that seemingly came out of nowhere despite having no previous warning of it happening. Unarmed Master: The character is just as good with their fists as they are with their weapon of choice. Meaning, they are still a threat even if they are disarmed. Rapid Reload: A character that grew up with a gun would have reloading it down to a muscle reflex. This allows them to reload without needing much conscious thought, allowing them to continue shooting in what seems to be in a blink of an eye. Disarm/Stun: A character is capable of non-lethally taking down another opponent without hurting them. They are also capable of skillfully wresting weapons from their opponent's hand to make them harmless [unless said enemy has the unarmed master talent. Then it just becomes painful...] ----------------------------------------------------------------------------------------------- Attack Type Actions Quote As the shadows quickly closed in for the kill, [Player character] gripped his keyblade tightly and ran forward, screaming his battlecry as he held the weapon off to his side. When the shadows were in range, he swiftly slashed at them in an uppercut, aiming to strike as much of the horde as his constitution would allow… Pretty straight forward. These type of actions require a player to focus and concentrate on one intention: to bring the hurt to someone other than them. In the realm of tabletop RPGs, attackers are only allowed one type of attack action, regardless of how many action slots they may have. Whether or not a player should go in depth on how their character goes about it, or simply state “They slash at the enemy,” it doesn’t matter. What does matter however, is that when declaring an attack, leave the action open-ended. Do not state [outright or implied] that the attack hits [Notice the bit in red]. The reason for this is that it allows the player on the receiving end of the attack to interpret the outcome and what it does to their character, whether it be a miss or a critical hit and everything in between. However, there are exceptions to this if a player wants to declare a successful hit. More can be found in the Variations sub-section. Some examples of attack-based actions might include: Attack: Pretty straight forward. Can be half or full, and will determine the implied strength of the attack. Magic Attack: Same as an attack, but with MAGIC!!! Flurry: Dishing out a lot of fast moving attacks in a short amount of time. Battle Charge: For those times when players want their characters to run at the enemy and scream like a barbarian while waving their hurty stick at them. Grappling an Enemy: In tabletop RPGs, this is the most hated action, since it basically involves its own set of rules that make up another rulebook [200+ pages]. In the realm of text based RPs, this move is usually used to disable an enemy for one turn [or a few] by eventually subduing them, or used to disarm an opponent. Shooting an Enemy: [i’m sorry for referencing my OC in this example, but it’s the only thing I can think of...] For those times where nothing else brightens up a character’s day other than using their most trusted weapon, affectionately nicknamed “His Majesty’s Buzzsaw.” For all attack-based actions, the main distinguishing mark between a half and full attack-type action will mainly depend on the post made by the attacking player. If all the player does is describe their action and detail how they’re pouring everything they got into the attack, then yeah it’s safe to say it’s an all in, no-holding-back full on attack action. With this detail in mind, it also implies that their attack is modified [in the effect that rather than a usual attack, it’s a more powerful one]. More details in the modifier sub-section. For the sake of convenience, most attacks can be treated as a half-action so characters can take a movement based action. ----------------------------------------------------------------------------------------------- General Combat Type Actions Quote As [enemy] slowly came into view while [Player character] rounded the pillar, he was surprised and shocked by the sound of [another player's characters] bursting into the room, their feet hitting the pristine white tiled floor with such a force that he felt it shaking for just a bit. He reacted instantly, diving to another pillar before seeking cover from the newcomers. He peeked around to see if they were hostile, but given [enemy]'s reaction it became evident that the she didn't see them as friends. May also be known as movement actions. These kinds of actions are those that either require a player character to focus or concentrate on in order to carry them out, or take long enough to warrant using up an action slot. Despite these actions not being an attack, they still fall within the realm of combat. In a battle sequence, these type of actions are usually those that will help a character in some way or forms, or act as some sort of support. Some examples of actions include: Aiming: Improves an attack if a character has some sort of shooty weapon. Calling the Shot: A modified form of aiming, where a character with a ranged weapon dedicates an entire turn trying to hit a specific place or spot of whatever they’re targeting. Hold Breath: Can be used for a variety of reasons, like to help with focusing, or increasing survivability if an enemy’s burrito they had for lunch suddenly becomes a viable and extremely potent gas attack… Reload Weapon: Gotta happen someday. Wouldn’t be fun without it! Standing Back Up: If a character gets knocked down for some reason, an action slot must be used to get back on their feet again. Entrench: Can mean the literal tactic used during World War 1 where a character can dig a ditch and hide themselves in to avoid incoming projectiles, or in more modern and urban settings, means setting up a character in a prime spot in a certain location for a last stand and/or to ambush an enemy. Defensive Stance: Where a character takes on a guarded stance to increase their defense. Diving Behind Cover: For those times when a character needs something between them and an enemy weapon. Picking Something Up: If a player character just so happens to be standing right next to a potted cactus and an enemy is about to wail on them… ----------------------------------------------------------------------------------------------- Miscellaneous Combat Actions Quote Upon seeing a swarm of heartless knights scrambling towards him, [Player character] immediately started issuing orders to his battle tested squadmates. "[Character B] take the left flank! [Character C], stay back and pick them off from a distance! [Character D], with me! We're going dancing." He immediately drew forward his weapon, and [Character D] did the same. Their keyblades now glistening in the moonlight, the duo charged