Remember, there are characters nastier than their players.
...even if I'm trying to step outside the box as it will and RP something differentYou mean like going on improvisation?
Kaerli,
Here's my advice. Decide for yourself if this is useful to you or not.
1. Shift your perspective from being the player of a character to being a co-writer of the larger, evolving story. You are not Kaerli, you are a writer who tells how HOW things have happened to Kaerli. While you make her decisions for her, FATE determines what actually happens to her.
2. Completely abandon the idea of stats, make a character with a personality, and make decisions based on that personality - even if those decisions make you cringe.
3. If you get into a fight, flip a coin when deciding if an action succeeds or fails. Again, no stats, this is writing, not math class.
4. When your character fails at something, make it as artful and awesome as possible.
5. When it eventually happens, make your character's death, her transition through the death realm, her decision to resurface, and her return to the dome count. These portions of her story are equally important. They are golden opportunities for you to show us who and what your character is. When you look at it this way, death does not matter. To live or die means as much as turning left or right.
6. If you decide to take this advice, then make a new character and DON'T TELL ANYONE THAT IT IS YOUR CHARACTER. You will need a clean slate so that people's memories and perceptions of your past play does not get applied to your new character.
To a player, success is the goal, and failure is to be avoided at all costs. This works fine in competitive games, but it sucks in role play.
To a writer, failure and success are of minor importance. The HOW of it is what matters. This attitude is highly compatible with role play.
Good luck
To a player, success is the goal, and failure is to be avoided at all costs. This works fine in competitive games, but it sucks in role play.
To a writer, failure and success are of minor importance. The HOW of it is what matters. This attitude is highly compatible with role play.
Is that just a toxic personality traitYes, incredibly so. Everything else is however you want to put 'try until it works' except that. Getting murdered still hurts a helluva lot and the Death realm, though not conveyed well, is supposed to be a pretty hellish place. It also rips out some of your life force. What can probably be amounted to taking cycles off your life. Besides some hardcore Dakkruists, who may even have a way to enter the Realm without actually committing suicide, nobody has a viable reason to find the Realm anything less than 'absolutely to be avoided' outside legitimate insanity. Most living creatures are hardwired not to die.
I can't co-write when people aren't willing to give me an idea of what the story they want is, not without basically stomping on their story with my own. I've bluntly asked people to brief me when coming into the middle of a story and they simply flatly refuse to do so.
Pixar's 22 Rules of Storytelling
#19:Coincidences to get characters into trouble are great; coincidences to get them out of it are cheating.
| Good point. I watched "The People Under the Stairs" once again and noticed how in the introduction, the narrator discussed an archetype called "The Fool". In the story, the main character or protagonist, who was aptly named "Fool" would literally walk into dangerous situations. As seen in the card below, even the Fool's dog sees the danger and is trying to alert him, but he ignores the warning as he approaches the cliff. He has nowhere to go, because even if he turns back, he'll be burnt by the sun. At least, that's the way the author interpreted this. What is admirable about this archetype is how it puts the viewer on the edge of their seat. You sit there suspensefully watching, wanting to warn the fool that they are about to get hurt. As a player, we sometimes have to let our characters walk into trouble like this fool and become vulnerable. It does not mean that we have to play foolishly, but rather, there are times when like the dog, we know things that our character does not. We must hold back and allow our character to suffer from that lack of knowledge. | (http://upload.wikimedia.org/wikipedia/en/thumb/9/90/RWS_Tarot_00_Fool.jpg/220px-RWS_Tarot_00_Fool.jpg) |
Is this the controversy thread reborn?
Role players who ignore game mechanics are cheaters who might as well be on irq. If you are role playing abilities in the game that you have not bothered acquiring then you too may be a marysue because your character may be well rounded but it is no more than a child playing pretend. You have not put in the effort required to accomplish your resume. If you are role playing abilities that are not available in the game you need to be reasonably certain that they exist in the realm. Lack of evidence for them weakens your position. If you never develop your base stats then everything you claim to be able to do should be done very poorly because you have a child's stats.
If you do not do this you are not playing PlaneShift, you are doing the equivalent of writing Star Wars, or DnD fan fiction. You might as well claim a lemur could forcibly impregnate a kran for all the sense it makes.
As an aside: why ignore someone over something without bringing that issue up with them first?
Novacadian, PlaneShift is not online D&D. It's a 3D game with text-based roleplay. These are two entirely different types of roleplay. We play for plot, not competition.
The settings have expanded too but it seems somewhat verbose the more I read, the less I know. Do I really need to know what the sea-folk call their version of hide and go tag if I can't participate in it myself? It is nice to have people working on this stuff but how does that help me play one of that race or set myself as different from a kran?