Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Rigwyn

Pages: 1 2 [3] 4
31
In-Game Roleplay Events / [RP] Brimstone and Fire
« on: September 08, 2013, 11:32:58 pm »
Brimstone and Fire

Please Note: This story will contain elements of horror. If you dislike horror in all its gory glory, then this may not sit well with you.

For those who wish to join in, there is no need to ask. Just interact with your character in-game and you should be fine. The story in this thread is based on role play that is currently happening. It's colored up a bit here for better reading. Feel free to add your own posts giving your character's perspective.


Bright Eyes, Ebony Skies:

The Diaboli rolled upon the jail's stone floor in search of a cooler patch as sweat rolled off his skin in beaded, saline streams. The windows were locked tight as were the thick, wooden doors. The cell had become so muggy and warm that the guards had moved their chairs and game of cards outside where a gentle, summer breeze whispered though the quiet town. As he laid upon his back he wondered if he was asleep or merely recalling the events that lead up to this point.

The days were black as night and evening never seemed to pass away. His worst nightmares were no longer shrouded in darkness, but in light. He recalled that burst of orange, yellow flame that burned his head and chest like a sulfurous flare while he flailed his arms and screamed in agonizing pain. His eyeballs burst with steamy blood tinged fluid and ruptured bits of flesh as he fell to his knees. He crawled and crackled like an unwanted sliver of bacon in a pan full of grease.

While Roled's fury had left him charred, it was the fumbled healing spell of Aleeane that left him forever changed. Soaked in magic drawn of crystal way, she flashed a healing bolt of light which clashed and flayed his evil skin in ways that one might not have thought. Wounds healed, flesh grew and morphed - while his body, so steeped and stained with magic of darkest ways collapsed and slipped away.

Rolling over in his cell once again, Rigwyn pressed his cheek and ear against the cool stone floor. He could hear the faint conversation of the guards just outside, but their words were inaudible and he hadn't the patience to strain much more. Bored, he slipped back into that nether region between imagination and sleep where his dreamy recollection replayed.

He recalled his awakening upon the death realm floor - grasping and clawing at the ground with a terrible fright. The smell of putrid, rotted flesh was now identifiable and sickened him to his core. Having vomited during his failed attempt to get up, he tried once more - grasping onto a nearby wall as he waited for his eyes to adjust to the darkness. They never did.




He grasped his face - running his fingers over his newly grown flesh. He raked his hair from his face with his fingers as his grasping became more frantic. He could feel his nose and lips, his forehead and cheeks, but where his eyes once were, there was nothing but flat, smooth skin. No bumps or bulges beneath. The realization that his eyes were forever gone struck an emotional chord that rung deeply and resonated within.

He staggered though the treacherous, stony pass with his swaying hands outstretched where it was possible to walk, and crawled like a clacker where there were no walls to guide him. Having lost his way in the cruel maze, he collapsed to the ground and nestled himself into the crack between the wall and the floor - knowing just how vulnerable he was to the realm's inhabitants.

32
The Hydlaa Plaza / The Planeshiftically Dead Poet's Society
« on: August 11, 2013, 07:13:33 pm »
The Planeshiftically Dead Poet's Society
Revived yet again

( To play, pick a word starting with the next letter of the alphabet and use it in a poem of some sort. It can be just a few lines of free verse, or something long and intricate if you like. Just have fun with it. )

Phenerie Chuggar steps onto the stage clothed in fine black slacks, a matching black long sleeved turtleneck shirt and an overly serious expression.  The portions of Phenerie's freshly waxed and sealed head that are not occulted by kra's black felt beret sparkle beneath the falka spotlights. From behind a pair of cobalt blue spectacles with small, but round lenses, kra's eyes roll from side to side before they come to a grinding halt. After an awkward pause, kra begins to recite a poem with explosive, yet contemplative force.

Apple ( rotten )

So green and plump
it waits, it hangs
while Hydlaans chat
and Hammers bang

from just twelve feet
above the ground
it sees through folks
she sports a frown

those people are evil
they sneeze
and have gas

they're sharp and abrasive
like sweat, sand
and glass

I pray for a virus
to make them fall dead,
or a swarm of ulbers
to smash off their heads

And now our friend apple
is flat on the ground,
a bruise on her temple,
a stick on the ground

A ruddy hand grabs her
and screeches with glee
Our 'ole friend Harn bites her
and rips her flesh free


33
The Hydlaa Plaza / Privacy: Importance and Expectations
« on: July 18, 2013, 05:56:03 pm »
So as we all know, there's been a bit of an upheaval regarding Ed Snowden's revelations of the spying programs employed by the US and other governments. Electronic communications of every sort are being vacuumed up and saved like it or not. If your communications get routed though the US or London, you can assume they have been recorded and may be searched at some point.