towards the swarm, with several arrow bolts screaming over their heads as [Character C] started firing at the enemy. For the other kinds of actions that are related to combat in some way or form. It is because of this that they still take up a combat action slot. Such actions might include: Readying a Weapon: You did remember to summon your keyblade before entering the fight, right? Right?! If not, then an action slot must be allocated to actually become combat capable [unless the character's fists are their weapons.] Interacting with the Environment: What does this button do?! Opening a Door: For tactical reasons of course! Issuing detailed orders to a squad: For tactical reasons of course! Talking is usually a free action, but since this kind of talking is directly pertaining to combat, it takes up an action slot. Also because the dialogue was long enough to warrant classifying it as one [think 3+ sentences]. Analyzing the Combat Surroundings: Perfect for scouts, this action allows them to notice things that might not be immediately obvious to the other combatants. They can then relay their observations to their teammates, which could prove to be useful. Assisting Someone: Because teamwork is a thing... Remember? The team? No? Jerk... ----------------------------------------------------------------------------------------------- Reaction… Uh… Actions Quote [Player character] had to think fast as the deadly ball of lightning quickly approached him. Letting his instincts take over, he twisted his keyblade until the crescent-shaped blade end of the weapon was facing the incoming attack. He braced himself as the attack connected, the crescent blade now neatly cradling the ball-shaped projectile over his shoulder as he was sent sliding back a few feet. Finally coming to a complete stop, he quickly switched hands before bracing the shaft of the weapon with his right hand. With one powerful push, he was able to send the lightning ball back towards the disfigured [enemy], similar to how a lacrosse player would pass a ball. As the word suggests, these actions are taken when reacting to something, which is usually another player character’s attack. It is the success/failure of these actions that makes fights interesting, and players are highly encouraged to not spam these kinds of actions. It wouldn’t be fair unless there’s a justifiable reason for it, like because the character is an enemy boss. Examples of this kind of action include: Block/Brace: Pretty self explanatory. Parry: Where a character can attempt to deflect an attack of some sort with their swords/sticks/any melee type weaponry. Dodge: The only way a player character can live to see the end of an RP… Flinching: I’m pretty sure this move can be useful for something… I think. Diving Behind Cover: If this action is in response to an enemy attack directed at them, it counts as a reaction. If not, it counts as a general type action ----------------------------------------------------------------------------------------------- Free Actions These mundane types of actions are ones that characters can take without having to allocate an action ‘slot.’ With this in mind, player characters are free to do these kinds of actions in conjunction with their other actions without having to worry about overstepping their allowed ‘turn.’ These actions are ones that don’t really require much thinking or concentration by a character, or take up such a short amount that it doesn't warrant taking up an action slot. When it comes to these types of actions, logic will be the main determining factor for how long these actions can last. The only known free actions that characters can take are: Talking/Yelling/Screaming etc.: For when you really wanna talk smack to your opponent. [You know you want to...] It’s up to logic to determine what a character can say during their ‘turn.’ Battle grunts, a short yelp, a groan is perfectly fine, and a sentence or two of dialogue are acceptable too. It’s when a character starts telling a story or worse, go in the direction of TV villains and starts detailing their supreme plans of meeting a goal of some sort that it becomes a flat “no" and instead falls under the miscellaneous action. Dropping an Object: Can be used for dramatic effects. Glancing at a Person: Can be used for dramatic effect. Short/Simple Body Movements: Stuff like hand gestures for squad commands [while it can be classified as a miscellaneous action, it only takes a second or two to do this, so it counts as a free action instead], characters wiping off some grime on their faces, a girl brushing aside the bangs of her hair, etc. ----------------------------------------------------------------------------------------------- Battle Variations The mainstay of most RP battles revolve around the basic order of “I attack, you defend. Now I defend, you attack. The attack does damage.” Admittedly, it works [duh] but it doesn’t have to be that simple and boring. There are other patterns that can be adopted. Here are some of my personal favorites that I have encountered in other D&Ds and suggested by others: Aaaaaaahhhhh!!!! [Full Movement Action]: Quote Finding herself caught in the midst of an ambush, [Player Character] immediately sprinted away from the rest of the group. [Character B]'s soothing voice echoed in her head as tears streaked down her face, not looking back as she heard the sounds of combat behind her. If we're ever attacked, run. Run as fast as you can and don't stop. You have to warn the others. Don't worry about us; worry about yourself. Make our sacrifices mean something if the worst case scenario comes true. Promise? Knowing her protectors were doomed, she focused on nothing else but running as fast as possible, distancing herself from the battle zone as much as she could. This is where a player’s RP post consist entirely of describing their action and not attacking [although the resulting movement done might be a technical attack...] Great for using something other than the player's weapons to assist in combat [Like moving to cut the rope off a dangling grand piano on the big bad, for example.] Mainly, it is used for moving to a far off location [like climbing a tower in the distance] or to get a head start on things [mainly running away] or setting up for a really powerful attack. When using the full movement option, use logic on what the player can accomplish in that 'combat turn' so it stays fair [Running off to retrieve a magical weapon at the far side of town and then running back to confront the enemy is not logical, nor fair for that matter...] Since the player invests two action slots into this, having others wanting to react to it [in this case, running away] will either be delayed, or because of the head start, the reacting player suffers a disadvantage of some sort if acting on the action. Rrraaaagghhhh!!!! [Full Attack Action]: Quote [Player character] gripped her weapon with a strength that was unimaginable just moments ago as she lurched forward, the blade of her daggers seething with vengeance as she tried to strike at the bloodthirsty murder who killed her parents long ago. Her mind was dead set: No holding back. No hesitation. No remorse. No regret. All that mattered was striking down the monster that stood before her, exacting retribution for two lives that were taken from her long ago during a time when all she could was watch in paralyzing horror... This is my most favorite, and oddly enough the most fair that I have seen. Simply put: "The player character attacks for a chance of above average damage, but in return it leaves them completely exposed to the enemy’s attack.”