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Messages - Zalya

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1
PlaneShift News and Rules / Re: Current GM Team 2016
« on: October 06, 2016, 03:28:04 pm »
With large numbers of people online,

 :whistling:

2
General Discussion / Re: RP Workshop - Character Development 1
« on: September 20, 2016, 09:24:12 pm »
Aww, Illy :love:, are you trying to make me log on again?

3
The Hydlaa Plaza / Re: Hello again
« on: September 19, 2016, 12:37:53 am »
Oh hey, Illysia is around. I'm glad I popped in to lurk :)

4
Fan Art / Re: Fenki Pixelart
« on: December 24, 2015, 04:06:47 pm »
Fyyyyrrrrrrrrre!

This art makes stalking the forums totally worth it.

5
The Hydlaa Plaza / Re: Vive la France !
« on: November 16, 2015, 01:19:12 am »
قد إله حماية الشعب الفرنسي واستعادة السلام في العالم، لأن الله أمر عظيم!

I don't know what the hell all that jibber jabber means ( and don't really care to know ), but I'm guessing its that "allo clown-car" thing that them IS people scream before the bombs get them and blow them to pieces. We should dip the bombs in pig blood before dropping them for bonus points, don't you think?

https://youtu.be/XP5WTsXxafQ

Sorry, wrong youtube clip.

https://youtu.be/iboWG0cjIiM


6
Fan Art / Re: Dannae's Sketchbook
« on: August 17, 2015, 07:05:12 pm »
Thanks for drawing Fyrre with level 10 Intelligence, Dannae! :P

FYRRE!

* Mariana Xiechai FANGIRL SQUEALS!
Weird, I didn't know she had a fan.
REAL FYRRE!
* Zalya FANGIRL SQUEALS LOUDER!!!

7
General Discussion / Re: RolePlay
« on: June 24, 2015, 12:07:57 am »
Yet, at the same time -- competition is an innate part of the human mindset -- a world without it is artificial, hollow, stagnant, and eventually dysfunctional.  Despite this, I have found no way to accurately emulate a competitive character without being a competitive player, at least to some degree...

There's nothing wrong with competition in a competitive game, literary role playing is not really geared for competition. The next closest thing would be dicing. I would suggest going with that, but I know you, and I know that even with dice, you will try to come up with all sorts of reasons why your character should not suffer *significant* damage.

Oh, she would have dodged that.
She would have seen that coming. She has eyes on the back of her head.
She can blink out and back in when something really terrible is about to happen to her.
She would just know what you were about to do and would have avoided you altogether.
Yeah, ok... that 3 ton boulder landed on her head. Ok.. she has a mild flesh wound. A blemish... on a hidden spot.

I'm sorry, but I'm gonna call a spade a spade here. You can call it an upside down black heart if you like, but we all know this is a spade.

I get the impression that you view the ooc negotiation and determination of damage as part of the game and as an area where competition should exist. I don't think most folks would agree with that. For someone like yourself, I would strongly recommend PVP with no ic or ooc chat instead of role play fights.
Here's the thing -- you are making the mistake of thinking that whatever "trick" your character has (whether it be a spell, an attack technique, or what-have-you) exempts you from the mental chess game of combat.  Why do people like Asmo, Suno, Phenha/Fuusan, and Mishka/Jocas have no trouble laying down damage on Kaerli?  It's because they're going through the mental chess game to do so, instead of trying to OOCly bypass it.

This post has revealed a lot about why you ask so many questions about roleplaying. You're trying to play chess, while everyone else is playing party games. You're going to have a really tough time playing this game if you're playing by the rules of another. Roleplaying is inherently collaborative. It can only exist if both parties are willing to cooperate. This is especially true for tense situations like combat. You need to be able to trust the person on the other side of the computer screen to be fair, reasonable, and fun. The joy of roleplaying, at least for me, comes from working together with others to push the limits of my own imagination. Trying to compete in roleplaying is like trying to play Spatoon while painting the Sistine Chapel. All you'll do is make people frustrated. Roleplaying with someone who doesn't take their hits makes me frustrated, conned, and just generally upset. Which is why I avoid anyone with that reputation. Maybe it makes me petty, but honestly, I'd rather feel petty than betrayed.