Some folks would argue that there's no real harm in this - that we're better off trading this privacy in for security in the form of monitoring. Some argue that the removal of privacy inhibits people from speaking and exchanging ideas freely. Still others would argue that the governments that we kinda-sorta trust today could change and turn on us in the future and use this information against us.

So, my question is: How important is privacy to you? Why is it important, and what expectations do you have on privacy?

34
Describe a scene in 4 sentences or less ( In your native language or English).

I thought this would be a fun game. Describe a detailed scene of your choosing in 4 sentences or less giving as much detail as possible. Condensed writing like this is a good way to quickly stuff images into your reader's head without losing their attention.

Respectful discussion, questions and feedback on each other's work is encouraged.

Update: Please feel free to write it in either your native language and/or English. It would also be interesting to see and discuss how such writing is done in non-english languages and how its translated/transliterated to English.

I'll start:


Our farm resembled a desert and our crops, brittle, yellowed parchment. The air had suddenly cooled and the scent of rain lingered and teased like a sadistic bully bent on sowing denial and repressed rage. Slowly, its scent passed as did our hope, our cattle and loved ones. Those of us who remained were still fiercely divided on whether to stay or abandon four generations of hard work, pride, history, and buried kin.




35
General Discussion / Rolling Dice: Reloaded
« on: December 06, 2012, 10:22:15 pm »

Rolling Dice:  Reloaded.

I've always been against rolling dice for combat RP.  Well, I'm considering taking a new look at this with unbiased eyes. We have all felt the pangs of RP combat at one point or another, and if you have not, you will. Trust me on that.

Why the hell would I want to consider dice?
Well, lets look at the problem with RP fights to start off:

1. Over powered characters:

Nobody wants to lose, and even fewer wish to lose unfairly. Some folks overpower their characters with awesome abilities and near-invulnerabilities to avoid the experience of losing. I honestly think that this is not always intentional. What exasperbates the problem is when you develop an environment of godmodes - each more powerful than the next. Fortunately, I have not seen anything this severe on PS.

2. Disagreements in taking damage

Nothing ruins an RP fight faster than a disagreement in how much damage one should take, and in how realistic the other player is being. There are those who will fight their point to the end, and others who will just cave in so as not to let the disagreement ruin the game. Either way, its a let down.

Well what about just doing what makes sense?

What makes sense to me and my *posse* may not make sense to you. Sometimes people have different ideas about what should be allowed to happen.  This also puts you into a smaller group of like-minded players. With a tiny RP community, playing with an even smaller subset of players just sucks.

What about just using the game's stats to determine who's more powerful?

The first issue with this is that it gives grinders the most power and role players the least. That's great if you're not a role player, but it you are, it means that the most powerful characters good or evil will often be some of the least skilled/entertaining role players ( and those who flat out do not role play ). The second issue is that it does not take the character's role played history into consideration.

Example:

    Mary is a new *player*. Her brand new character Emella is a seasoned warrior, though she has newbie stats.

    For role play, should a new player be allowed to do this?

    How should Emella's accumulated stats, scarce rp history, and background story be tied into the fight?
    How should these things balance out?

This is where the water gets awful muddy.


3. Problems with Dice

Not all dice systems work well Here's one example that got me rather pissed:

    HugeOgre grunts as he swings a 50 lb maul at TinyTim's head.
    TinyTim casually flicks a pebble at HugeOgre
    < dice roll decides that HugeOgre misses, and TinyTim succeeds - draining 15% or hugeorge's hp >
    < Yay dice gods >

 
Now I have to write a reaction emote for the Ogre!? This breaks realism.



Implementing a Dice System that works for RP

So now the question is, is there a way to implement a dice system that is conducive to role play and which does not break realism? Is there a way to make a system that:

* Is easy for players to use and understand.
* Takes into consideration the character's background story and role play history
* Takes a character's stats into consideration in a balanced way.
* Allows a character a chance at performing unimplemented feats and spells.
* Works with or without a GM or DM to moderate ?