[No chance to defend and their next post has to completely accept the hit.] In essence, the player’s post will only describe the attack and how the character is pouring everything they got into it with a total disregard for their own safety. Perfect for both players and GMs alike: Players can type out and describe their ultimate finishing move on their opponent [for example, against the Host controlled boss] and have the deed done, leaving the boss almost dead. But… just before the enemy kicks the bucket, they move to deal their own damage onto the player, making for one major plot twist if the player’s character was brutally injured and possibly result in death if their health was low enough. Perfect for the classic “Ha! Easy kill! Now di- Oh crap!” experience shared by both players and Host alike. Or, it can be used against a guarded character, where the two attack actions could mean a better chance of breaking the defense and expose the enemy to another attack by another player. Just walk it off! [ignore damage inflicted, receive crippling debility instead] Quote No... Not like this... I won't let myself end here... My story isn't finished yet... As the world slowed to a crawl around him, [Player character] could only steel himself against the fireball that was screaming toward him. In a flash, he was sent careening backwards, flying a good distance away before being embedded into a nearby wall. Strangely enough, he didn't feel any pain as his body started to peel off, then landed on the cold hard floor with a flat thud. He felt really dizzy, and despite hearing a continuous, piercing, ringing noise, he was barely able to hear his friends as their voices sounded like a distant echo. "Get up! Get up!" he barely heard them say. He weakly coughed and struggled to get back on his feet... Ok, lets say a player character is one solid blow away from dying/KO or just doesn’t want to take the damage. When they are attacked, Instead of taking the full damage, the player can choose to grit their teeth [or do something else] and ignore the damage, but in return suffer a very serious/highly crippling effect that cannot be healed until after the battle. The debility can be anything from: A severe concussion that renders the character stunned to the point that their attacks take twice as long to execute. [spend a whole 'combat turn' to collect their bearings, then another turn to attack, forcing the player to use two whole turns for one attack.] Damage: Strength. Because they poured so much of their energy bracing to taking the hit, the character is now weak to the point that their attacks aren’t as effective as it was before. [Their attack does minimal damage, and doing normal damage will require using both actions for attack, leaving them open for an easy counterattack.] Damage: Dexterity. Being dizzy after the hit to the point that they're having trouble staying on their feet. [sacrifice a movement every turn to stay on their feet.] Damage: Intelligence. Trauma to the point that the character can no longer discern friend from foe and attacks whoever/whatever. [On the bright side, this is a great excuse for being a jerk to your fellow teammates.] Damage: Constitution. The character is so cripplingly injured that they are worse off than before even when healed [Max HP decreased] Damage: Charisma. The character receives a horrendous physical scar, hampering their interactions with others. Also may mean damage to their voice, up to in including becoming mute, crippling their interactions with NPCs and other players. [unable to talk / negative modifiers for all charisma based actions.] Auto-Successful hit [Cheap… Really cheap move there, man...] Quote Not really wanting [enemy] to finish their sentence on how secured their victory is, [Player character] lashed out at [enemy] with his throwing knives. He watched in silent glee as the blades impacted his adversary, and as they were still recoiling from the preemptive strike, he quickly bolted off to the side to try and flank the enemy. [player character] quickly unsheathed his katana, and as the enemy was just out of peripheral vision, he quickly changed course and started his attack. In this instance, the attacking player [whether accidentally or purposely] declares their attack in their post and says that it hits. If this is the case, the receiving player has no choice but to accept the attack and determine the damage. However, should the receiving player decide to retaliate, they can choose to do so and their attack cannot be blocked, and their remaining full action can be used as they see fit. Combat: Advanced Section Topics: The Three Basic Classes Prestige Class: Multi-classing Roles and Specializations It’s a LOT more difficult than explained here, but this section will attempt to do something crazy: boil down the intricate relationships of combat classes into something slightly manageable. It’s simple at first; it’s when it gets to specializations that things go crazy [for better or for worse.] The most basic rock-paper-scissors question usually boils down to the following: Fighters pummels the weak n' squishy rogue. Rogues sneakily backstabs mages. Mages blow up fighters at a distance with magic. There. That’s all the knowledge that is needed. Wanna find out more? Read on! -------------------------------------------------- Class: Fighters “If it doesn’t work, use a bigger weapon” is the mantra of fighter classes. Fighters are the ‘tanks’ out of the three classes, focusing on dealing damage and taking it too. Traditionally, fighters primary characteristics focuses on strength, allowing them to put the hurt on their enemies, and constitution, which allows them to weather through damage. This makes them effective against rogue classes since they can shrug off the particularly deadly first strike of a rogue and then soldier through their melee attacks. However, since the fighters usually rely on armor and beefy muscles to solve their problems, this makes them weak against mages, who will