You can call it whatever you like. Mental Chess, technique, strategy. You can use whatever meta-gamey terminology that suits your taste, but it doesn't change the fact that I, and many other roleplayers (back me up here other roleplayers) think that treating roleplay as something you can win or lose is downright icky. It's not like it's bad to like competition. There are plenty of successful activities that are very competitive. Roleplaying is not one of them. Which really begs the question, are you really here to roleplay, or just play strategy games with unwilling participants?

To broaden that question, and maybe get this thread back on track a little bit, I ask all roleplayers the simple, but burning question.

Why do you roleplay?

8
General Discussion / Re: RolePlay
« on: June 18, 2015, 12:15:29 am »
It is very tempting to put yourself in your character's shoes.

I would honestly say....Hmm.

Honestly, it's best to create a character that can be as far away from you, or that does things that you would most DEFINITELY not do.

Like for real. So you're straight, tried and true? Be someone who's crooked, rotten to the core.

So you struggle with a lot of things? Idk, be a paladin, a champion of good.

RolePlay someone who does NOT have your tendencies, does NOT think like you, and if you met, you might dislike.

Or not. It's your call.

But here's what happens (And happens in this game): A lot of 'mini-me's' get created, each with your own character traits. Than when they get slighted or insulted because of how they are, you take it personally. Why? Because someone just insulted something you do. It's all too natural to get offended. So you're a murderer who dislikes peace? Maybe now's the time to create a Xiosian peace lover, because otherwise all the peace loving tree freaks in Hydlaa will begin to tick you off. Not your character. You.

It's easy to say, "well separate yourself". We all know that a lot of issues in the past of this game have been caused from people getting way too attached to their characters because they in essence are their characters. Idk.

Just sayin' that if you make someone like you, you had better have a strong head on your shoulders and know what you're doing (and there are players here who are quite successful at that :))

On the other hand, it can be very dangerous to create a character that you have nothing in common with. If you share nothing with your character you're going to end up hating them. I've always found that when writing, or playing any character, you need to find the traits in them that you identify with. This doesn't mean playing yourself all the time, it just means picking out the parts of someone that you agree with. Roleplaying, or any sort of acting/writing isn't about becoming someone completely new, it's about adjusting the dials on yourself, and taking new perspectives. Whether we want to or not, it's impossible not to carry our own life experiences into our work. What we can do though, is take what we know and skew it a little. Find the bits of our lives that make us excited, scared, or angry, and use those to connect ourselves to our characters in a way where you still there, but the ego is not. You are not your character, and your character is not you, but you are still tied together by invisible strings.

That's not to say that you should put too much of yourself into your characters. You should take care of your own emotional safety. You should be able to understand why your character does something, but you don't necessarily have to agree with what they're doing. You might be playing a character who murders someone else. Of course you'd be able to see why killing people is wrong, and you know you are separate from your character in that sense, but you should also be able to empathize with their reasoning. Maybe they thought they were protecting themselves, or maybe they were wronged in the past. Maybe they feel trapped, and think that robbing and murdering someone is they're only escape. These moments of separate, but empathetic connections turn an otherwise flat character into someone who is dynamic, and well rounded. It makes a hero's seem heroic, and villains seem so much more sinister. I'd say instead of cutting yourself off, twist yourself into something new.

The danger only comes when you're too connected to your character. You should ask yourself, "How would I feel if I put my character through a living hell right now? Would I be excited to see them tested, and changed? Or would I feel afraid and angry because I'm so close to my character?" If the answer is the latter, you may have to take a step back, and do some real critical thinking.

You're aiming for that goldilocks zone, where you're not invested to the point of emotional harm, while still feeling close enough to enjoy your character, and enjoy what they do. There are a few ways to go about finding what works for you, and it's really different for everyone. You can try and write a character who you know just enough about to play, and just wing it as you go along, and let your character evolve in game. This is how Zalya came to be. I think that this method is filled with flaws though. Most notably the length of time it takes to actually find yourself in a place that you are happy with. As I've grown as a roleplayer, I've found that I like to write, and rewrite backstories until my character feels whole. I'll write a story about them, list major life events, think about what kind of music they like, and write about their family and upbringing. Then I'll look back, and if anything doesn't sit well with me, I'll rewrite it until the entire backstory makes me feel giddy. This process takes some work, but I always feel like I'm able to hit the ground running in game, and I can skip a lot of awkwardness. There is instant flow, and I can really shape there growth more accurately, and respond to conflict with far more distinction.