While I don't know a lot about dicing, I did come across one suggestion that sounded promising. In this scenario, players would roll first, then write their emotes. So in the case of a fight, you would decide first if a swing would hit or miss and if the target would evade or defend. Then after that, write the actions and reactions. Hearing this idea made me think that perhaps there might be a way to make dicing work.

So I'm curious about what others think about this posbility, about how dicing systems from other games work, and so on. Anyone?


36
OK, So the new client was working fine, then I tried to cross from east Hydlaa to the plaza. At the load point ( where the leather working station is ), I crashed. When I try to restart the client, I get the output below.  I tried it several times and got the same result. Closed xterm and opened a new xterm, same thing. Tried from gnome terminal and I got to the character select screen. Closed it and tried in xterm -- got this crash again. Tried from gnome-terminal and got the same crash.

This was a fresh install in my home directory.
I'll continued to tinker until I get it working, so this is more of a heads up.





danger@Cepht ~ $ ./PlaneShift/psclient
Your configuration files are in... /home/danger/.PlaneShift

crystalspace.pluginmgr.loadplugin:
  could not load plugin ‘crystalspace.sndsys.renderer.null’

planeshift.application.client:
  PlaneShift Arcane Chrysalis (0.5.9)
  This game uses Crystal Space Engine created by Jorrit and others
  2.1.0.2325 [Unix-x86(32)-GCC]
Fri Apr 13 04:46:56 2012, LOG_ANY flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_WEATHER flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_SPAWN flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_CELPERSIST flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_PAWS flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_GROUP flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_CHEAT flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_LINMOVE flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_SPELLS flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_NEWCHAR flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_SUPERCLIENT flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_EXCHANGES flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_ADMIN flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_STARTUP flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_CHARACTER flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_CONNECTIONS flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_CHAT flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_NET flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_LOAD flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_NPC flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_TRADE flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_SOUND flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_COMBAT flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_SKILLXP flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_QUESTS flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_SCRIPT flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_MARRIAGE flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_MESSAGES flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_CACHE flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_PETS flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_USER flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_LOOT flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_DUELS flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, LOG_TRIBES flag deactivated with no filter.
Fri Apr 13 04:46:56 2012, All LOGS are off.
Mounting skin: /this/art/skins/elves.zip
Texture Manager parsing /paws/real_skin/imagelist.xml
Mounting skin: /planeshift/art/skins/base/client_base.zip
Texture Manager parsing /paws/base/imagelist.xml
  psEngine initialized.
Using fontsize 16 for resolution 1152x768

crystalspace.maploader:
  Unable to open shader file ‘/shader/terrain_fixed_base.xml’!
  Unable to open shader file ‘/shader/terrain_fixed_splatting.xml’!
ART ERROR: Invalid texture reference '/planeshift/world/guildlaw/gh_law_pplant01_ba_n.dds' in ShaderVar 'tex normal compressed'
Segmentation fault
danger@Cepht ~ $





Oddly, after running repair, I get this:


[------------------------------]   1.3MB (100%)   5.4kB/s eta 0s         

Checking file integrity:
Using mirror http://194.116.72.94/update/backup/

The following files failed the check:
art/materials.zip
art/meshes.zip
win64/psclient.exe
win64/pslaunch.exe

Do you wish to download the correct copies of these files? (y/n)




Really? All four of theses files are bad after having just installed the new client?
Unfortunately, materials.zip is gigantic. It would be nice if this file was broken up into several files- this way perhaps I would not have to download a 480MB file each time I have to repair.

( 480MB is half the installation file )


37
General Discussion / Event Challenge - 30 Events in 3 months
« on: April 02, 2012, 03:40:32 pm »
I would like to propose a challenge. 30 Role playing events in 3 months.

You don't need to be good at role playing, just willing to give it a shot. If you need he;lp or advice or have questions along the way, ask here and you will get it. I, and others will gladly help if asked.

These don't need to be huge events, they can be short 3 hour events if you like. From experience, I would suggest setting aside at least three hours per session.       

To qualify, simply come up with an idea for an event, and get started in-game. Once you've started your first session, start a thread under in-game role play events, and post the thread title here ( A link would be better )

You don't need to write out long stories, just post brief summaries or logs if you prefer. Kudos to those who include screen shots \0/


Good luck, and Whisper Bless!