happily circumvent a fighter's defenses by spamming magic spells at a distance, blowing up the fighter before they get close enough to swing their sword [usually.] Traditional Characteristic Mains: Strength and Constitution Effective Against: Rogues Weak Against: Mages Fighter Prestige Classes Fighter Main, Mage Subclass: Paladins/Dark Knights: Swords hurt, hurty magic hurts too, so why not combine both? This class focuses more on the fighter side of combat, meaning that their magic would not be as strong compared to the main mages. Typically, the magic used by this class is used to augment the fighter side; combat oriented spells and weapons magic [FLAMING SWORD MADE OUT OF PURE ICE!!!!] is a very common direction for it, but of course there will be exceptions. Fighter Main, Rogue Subclass: Rangers/Scouts: They’re fast and they can fight, but would really prefer not getting hit. This class focuses more on the fighter side of combat, so their aptitudes shouldn't be good as a main rogue. Typically, the rogue traits adopted by this class would augment their fighter side, so traits such as higher agility for scouting, stealth for setting up ambushes, and ranged combat are some of the more well known examples. -------------------------------------------------- Class: Mages Traditional Characteristic Mains: Wisdom and Intelligence For those who love magic and prefer dealing with their problems by by lifting a finger and blowing it up from a safe distance. Traditionally, Mages focus on wisdom since it was the main stat that magic in general was based off of, and intelligence primarily because from the lore of dungeons and dragons, mages had to be smart enough to decipher and read the ancient books needed to learn the spell that they want. Because of how awesome and useful magic can be, this makes them effective against fighters who rely on getting up close with their melee weapons and armor to survive a battle. Since the fighter class is usually the slowest of the three classes, this allows the mage enough time to conjure up and cast their spells at them. However, it is because of this time delay [and usual non-specialization in a traditional weapon] that the mage is weak against the rogue class, who can close the distance between them in the blink of an eye and unleash their melee attack. Traditional Characteristic Mains: Wisdom and Intelligence Effective Against: Fighters Weak Against: Rogues Mage Prestige Classes Mage Main, Fighter Subclass: Cleric/Medic. This class can not only dish out some admirable magic spells, but can also hold out their own in a fight and stand along side their fighter counterparts, albeit not for very long. Focusing more on the magic side of combat, this class usually focuses on the supportive combat magic, such as healing, reviving severely wounded teammates, and casting support spells to other party members. That, or they are the ones with the most powerful offensive oriented magic spells. Mage Main, Rogue Subclass: Saboteur/Spy. This class possess powerful magic as expected of a mage and has the shadowy attributes of a rogue, but won't be as skillful and are incredibly weak. Focusing more on the magic side of things, this class usually is the one that casts the negative affectors in combat such as poisons, deceptions, illusions, cloaking, and magic traps just to name a few. -------------------------------------------------- Class: Rogues Traditional Characteristic Mains: Dexterity and Charisma Being fast, hidden and cunning is the mantra for the Rogue class, sacrificing beefy muscly strength and brainiac magic usage in order to be uber fast and uber skillful. Obviously since they usually aren’t as strong as the fighters and really don’t wanna get hurt, dexterity is the rogue’s traditional main line characteristic. Charisma is an often overlooked characteristic, and although it doesn’t sound like it would fit in this class, traditionally it does: ninjas and assassins are the posterchild for this class, so actions such as information gathering, eavesdropping, seduction, and rapport building just to name a few build off the charisma stat and so, are not out of place for this class. Since speed and stealth is the traditional priority for this class, this makes them effective against mages, who are usually lightly armored and rely on casting magic from a distance in order to survive in combat. A rogue's first strike capability is unparalleled, capable of felling many opponents, but won't do much against a fighter class, who are usually heavily armed and armored. Once the surprise attack is over, the rogue will usually not last long against a fighter. Traditional Characteristic Mains: Dexterity and Charisma Effective Against: Mages Weak Against: Fighters Rogue Prestige Classes: Rogue Main, Fighter Subclass: Assassin. Combining speed with lethality to a deadly degree, this class relies on skill in order to stand a chance in combat rather than raw power, so they won't be as heavy hitting or resilient as a fighter main. Typically, the fighter subclass is used to help them survive combat, such as weapons/armor knowledge for weak points, weapon and/or armor training [gotta use those dual daggers effectively ya know] and battle tactics just to name a few. Rogue Main, Mage Subclass: Ninja. Speed. Stealth. Augment them with magic, and the results is awe-inspiring. Unchained from the restrictions of the physical world, the ninja relies on their magic to weaken their opponent before moving in for the final strike. The mage subclass allows the ninja to access spells to help in their battle tactics, such as poison, status debuffs, even cloaking if they want. -------------------------------------------------- Combat: Etiquette The General Notion during RP Combat Throughout a battle sequence, adversaries and players alike must not only factor in what the other player characters have done in terms of actions, but must also factor in how those actions affect the general combat. These combat modifiers, implied advantages/disadvantages that a player character gives/receives during combat, are usually what makes combat scenes interesting. These modifiers are not restricted to player actions; outside factors can also influence the tide of combat. For example: An enemy character controlled by a player [A] is being attacked by two other player characters [b and C] during sunset. Because B and C were obvious with their intentions, A is able to react first and gets the first initiative, and afterwards B and C are able to attack. During the first combat turn, A goes after B and describes only concentrating on B, attacking them with a flurry type attack action. B takes a guarded stance, and C decides to spend their entire turn calling a shot, specifically at character A’s left arm. This ends the first 'turn.' With the second turn starting