Here's another thought: character dynamism. The world should not only effect your character but HAVE an effect upon them. Interactions with other characters that are especially noteworthy should have a chance of altering the way they think, and so forth. There's nothing I like better than a good debate between characters. It can be a world of fun when my own finds him/herself reevaluating their thoughts on a subject.

This is so important.

If a character does not change through the course of a roleplay, then you have not succeeded as a roleplayer. This may sound harsh, but having a character that reacts, and responds to roleplay both inwardly and outwardly is essential. Think about how your favorite fiction pieces would be if none of the characters evolved. What would Star Wars be if Luke Skywalker stayed a moisture farmer all his life? Who would Batman be if he wasn't affected by the death of his parents? What would Les Miserables look like if Jean Valjean never had a change of heart? I can tell you what the audience would look like; Miserables. I've seen characters that remain static through tons of engaging, heartfelt roleplay, and it's like roleplaying with a wall. If you've been playing a character for years who hasn't changed at all, then you are doing a disservice to yourself, and to others.

Fortunately most character evolution comes naturally. Sometimes, you as a player won't even realize it until after it's happened. The only time it doesn't happen, is when the evolution is stifled because the player doesn't want to change. Please don't do this. You are denying the best part about roleplay; the ability to interact, and to be interacted with. Let your good guy slide down the path of evil into the realm of moral ambiguity when her wife is killed. Let your peace loving xiosian freak the hell out when he has to fight and kill the local villain. Let your brooding kran scholar brighten up when kra is surrounded by new friends. These are the moments of unpredictability that make roleplaying such an absolutely fantastic pastime.

Which brings us back to the original quote.

"We cannot control extenuating circumstances. All we control is our reaction to it."

The first time I read this, I thought it was rather limiting, but the more thought I gave it, I realized the truth to it. What this means to me is that as a roleplayer, you are not living in a world alone. You are part of a collaborative environment. If you try to roleplay in the same way that you would play a single player game, or write a single authored story, you will come off looking like a jerk wad. If you let yourself carefully sink into the world as a whole, and let your character be bumped around by the other's in that world, then you will have a truly dynamic, and deeply complex experience. It's that experience that keeps dragging back online.

Let's try another topic:

Some things are considered "must-ask" such as true death, and whatnot.

There are some who would argue that NOT letting other players inflict things on you without asking is OOC. Thoughts? I think this one is obvious, but there was once a school of thought that was very much for this.

I played an intense cyberpunk MOO, where almost all out of character contact was considered taboo. I couldn't stand that aspect. There are some people who enjoy giving up the control that comes with OOC knowledge, but I think that at least a little bit of OOC knowledge and chatter is absolutely necessary for keeping the conflict IC, and keeping the roleplay running smoothly. At it's heart, roleplaying is about consent. Every action you take is a declaration of intent, and every reaction you have can be boiled down to a yes or a no. You need to be able to trust the people you are roleplaying with to respect that, and you need to let them trust you. If another character's actions deeply concern you as a player, you need to be able to stop the game and talk about it, or else the problem will build, and an IC conflict will move into real life, feelings will get hurt, and the roleplay will cease to be fun.

The amount of OOC warning you give someone is based entirely on player preferences. Most situations can be handled IC with no problems. Like Riggy said, as long as you are not forcing an option onto someone, the peace should be kept. OOC chat should only occur when it is helping smooth the RP along. If there is a concern, talk about it, come to a compromise, and then get on with the action. If the RP isn't going to work in the long run, call it off. I hate doing it, but if there's a major problem with the RP then you have the option to walk away. Roleplaying should be fun, engaging, and cathartic. If an RP is bringing you down, and both you, and the other players you're with can't fix it, then it's time to cut your losses. A lot of it comes down to what people are comfortable with. If you are going to be pushing the boundaries a little, then the people you're playing with should know that going into the RP.

9
There's a whole in game book about the subject in the stonehead.

10
Gosh I'm sorry  , feeding this thread in my mind is just feeding the trolls ( no disrespect to  the others), but hey were in troubled times, any moment the bronze doors could be kicked in and everyone will have to stand and fight. seems to me at these troubled times it'd be encouraged to have children, for the futures safety, I've nothing against the whole "gay" thing, but i'd makes more sense to me settings wise, as this is the way the dome would go.