38
The Hydlaa Plaza / Promotional Campaign Experiment
« on: March 29, 2012, 04:01:06 pm »
I thought it might be interesting to do an experiment in promoting planeshift to see if we can jack up the player count. While this would cause a heavy influx of noobies, it would at least make the game less barren. Without players, you can't play at, so 100 newbs is better than nothing at all.

The idea that I have would be for a group of us to come up with a strategy for attracting new players by spreading the word via social media websites like Facebook, twitter, ezine articles, blogs, and so on. With a good number of us doing this, it might be rather effective.

We would want to have something to attract them to.... such as a large event, andliK that event would need to be very noob friendly. Noob friendly meaning that settings knowledge is not really needed. Yes, this would be much like what illysia already did but much bigger. In this case, we would be reaching out to the internet for new players.

Now, before anyone starts shouting about the game's faults and shortcomings, there is a lot of good to this game. While it is not complete, its very playable and more than suitable for roleplaying.

One last point is that someone would need to be willing to run a large event. I would volunteer for this, except real life is not giving me enough time to do so. I've done my share of events and small roleplays; someone else needs to carry the torch. :-)

So... with that said, is anyone interested in taking a crack at this?
What are your thoughts?

39
General Discussion / Fantasy RP Story Line - Any Interest?
« on: March 06, 2012, 03:09:35 am »

I've been entertaining the thought of starting a new, semi-dark fantasy storyline and parting from my current trend of crime based RP. What I have in mind is starting a guild/group that's centered around a story. The group would focus primarily upon its own internal storyline as opposed to causing havoc at random, or spreading crime in Hydlaa - though members would certainly be free (and encouraged) to branch out and connect with others. We might also keep track of the story in a way that members can catch up should they be away for a while.

I wanted to put a feeler out and see how much interest there might be in this sort of thing....

To start, this would not be an evil organization, though there would certainly be plenty of room for evil characters or for non-evil characters to stretch and partake in evil deeds. I think going "too dark" might be a mistake. ( kinda like trying to draw with a lead pencil on a black piece of paper )

We might start out as a small community of sorts in the beginning, then add some conflict once the community has been formed. For example, we might add some twists to the story that challenges a character or sub-group's alignment - causing them to make choices and accept consequences. Again, this would be story-driven, so there would always be something happening. It would not be just a guild where people share a common name and an equal sense of boredom.

As for the issue of stats and rp conflict/fight resolution, stats would not be taken into consideration for this line of RP, rather each player would declare their character's strengths and weaknesses and just go with that... so if you want to RP being an archer or mage, then fine, you'll be treated as such.. no need to train.

Have a look at some of the pictures I've added below for inspiration and tell me what you think... and I'll tell you a little more about what I have in mind. Some will note that not everything here will fit with the settings. Again, these are only meant to help inspire or stimulate ideas, likewise, some things that don't work with the settings may work just fine within dreams or hallucinations.

Rig

      
      
      
      

40
General Discussion / Stepping Up Your Game: Creating Awesome Characters
« on: February 09, 2012, 03:52:40 am »
Stepping Up Your Game: Creating Awesome Characters

Cookie cutters are the work of the devil. Beware!
/end rant

Introduction

There's nothing more refreshing than getting into an RP with a player who's character is believable, unique, animated, clever, resourceful, etc..  Its like the experience of watching a good movie and seeing the character versus the actor. One of the best examples I can think of would be Dustin Hoffman in "The Rain Man". For those who haven't seen the movie, he played the role of a man who had autism - but he played it so convincingly that it was believable; he created that illusion. You forgot that this was Hoffman acting and instead, just saw his character, Charlie Babbit. Now I'm not suggesting that we all go around mimicking every disorder, condition, or what have you, but rather to make characters that are unique and believable. This is harder than it sounds.

Before going on, let me harp on a few of the don'ts.

Don't

* Don't think that stats, skills, race, name, guild, alignment and weapons make a character unique. They don't.

* If you are going to use your own personality for the basis of your character, fine, but don't do that with multiple characters or they will all look the same. I mean, you can do this if you really want, but like flossing your teeth, its just a suggestion ;)

Ok... So what makes a unique character?

I want to focus on six things for making unique characters:

* Alignment ( ie. Chaotic good, neutral evil )
* Mannerisms
* Qualities and faults
* History
* Goals and ambitions
* Five words

There are more aspects that can be added, but for now let's start with these.

Alignment

Your character's alignment should be used to help determine what choices they will make. Generally speaking, an evil character should favor evil choices, a lawful should favor doing what they *should*, a chaotic should favor rebelling against rules and norms.