and character A being still focused on attacking B, character C’s previous action of focusing for a called shot will now pay off when they take the shot, and characters A and B will have determine what happens to their characters. The implied advantages and disadvantages [Modifiers] here are as follows: Character C’s attack has a better chance of actually hitting character A because of calling a shot. [implied increase chance of successful attack.] Character C’s attack has an improved chance of actually hitting where they intend to hit, i.e the arm because of calling a shot. [implied increased chance of a successful attack.] Character A, because of not focusing on character C, has a lowered reaction capability to C’s attack. [implied decrease of reaction specifically against char.C, furthering C’s implied chance for a successful attack] Character B, because of taking a defensive stance, has a better chance of lessening A’s melee damage, or even outright negating the attack [implied increase of reaction success against char. A attack] However, because of the flurry attack, Character A has an improved chance of a successful hit. [implied increase of successful attack.] Depending on how Char. A was detailed during character creation, because of the flurry attack, for their next combat turn they suffer a penalty because of how tiring such an attack is. [implied disadvantage against whatever the next enemy action is.] The environment can also be a modifier. If for example, the host has described the environment in such a way that characters B and C are facing the sunset, then they are at a disadvantage against char. A because of the sun shining on their eyes. [implied decrease chance of Char. C doing a successful attack and Char. B successfully blocking the attack.] From here, it is up to the player of character A to determine if the attack made by character C hits. Because of the modifiers, unless they have a good justification for being able to negate the attack, then for the sake of fair play, the player should acknowledge the hit at the beginning of their next post. For character B, it is up to the controlling player to determine the effectiveness of character A's attack on their character. Because they spent their first turn taking up a guarded stance, they can easily justify blocking character A's attack. However, since the attack was a flurry and the sun is blinding them, this would mean that the subsequent lightning fast slashes have a better chance of breaking their defense. In this example, fair play would be the player for char. B detailing a successful block on the first few slashes, and then getting hit on some of the subsequent slashes for that specific attack. Combat: Damage Quote [Player Character] couldn’t react fast enough as the lightning bolt screamed towards him, nailing him squarely on his left shoulder blade. The stinging pain was too much for [player character] to handle as he cried out in pain, falling to his knees while his left arm went limp. He clutched the now injured area with his other arm, trying to regain some control of his left arm again… to no avail. His stabilizing arm out of commission, the Keyblade Sharpshooter quickly slung his rifle across his back and immediately summoned his keyblade, wincing at the pain while doing so. “Lucky shot…” he grumbled, gripping his keyblade tight with his only working arm as he used it as a brace to get back on his feet. So the player has gloriously described how their overpowered character is about to do an overpowered move on your own overpowered character, so what happens next? Well those tiny, crucial bits of post information not only help spice up battle scenes, but if worst comes to worst, can mean the difference between life and death of a player character. The way a character's body was angled, whether or not they were wearing battle armor, even tensing themselves up to anticipate the hit, these details can help lessen damages inflicted onto the character. When a player decides to allow their character to be injured, they can determine where their character is hit and the extent of the damage [the bit in red above]. Just remember that becoming injured [armor not helping for reasons] does carry the added disadvantage for certain actions. For example, if a character is hit in the leg, then it would make sense for the remainder of the combat encounter that the character can no longer run, or is even immobilized for a while. It helps keep things interesting, rather than saying the usual “Yeah, my character got hit. Now I'll hit you back. Take damage.” Combat Scenario: Player vs. Player/Host This is where the real fun stuff happens. But lets be honest here: No player wants to see their character die in an RP. If a battle breaks out, it will either end in a draw [which helps maintain the status quo but is no fun] or someone has to die [fun, but someone’s jimmies will definitely be rustled]. In this case, both players must respect the two action battle sequence, and their main focus should be on the advantages and disadvantages gained during the fight. Regardless if someone has to go down, both players must be fair throughout the battle sequence, accepting hits where it’s due and counters/disadvantages where it is applicable. Who falls once the battle is over, well it either depends on the plot or who is better at controlling their characters…. Combat Scenario: Player NPCs vs. Host/Player NPCs Ok, so lets say that two players are commanders/generals of their own NPC armada, and during the final climatic battle against each other, they both send their NPCs to duke it out with each other while at the same time sending their main characters to fight each other. Should this happen, the players should follow the player vs. player suggestions. For what happens with the NPC armada duking it out, the host [unfortunately] will have to type out the battle sequence between the two NPC armadas and eventually come to an end with one armada still standing and the other being decimated. Because if left to the players, well... Neither will want to accept a defeat of their godly powerful all-awesome armada. It's easy to imagine how ugly it's gonna get... The controlling players are free to add dialogue and dictate specific actions of the NPCs, but the host will determine the outcome of the actions. Remember, roleplaying is more than just about how descriptively awesome someone can destroy their enemy. It's about interacting with others in a fun, exciting way on a familiar realm as everyone involved weaves their own story into a much greater one. If pulled off correctly, the results is nothing short of spectacular, where everyone involved will walk away awestruck at the thought that they were involved, and participated in, a fantastical tale of possibly epic proportions. Or not, depending on how good of a story-writer the Host is… Hope this guide helps!!! Again, if you have any ideas/suggestion to help improve this guide, or would like to suggest example posts by roleplayers here that would perfectly showcase some concepts, post on this thread and I’ll see what I can do! ----------------------------------------------------------------------------------------------------------------------------------------------- “I’ll see you on the other side.” ~ Roleplay Character: Zero-Four. Kairi's Nocturnal Guardian. Edited April 11, 2020 by Javelin434 Remove strikethrough text error. Unsure how long that was there. 17 Lady Aleister, Jilly Shears, AlixtheMagi13 and 14 others reacted to this Share this post Link to post Share on other sites