Settings wise this is shaky premise. As Riggy mentioned, no one just becomes straight because the world needs lots of babies. Even if that were the case though, the threat from the bronze doors isn't as immanent and looming as you make it sound. According to in game books at the library, the Bronze Doors are kept slightly open most of the time to allow for travel, trade, and exploration of the Stone Labyrinths. The Sunshine, and Shadow squadrons are enough to keep the creatures and raiders of the labyrinths away most of the time. If they can't handle an invasion, the doors are closed. In the interior of the dome though, especially in the cities, things are much safer. Yes there are creatures, and bandits and so on, but to my knowledge there has been no major conflict since the end of the ylian-enki war hundreds of years ago. Even the architecture of the cities, and the fact that the people of Ylikum have been able to build monuments as massive as the Iron Temple, or the winches suggest that there is no shortage of a population tp be used as laborers.

Suggesting that only child producing couples are valued societally leads us down a very dark path. Does this mean that relationships between anyone who cannot have children for whatever reason are looked down upon? Not only are some people born without the ability to produce offspring in real life, it also has in-game racist connotations between interracial couples who would not normally be able to reproduce naturally with other races, such as the Klyros. Are these unions also looked down upon? Not to mention that there are still trans and intersex people out there who might also have trouble having children. Are we also to say that their experiences don't matter?

OOCly, PS is first and foremost a fantasy world. The writers and setting devs have the ability create a world entirely unlike our own. This creative freedom allows for the exploration of social structures, and cultural norms that are different than what we have in real life. So why do we keep falling into the pitfall of eurocentric Christian marriage ideals? This issue isn't just to do with settings, or the story in game, it has to do with the stories we tell as a society. Whether or not Planeshift wants to, it's going to have to take a political stance. Deciding not to act is an act within itself. Trying to justify compulsory heterosexuality in a fantasy world makes a very strong statement. We can either create a world that incorporates LGBTQ-alphabet soup voices, or excludes them. I know what world I'd want to play in.

Thanks for reading, and I hope this discussion continues in a positive direction!

11
I've been watching this thread (threads?) all morning now. I don't normally post here, especially on threads that can get rather heated. Honestly though, I do care about this subject, and the impact it has on Planeshift.

As a community, Planeshift has always come off as being very LGBTQ+ inclusive, both IC and OOC. ICly I've seen plenty of gay and lesbian weddings, and a number of successful queer relationships. I might even say that I've seen more gay relationships than straight ones. Settings wise, Planeshift flirts with non-binary gender identities and presentations. The kran have a well established third gender. Planeshift even has trans god. If we're already dealing with non-standard notions of gender, and race, I think we can play more than just hetero sexualities as well.

The argument that homosexuality did not exist in the middle ages is a moot point. Ylikum is not our world or our culture, and even if it were same-sex unions are not a new thing, and have been performed historically across the world. The argument that non-child producing unions are frowned upon societally because of dangers present in the world is also flawed. The relative size of Ylikum combined with the ability to return from common death prevent the need for fear of under population. In fact, I'd even argue that a low birth rate is better for fear of overpopulation. Cultural marriage practices from the non-native races of Ylikum might play a bigger role in societal acceptance of gay marriage, and non-binary identities. Even so, Mariana has stated that at least certain populations are accepting of non-traditional, and polygynous unions. I would very much like to see these books if they have been published.

The  ideal way to handle the situation in my mind is to have relationships be defined at a cultural level based on location, and in-game race. Ylikum is a melting pot, and is full of fantastic cultures all jammed together into one tiny underground world. Brushing away the complicated social-political nature of all relationships is missing the opportunity for engaging, and deep RP. I would like to see a setting where instead of pretending LGBTQ+ people don’t exist, we provide a platform for exploration, and safe, interesting stories of social rebellion in an open minded community. The last thing we should do is silence queer voices.

Mechanically, I think most of the community is agreed that the marriage button does absolutely nothing, and should probably be removed.


12
Fan Art / Re: Art...sort of
« on: February 28, 2015, 01:37:41 pm »
All these drawings and yet you still wouldn't draw Mishka...

I'll add her to the list!  :lol:

Please please draw Mishy wearing all of the clothes in her description at the SAME TIME. 

13
Fan Art / Re: The Tailor
« on: December 12, 2014, 11:34:55 pm »
Finally, my dream of becoming a professional wrestler has come true! Thank you so much Mari! I love it!

14
The Hydlaa Plaza / Re: Goat MMO simulator
« on: November 28, 2014, 01:10:42 pm »
Does it have a roleplaying server?

15
Fan Art / Re: The Tailor
« on: October 05, 2014, 11:52:03 pm »
I love you Mari.

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