Notice that I said "favor". Alignment should influence one's choices, not necessarily dictate them.

For more detail on the AD&D Alignment system, check out this link:
http://en.wikipedia.org/wiki/Alignment_(Dungeons_%26_Dragons)



Mannerisms

Everyone has their own unique mannerisms that we come to know and recognize. Some folks look down when you look them in the eye, some tend to crack jokes, others have little habits and fixations like playing with a coin, checking their watch - whether they need to know the time or not, looking outside of the group as if searching for someone, talking about themselves, chewing their tongue, biting fingernails, etc...

Just watch what people do and you'll have some ideas.


Qualities and Faults

Being that this is a "Fantasy" game, it can be quite tempting to make characters who are perfect - free from fault, excellent in ever way...  this is very cliche; don't do it. At minimum, pick at least one fault for every few strengths. A criminal who never gets caught just doesn't play out very well, likewise a good guy who never loses is equally boring.

Some ideas for faults might include: hubris, any of the "seven deadly sins", "Seven virtues", compassion(for a criminal), fear (for a knight or guard), alcoholism for a character that is expected to be reliable, etc...

Also worth noting is that people tend to hide their faults... Or at least the ones they feel worst about, or the ones that will get them in the most trouble.

* How does your character feel about their faults, flaws, or handicap?

* What does your character do about them. Does he hide them? Does he compensate for them! Is he quite open and outspoken about them?


History

Some folks prefer to start off with a blank character and fill them in as they go -feeling out the character. I've tried this and am personally not a big fan of it. The main reason is, we all come from somewhere and more than often than not, our past experience influences our decisions.

My personal recommendation is this:

1. Make a background story. Figure out who you character's parents were. What major events happened in their life. Where did they live, what trade did they learn.

2. try and tie your story in with the character history for your race ( found on the planeshift.it website )

When I started role playing with Rigwyn, we didn't have these detailed histories for the races. instead I made a background story that would help explain his current state of mind.  Given this story, its understandable why he's a criminal.

For further reading, check out the Race Histories and setting overview.


Goals and Ambition

Giving your character a goal in life sort of puts that character in motion. Its the difference between being a sentient being who just hangs out, and one who will act and react in accordance with their goals. Obviously you can add and remove goals at any time.

Some ideas for RP goals:

* To become a Master in a certain magic way
* To get married and settle down
* To find a long lost relative, relic, or loved one
* To find a way out of Yliakum in into some other land

Not all goals need to be attainable. The idea is just to have some direction in life.


Five Words

I found another site that took an entirely different approach to character creation. The idea was to get a rough idea of what sort of character you wish to make, then describe him or her in only 5 words. The idea here is to keep refining and tweaking this set of words until you have the five that fit the best. When two words overlap, you would delete one of the overlapping words and pick another.

Examples might be:  detached, evil, reckless, funny, troublesome
or :   Smart, Bubbly, compassionate, warm, insecure


 
 
Ok, that's it for now... So lets hear some feedback, criticism, suggestions, questions etc...

41
General Discussion / Stepping Up Your Game: Player Led Events
« on: February 07, 2012, 03:39:12 am »
Player Led Events

Have you ever wanted to run an event, but were not really sure how to go about doing it, or perhaps didn't have the nerve/confidence to give it a try? Well if so, you may like this thread. I'll spit out some of what I've learned from other players here in PS and elsewhere, then toss this up for discussion.

1. Types of Events

There are a few types of events that I've come across on PS and other games. The ones I've seen are what I call "Guided Events" in which a player acts like a DM leading other players though a preplanned storyline, and Freestyle Events - where a player or players encourage others to role play while providing a loose storyline that serves to give the rp some direction. These are a little different from casual RP in that there is some planning involved and usually somewhat of a story that's preplanned. The amount of planning can vary; personally, I prefer very loose planning with the expectation that the RP will come to life and find its own path.

2. Getting started

Plots and Conflicts:

So, to get started, you need an idea for a plot. Its an Event, thus something interesting is going to happen - otherwise, who would really care. Once you have an idea for a plot, you'll want to think about how to present the plot in-game. My personal opinion is that its best to bring about a conflict of some sort, then let others figure out how they wish to resolve it - this way there is no expectation on the player to make certain choices, and the player feels free to do whatever their character would do.