Hazimie 1,595 Posted July 11, 2014 You know,with this kind of guide,you will surely get a Roleplay license for sure,Lol Anyways,it was an amazing Guide,hope the new Roleplayers can get a new fresh start! 1 Daniel Black reacted to this Share this post Link to post Share on other sites
AuraAce 1,126 Posted July 11, 2014 That was such a long read, why did I even start Otherwise it was a good guide. Share this post Link to post Share on other sites
Daniel Black 1,981 Posted July 11, 2014 Long, but interesting and the pics helps a lot too Good job... Share this post Link to post Share on other sites
Shulk 8,623 Posted July 11, 2014 I was expecting some snarky superiority tones in this (Like another RP guide I remember reading before...), but this was actually really well written. I really liked the battle tips, those are the things that tend to really trip me up in RPs. 1 Reyn reacted to this Share this post Link to post Share on other sites
AuraAce 1,126 Posted July 11, 2014 I already broke a rule. FFS Why am i such a noob. Share this post Link to post Share on other sites
Javelin434 3,164 Posted July 11, 2014 I already broke a rule. FFS Why am i such a noob. There are no rules on this guide, merely suggestions on how to properly roleplay without rustling someone's jimmies. The only hardline rules that exist in RPs are the ones detailed by the RP Host. Share this post Link to post Share on other sites
AuraAce 1,126 Posted July 11, 2014 There are no rules on this guide, merely suggestions on how to properly roleplay without rustling someone's jimmies. The only hardline rules that exist in RPs are the ones detailed by the RP Host. Yeah I was talking about the RP I am in But anyway, I'll learn. Share this post Link to post Share on other sites
Arya Stark 1,337 Posted July 12, 2014 Pretty good guide Jav. For certain. Though those battle guidelines kind of made my eyes bleed lol... I have never really made fighting that complicated, but your way seems to work I guess. Also, spotted dem Neena references! Made me chuckle a little bit. Also, I noticed you said that Neena might find one of those wielders who killed and razed her village? Fun fact: In most rp settings, Neena has already killed those wielders that did those crimes against her, and continues her quest for vengeance. Share this post Link to post Share on other sites
Elrandir 783 Posted July 12, 2014 Such a long read, but really useful, Jav. Many can learn from this! From new RPers to veterans. I learned a few things myself and I'm thankful for that.Those Neena references made my day...or is it night? Share this post Link to post Share on other sites
Javelin434 3,164 Posted July 12, 2014 (edited) Also, spotted dem Neena references! Made me chuckle a little bit. Also, I noticed you said that Neena might find one of those wielders who killed and razed her village? Fun fact: In most rp settings, Neena has already killed those wielders that did those crimes against her, and continues her quest for vengeance. Again, the examples are loosely based on your character, and is modified a bit to help demonstrate the concept [in this case, fun boss fights]. Such a long read, but really useful, Jav. Many can learn from this! From new RPers to veterans. I learned a few things myself and I'm thankful for that.Those Neena references made my day...or is it night? Edited July 12, 2014 by Javelin434 Share this post Link to post Share on other sites
Lady Aleister 1,677 Posted July 13, 2014 I can't read all of this Javelin. But I really don't need to. Share this post Link to post Share on other sites
Silvia Kuroi 1,480 Posted July 14, 2014 I was expecting some snarky superiority tones in this (Like another RP guide I remember reading before...), but this was actually really well written. I really liked the battle tips, those are the things that tend to really trip me up in RPs. I'm guessing you mean what I wrote? Well, sorry, then. Don't worry, this will replace what is already put up there. Sorry for making things pretentious. Share this post Link to post Share on other sites
Shulk 8,623 Posted July 14, 2014 I'm guessing you mean what I wrote? Well, sorry, then. Don't worry, this will replace what is already put up there. Sorry for making things pretentious. No, not you. It's another guide I've seen before. Share this post Link to post Share on other sites
Hargleblargleboo 979 Posted August 11, 2014 This is great! I've wanted to get back into roleplaying again ever since it got very boring to me. A good pal of mine would always have almost no harm put upon themselves or their characters, and make them have the best weapons, powers, etc. Also, the story revolved all around them and ironically, never went anywhere. Oh. And they also used the same kind of theme, over and over and over again. And controlled my characters actions at times. It got old fast. So, it's good something like this exists. Thanks heaps! Share this post Link to post Share on other sites
Javelin434 3,164 Posted August 12, 2014 This is great! I've wanted to get back into roleplaying again ever since it got very boring to me. A good pal of mine would always have almost no harm put upon themselves or their characters, and make them have the best weapons, powers, etc. Also, the story revolved all around them and ironically, never went anywhere. Oh. And they also used the same kind of theme, over and over and over again. And controlled my characters actions at times. It got old fast. Can you elaborate on this? This just might warrant a new section to the guide, suggesting players to remember that the roleplay isn't always about them. The theme part has also piqued my curiosity. I would really appreciate it if you can give an example for what they did. 1 Hargleblargleboo reacted to this Share this post Link to post Share on other sites