If you are not familiar with "Dramatic Structure", I highly recommend that you do a little reading up on it.
Start here: http://en.wikipedia.org/wiki/Dramatic_structure

For plot ideas, there are a few lists in circulation of 36 or so basic plot ideas that are used over and over again in literature.  You can also find lists of plot ideas that are specific to fantasy or RPG stories. Check out these links for ideas:

     http://www.ipl.org/div/farq/plotFARQ.html#36
     http://www.rpglibrary.org/articles/storytelling/36plots.php


3. Looking ahead

Next I would suggest thinking your plot through to see if there are any glaring problems with your idea. For example, you will want to see if your idea violates the game's settings. If you planned on taking over the Octarchy, that's fine, but know that you can't do that as it would infringe on the settings. You could certainly stage a takeover with the knowledge that it would end in failure - after all, winning isn't necessary for a good story.

4. Getting the ball rolling

OK, so you have your plot idea, or possibly a storyline in mind. All you need now are people who are interested in playing with you.  As a player, they are most likely going to ask themselves, "Will this be fun for ME?". Is your plot or story designed to entertain them or is it solely designed to entertain you at their expense? This is another thing that should be carefully considered. You need to make the event fun for others.

I've participated in events that were started out with an ooc discussion and agreement to meet somewhere and rp in a certain direction. This is perfectly legitimate and a rather easy way to start out. I've also participated in events that just happened naturally in-game. For example, you might "drag" or entice others into your story via IC means. The latter takes a lot more time to do but will have a very natural feel.

5. Props

Tadano Hitosh/Jarexia used to use quest items rather heavily in events. He would run quests and take note of the items and their descriptions, then integrate both those items and the information in the quests into his events. This gave the events a very solid feeling. They were well grounded in setting material, so they felt like they were part of the game.  He would also take snippets of information from the books in the in-game libraries and find ways to make plots based on them.

I won't post the complete list that we came up with, but for the sake of example, here's a few:
 
* Philter of Intelligence
* Skull (xacha, seemingly eaten clean by insects)
* Sunshine squadron badge
* Engineering proposal
* Box full of tria
* Masterpiece sculpture

Now how to integrate such objects into a story.. Tadano used have players dig or search for things, then oocly trade the items to them as they were discovered. If you found a corpse in a closet, you might not think much.. but if you searched it and found a  "Sunshine squadron badge" on it... well, that would serve as a clue as to who that person might have been and where to the party might go looking next. Likewise, a box full of tria might be suitable for an excavation, a Masterpiece sculpture might found only to discover later on that its cursed or coated in a layer of poison! A Philter of Intelligence (profound intelligence?) might be at the heart of a power struggle...

6. Rewards

Sometimes its nice to throw in some sort of a reward for players as a thank you for participating. They could be discovered in the course of the event, awarded at the end, or whatever. If you have a priest or mage type of character in the game you can easily "Bless" or "Enchant" someone's sword or weapon by replacing it with a nice long-name weapon. ( obviously, you don't want to replace it with something inferior!) Finding tria is also nice too - new players will appreciate this as they are usually strapped for tria.

7. Character Development

Some players will want to participate for the sake of character development.  Events - especially those that you document and post on the forums are great for character development.  Playing the role of a villain, hero, heroine, or whatever in a documented event will do wonders for a previously unknown character.


Ok, I've said enough for now. Fire away.. comments, your advice, your feedback, criticism, and or questions!


42
Poetry, Comedy, and other. / Cry of the Fallen
« on: February 06, 2012, 03:38:23 am »
Cry of the Fallen

So quick to buy the blackened shiny stone,
encased in gold, and anchored to his staff.
The price was set in blood and oath combined,
a binding seal upon his foolish soul.
Through slop and muck they dragged him deep below,
where sewage flows and wicked men conspire.
With rod red hot and arms held taught, he screamed,
as vile smoke rose and left his head besmirched.
Branded a fool, he walked among the dead,
and left behind his zeal for life for good.
Now poor and broke, he had no room for love,
thus gave his soul for magic dark and cold.

Come unto me, oh lady of the night,
that I may spread your wicked, deadly seed
and topple those who cross my leftward path
with sickness steeped in pain enough to scream.
Let the living good stumble to the ground.
May their bones break and twist beneath their flesh,
as loved ones cry and yank their hair in grief.
Empower me that I may reap thy fields,
until the last of ripened crop is gone.


 - Rigwyn

43
Forum and Website Discussions / Wrapping text around images
« on: February 03, 2012, 03:08:23 am »

I've seen other sites that use SMF which allow you to wrap text around images. They usually have a few options for *how* it should wrap. Is there any chance that either support could be added for this or else that embedded HTML be allowed for the <img> tag alone?

I know this is just a cosmetic issue...

Thanks
Rigwyn

44
General Discussion / Stepping Up Your Game: Alternatives to Death
« on: January 31, 2012, 09:43:17 pm »
Alternatives to Death

I remember one art teacher who used to tell me not to use black - at least while learning under her.
/end random thought


Introduction

     Ok, so we all know that killing RP can be kind of repetitive and dull after a while. Killing someone, and then letting them get revenge gets old quickly. Its no longer cool. ( If you are a newbie, then you get one pass on this xD )  There is another problem with death in Planeshift, and that is that death is not final. Its nothing more than a timeout in the penalty box. For role players who take it more seriously, it means you have to either RP in DR or stop playing that character for a few days. Settings-wise, common death is bit more tragic but still nothing like real-life death.

     Common Death does not:
 
          * Shut people the hell up
          * Scare the be-jesus out of people
          * End conflicts for more than 5 minutes

     I would like to discuss other alternatives to death and better ways of expressing evil, resolving conflicts, and shutting people up ... and all around general bad-ass-ness in-game in hopes of stimulating new ideas for RP and perhaps for reviving some roles such as spying which seem to have become less popular.

     To start, here's a few alternatives that are not used as much as they could be:

* Character Assassination And Framing

     Not killing, but rather destroying one's IC reputation with words alone.. perhaps with some simple actions. To do this, the target in question needs to value their reputation. Doing this might mean revealing some misdeed that the target is guilty of, or starting a rumor about them. A word of caution here, if you are proven to have lied ( or even accused of being a liar ) it will backfire on you.

* "Shut-up Money" and Favors

     More effective than killing someone with a loose tongue is to make regular visits to them in which you might collect a little shut-up money. It might be at the worst possible times that you show up. Now the point here is not to milk the player of tria (that's being a jerk), but rather to role play harassment and bribery... perhaps throw in a little domination and submission while you are at it. ;) If you are the one who has the loose lips, you can always offer to shut up in exchange for a favor. It goes both ways.

* Ending Conflicts

     We've all learned in school how to count to ten and walk away. Rubbish! That's not fun and has no place in a fantasy world that's filled with Q300 Weapons, Plate Armor and six ways of magic. Since death and the threat of death really doesn't work, here are some other ideas for ending conflicts:

    A. Pay your enemy to leave you alone.

       --  Yes, I know what you are thinking. "I have huge balls and I don't take no
           crap from nobody!"
Unfortunately, this attitude doesn't work well - at least OOCly.
           We all need to learn to play our weaknesses, limitations, and fears - bad guys too.

      B. Make a counter threat.

      -- Sometimes an equal threat can be quite effective in getting someone off your back.

    C. Capture them and torture the hell out of them.

     -- This can be quite colorful if done properly and if documented by a good writer.


The Role of Spies

     Ok, so Jkrfttp Bkkfnt is a complete blowhole. RP-wise he stole my money, stabbed me in a dark ally, and salted my potted plants.  He's not afraid of me, though he's a decent role player as far as I know. I can't pressure him because ... well.. How might I do this?

      If someone came to me with this problem, I would tell them "You need a spy". Before I go on, let me point out something. I am not talking about and OOC spy, or about using an alt to spy. That will earn you instant disrespect and get you ignored. The way to handle this is to ask another character to spy for you. While anyone can spy, some folks are VERY good at doing this in an entertaining, IC way.

     Bear in mind, that the risk of asking around for a spy is part of the game. One should allow their character to be somewhat vulnerable in doing so. If you ask the right people, you may find that some characters have a lot of interesting IC information - or know good people to ask. I will caution here that one has to be certain that the information that they receive is strictly IC and obtained in an IC way. I personally suggest asking ICly or OOCly about how the informant got their information.  The last thing you want is to ruin someone's RP due to some rogue or new player who does not yet have RP down pat.

A good IC spy might find out stuff like:

 -- Who their loved one's are.
 -- In what ways they rely on their reputation
 -- Which folks they trust
 -- Who their enemies are.

     This sort of stuff can usually be discovered by simply engaging in conversation during tavern RP. All you need is an IC friend to do some snooping for you and Ta Daaaa! You suddenly have some leverage.


     In closing, I'm interested in hearing other's ideas for alternatives to death.