Hargleblargleboo 979 Posted August 12, 2014 (edited) Ah. I hope you don't mind a long, multi-part read, so here it goes. First, a little backstory. I grew up on D&D. Played it with my father a lot. So, I have decent experience with RP-ing. Did my amigo ever play D&D? HA! Not once. They liked playing God. Granted, my comrade didn't always god-mode themeselves, but when they did, it wasn't fun anymore. I'll share multiple experiences of me and my pal in RP Land that made me go, "UUUEERRGGHH....", and "Are you f**king serious?" 1. No preparation, backstory, or character development. Once, my buddy and I were doing a Soul Eater RP, and when we started, WE WERE INSTANTLY THRUST INTO BATTLE!! No f**king clue where we were, no f**king clue what our overall motivation was, no f**king story, and no f**king backgrounds for our "characters". You can't just throw sh*t to the wall and see what sticks. You've got to put some thought on who the hell your character is, and what the hell the backstory is. ESPECIALLY if you are the self-proclaimed Dungeon Master. Can you elaborate on this? This just might warrant a new section to the guide, suggesting players to remember that the roleplay isn't always about them. The theme part has also piqued my curiosity. I would really appreciate it if you can give an example for what they did. Edited August 12, 2014 by Hargleblargleboo 1 Javelin434 reacted to this Share this post Link to post Share on other sites
Hargleblargleboo 979 Posted August 12, 2014 [continued...] I even asked, "Uh...what's going on?" Then my friend said something like, "I dunno, let's make it up as it goes." On top of that, I didn't care who their character was, or even who MY character was. We didn't get to make them interesting or nothing. I want to like something about this person before they bare their mightiest power. Speaking of characters, here is something my acquaintance did a lot that really steamed me up. 2. "Your character may be a god, but they're like Grape Nuts, bland and tasteless ." The majority my companion and I RP'ed, we used Mary Sue's and Garry Stew's, or whatever the heck the male equivalent is. I hated it. So much. They didn't give me a chance to create an original character that's nothing like me. They wanted "me" in the story, and nobody else. Thinking that it would make them uncomfortable talking with someone else, and took it personally. In that ONE TIME I used an OC, they couldn't take it and ended the RP after 7 sentences or so. TBC... Ah. I hope you don't mind a long, multi-part read, so here it goes. First, a little backstory. I grew up on D&D. Played it with my father a lot. So, I have decent experience with RP-ing. Did my amigo ever play D&D? HA! Not once. They liked playing God. Granted, my comrade didn't always god-mode themeselves, but when they did, it wasn't fun anymore. I'll share multiple experiences of me and my pal in RP Land that made me go, "UUUEERRGGHH....", and "Are you f**king serious?" 1. No preparation, backstory, or character development. Once, my buddy and I were doing a Soul Eater RP, and when we started, WE WERE INSTANTLY THRUST INTO BATTLE!! No f**king clue where we were, no f**king clue what our overall motivation was, no f**king story, and no f**king backgrounds for our "characters". You can't just throw sh*t to the wall and see what sticks. You've got to put some thought on who the hell you're character is, and what the hell the backstory is. ESPECIALLY if you are the self-proclaimed Dungeon Master. 1 Javelin434 reacted to this Share this post Link to post Share on other sites
Hargleblargleboo 979 Posted August 12, 2014 (edited) [continued...] When they finally settled down and created a new RP, it was torture character-wise for me. How it usually was is that we'd pretend our real-life selves were thrown into wacky situations. One RP was when we were thrust into a realistic world where my ally somehow is now a vixen, (foxes were my friend's favorite animal) And I have to figure out how to change them back. Fair enough I guess. except this is a REALISTIC world. No magic or nothing. There was also no definitive Dungeon Master, so that sucks. They made the somewhat non-existent storyline all about them. One scene involved the vixen suddenly getting a freaking asthma attack to make it interesting, Things that happened by my compadre were me suddenly getting phantom limbs, dropping things, tripping on my face, mind-control, and unwanted and forced changes... TBC... [continued...] I even asked, "Uh...what's going on?" Then my friend said something like, "I dunno, let's make it up as it goes." On top of that, I didn't care who their character was, or even who MY character was. We didn't get to make them interesting or nothing. I want to like something about this person before they bare their mightiest power. Speaking of characters, here is something my acquaintance did a lot that really steamed me up. 2. "Your character may be a god, but they're like Grape Nuts, bland and tasteless ." The majority my companion and I RP'ed, we used Mary Sue's and Garry Stew's, or whatever the heck the male equivalent is. I hated it. So much. They didn't give me a chance to create an original character that's nothing like me. They wanted "me" in the story, and nobody else. Thinking that it would make them uncomfortable talking with someone else, and took it personally. In that ONE TIME I used an OC, they couldn't take it and ended the RP after 7 sentences or so. TBC... Edited August 12, 2014 by Hargleblargleboo 1 Javelin434 reacted to this Share this post Link to post Share on other sites
Hargleblargleboo 979 Posted August 12, 2014 Btw, this was way back when. So they have changed a lot since then. Share this post Link to post Share on other sites
Javelin434 3,164 Posted August 13, 2014 Btw, this was way back when. So they have changed a lot since then. I would appreciate if we not use the term "Mary-sue" in the RP forums, especially around me since Xion is considered one according to many. Once, my buddy and I were doing a Soul Eater RP, and when we started, WE WERE INSTANTLY THRUST INTO BATTLE!! Actually, this isn't a bad thing. Whenever me and my RPG group starts a new RPG, we are usually immediately thrusted into combat. It's more of a tutorial for all of us, even for the GM as we all figure out how the hell combat systems work for that particular RP and MOST IMPORTANTLY figure out what actions fall where. One friend who is notorious for never collaborating with the group winds up using powdered coke in his pocket and throws it at the enemy, yelling "POCKET DRUGS!!!" in the process, and we spent a good 15 minutes arguing what that action falls under [we couldn't tell if it worked off of the ranged, melee, or thrown weapon stat, on top of the fact we had to dig through the rulebook to see what the drug effects were.] It's not that bad, but if your friends get straight into battle without knowing how the system works, then that sucks. Only after the combat tutorial can the storytelling aspect can kick in. If your friends didn't bother with that, then I can