Whisper Bless,
Rigwyn

45
Single Author Stories / Serpentella
« on: January 01, 2012, 08:39:44 am »
[ This is a diaboli fairy tale written for the Masquerade Ball. It was written from an in character perspective for a younger audience, and with certain character based motivations. I thought I would post it here for anyone who might want to read it. Enjoy ;) ]
 


Serpentella
By R.S. Salutow

     Long ago, before the blackened sky was wrought with brilliant flashing light; in a land that lay beyond the seam of ground and sky, there lived a young, curvacious maiden named Serpentella Krallight. She was tall and slender with hips that rolled with each enticing step, and long, smooth, polished horns that shimmered like a lake. Her tail was smooth as silk and free of stubble, the tip, sharp and always clean; and when she sang, the tiny creatures of the night would stop and gaze in silence - hypnotized by her beauty.

     Despite her looks, Serpentella was very lonely - painfully so.  She would lay upon the floor day and night wishing that Gal'marah, the man of her dreams, would come and take her away to his abode, and stroke her long, starphire scented, black hair as he bathed her in poetry and praise,  but he never did.

     One day she saw him outside her window. She gazed in awe and waved, but he just walked away. She called, but he did not answer. She sent her brother out to bring him back, but when he arrived Gal'marah showed signs of boredom, and when asked if he wanted to marry her, he said no and left abruptly.

     She was heart broken and fell into a spell of sadnes that would not go away. Desperate for his love, she sought a little know god named Vaarg for help. He agreed to make Gal'marah fall in love with her, but in return she was to give him her hair and wear a collar with the name of her god written on the side. Furthermore, he and only he would be the love of her life; bound by an oath on her life,  she swore.

     Vaarg took his sword and shaved her head - removing each and every bit and piece of stubble until it was as smooth as her face. Around her neck, he affixed a thick black collar with razor sharp spikes that were as long as her arm. She cried when she realized what a harsh price she had to pay, but was eager to see her beloved.

     When Gal'marah saw her he was instantly in love, but when he tried to kiss her, his neck was pierced by a spike. He tried again, but it was no use. Despite the sharp spikes that separated them, they were infatuated with one another. They wed and lived in utter pain - unable to express their love aside from the sighs and groans they shared.

     Finally, Gal'marah insisted that she take her silly collar off, but she refused for fear of breaking her agreement with Vaarg and losing the favor that he had bestowed. That night, as she slept, Gal'marah crept into her room and snipped the collar from her neck. It turned into a serpent and slithered away - squealing loudly like a newborn whelp. She awoke hearing the screech, only to find that her collar was removed. Suddenly, Gal'marah realized how ugly she had become and ran away. As he moved farther away, he remembered how lazy and unloving she was; how she neglected to keep his interest yet sought to be pleased and entertained.

     Deprived of Vaarg's spell, she could no longer entice him. She sought the tutelage of her mother - an older, wiser woman who knew the secrets of tapping into a man's heart. She taught her to cook and bake, to be considerate and kind; to find and draw out the most hidden and secret desires of his heart, and to make them come true.

     One day, she saw him sitting all alone and depressed - staring into a stagnant pond.  Her first thought was to ask him to tell her a tale and to stroke her silky, black hair  - which now barely covered her neck, but then stopped and recalled the lessons her mother had taught her.   Seeing that he looked sad, she sat next to him and asked what was wrong.

     He told her of a prophecy that was revealed to him as a child upon asking a god for guidance and strength, but when asked, he would not reveal the god's name which he had sworn to keep secret. Vaarg had told him that he would meet a woman with a serpent who would try to deceive him. She would be greedy, though beautiful, she would smile warmly and make him promises of affectionan, but then offer none. Worst of all, that he would not recognize her until it was too late - and that once she had touched him, he would be defiled and eventually suffer true death.

     Convinced of their plight, they saw no point in living any longer and decided to embrace true death by their own hands. Having obtained a potion of eternal demise, they sat beneath an old crooked tree and held their flasks to their lips as they counted:

One, Two, Three!

     Before they could wet their lips, a soft voice called out from a bush. Startled, they watched as the town elder stepped out and called them by name. He took their vials away and asked them to tell him of their troubles. By virtue of knowledge and wisdom earned through trial, error and old age, he pointed out to them the terrible trick that Vaarg had arranged, then set them forth on a sound path of knowledge and magic - warning them to never again lower their heads to a god.  Free from the snares of the gods, they started their life anew and lived happily every after.

The End

Pages: 1 2 [3] 4