understand your frustration. I even asked, "Uh...what's going on?" Then my friend said something like, "I dunno, let's make it up as it goes." That's basically the point of the GM. Even our GM admits that he makes it up as we go along, but remembers to have a key point for where we should generally go and accomplish by the end of the day. One scene involved the vixen suddenly getting a freaking asthma attack to make it interesting Actually, this isn't too bad either. It all depends on what the character was doing at the time. It's fun to see them work out their consequences and watch what the dices determine. Reminds me in our star wars RPG when we all hyperdrived to another system. Since it takes days, we were in our cargo ship just dicking around and having fun, and one of our RPers was flying a fighter craft that he stole from Tatooine as an escort near our ship. Well since it took days for the travel, and his character being a dude, he just nonchalantly says "Well since it's gonna take days for travelling, I'm just gonna have my character... Relieve himself so to speak." Cue the GM making him roll to determine 1. How much the load was and 2. Constant dexterity rolls so he doesn't get hit with his own man-milk that's now floating in his cockpit because of no standard gravity system on the ship. 12 minutes this happens, and we were laughing the whole way through. It ended when he finally got enough advantages and he finds an empty jar to collect it in. Good times.... Uh, back on topic. I don't think it's that bad for some 'spotlight' moments for the RP. Every character should at least get their moment in the spotlight during the RPG session. It helps in character development, and makes things interesting if pulled off correctly Self-insert characters aren't a bad idea. people new to the RPG are sorta encouraged to do that so they can break themselves into the RPG world. After doing that for a while, then they can break the norm and start RPing different personas. All in all, I'll take that tidbit of information and start work on adding on to the Roleplaying Sub-section. Thanks mate! I'll be sure to credit you for reminding me to add that in. 1 Hargleblargleboo reacted to this Share this post Link to post Share on other sites
Saber Lily 1,543 Posted August 13, 2014 Kav, you forgot to mention what happened to the jar when the guy began usinv evasive manuevers. Share this post Link to post Share on other sites
Hargleblargleboo 979 Posted August 13, 2014 I would appreciate if we not use the term "Mary-sue" in the RP forums, especially around me since Xion is considered one according to many. Actually, this isn't a bad thing. Whenever me and my RPG group starts a new RPG, we are usually immediately thrusted into combat. It's more of a tutorial for all of us, even for the GM as we all figure out how the hell combat systems work for that particular RP and MOST IMPORTANTLY figure out what actions fall where. One friend who is notorious for never collaborating with the group winds up using powdered coke in his pocket and throws it at the enemy, yelling "POCKET DRUGS!!!" in the process, and we spent a good 15 minutes arguing what that action falls under [we couldn't tell if it worked off of the ranged, melee, or thrown weapon stat, on top of the fact we had to dig through the rulebook to see what the drug effects were.] It's not that bad, but if your friends get straight into battle without knowing how the system works, then that sucks. Only after the combat tutorial can the storytelling aspect can kick in. If your friends didn't bother with that, then I can understand your frustration. That's basically the point of the GM. Even our GM admits that he makes it up as we go along, but remembers to have a key point for where we should generally go and accomplish by the end of the day. Actually, this isn't too bad either. It all depends on what the character was doing at the time. It's fun to see them work out their consequences and watch what the dices determine. Reminds me in our star wars RPG when we all hyperdrived to another system. Since it takes days, we were in our cargo ship just dicking around and having fun, and one of our RPers was flying a fighter craft that he stole from Tatooine as an escort near our ship. Well since it took days for the travel, and his character being a dude, he just nonchalantly says "Well since it's gonna take days for travelling, I'm just gonna have my character... Relieve himself so to speak." Cue the GM making him roll to determine 1. How much the load was and 2. Constant dexterity rolls so he doesn't get hit with his own man-milk that's now floating in his cockpit because of no standard gravity system on the ship. 12 minutes this happens, and we were laughing the whole way through. It ended when he finally got enough advantages and he finds an empty jar to collect it in. Good times.... Uh, back on topic. I don't think it's that bad for some 'spotlight' moments for the RP. Every character should at least get their moment in the spotlight during the RPG session. It helps in character development, and makes things interesting if pulled off correctly Self-insert characters aren't a bad idea. people new to the RPG are sorta encouraged to do that so they can break themselves into the RPG world. After doing that for a while, then they can break the norm and start RPing different personas. All in all, I'll take that tidbit of information and start work on adding on to the Roleplaying Sub-section. Thanks mate! I'll be sure to credit you for reminding me to add that in. You're welcome. Those were just some things that kinda irked me personally. And they never explained the fighting system. Oh. By the way, the theme they always used was gender-bending. Yeah... Share this post Link to post Share on other sites
Javelin434 3,164 Posted August 13, 2014 Jav, you forgot to mention what happened to the jar when the guy began using evasive manuevers. I'm not gonna give details until this person specifically asks You're welcome. Those were just some things that kinda irked me personally. And they never explained the fighting system. Oh. By the way, the theme they always used was gender-bending. Yeah...Oh, so it was an RP that the GM decided to put his fetishes into. Yeah, that's common, and a really good indicator of a not so good GMer. 1 Hargleblargleboo reacted to this Share this post Link to post Share on other sites
Hargleblargleboo 979 Posted August 13, 2014 Oh, so it was an RP that the GM decided to put his fetishes into. Yeah, that's common, and a really good indicator of a not so good GMer. Yeah. And my pal did those A LOT. Got really sick of it. I'm not gonna give details until this person specifically asks Now I'm curious. What did happen? If you don't mind me asking! c: Share this post Link to post Share on other sites