Author Topic: Understand RPing Objectives  (Read 11676 times)

Bonedaf

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Re: Understand RPing Objectives
« Reply #45 on: September 21, 2014, 09:25:24 pm »
This was an example I saw that I thought would be useful for explaining type of actions, I did not intend for this to be the only scenario were I was basing my opinions on.

However, to give some context, I did notice this was posted after the player had already stumbled and fumbled the sword himself. But I also noticed that you felt like you needed to be the one who did it and posted it like that.

First off I don't find stopping a sword swing (even by a novice swordsman) without any sort of injury or emotion should from that individual plausible. I know this is the world of PS but what I've seen so far it has very similar physics to the real world. I've done hand-to-hand training in RL and sometimes used batons and other items with it. It hurts. Even if there's padding and you've done body hardening training. And you are more than likely not going to disarm your opponent that way (perhaps a follow up move?).

Even so, I think it would be fun to show/RP the effects of other player's characters on your character - even if you beat them. Afterall no victory is without it's costs.

I'm just saying we need to consider that are character isn't always the main character in the story. Some RPs you're character will play a minor role and some others they will be more crucial role in evolving the plot, but we need to stop forcing our characters into this roll unnaturally.

Moving out to more general things, I was wondering this: What keeps you from playing the same characters still? Why are we afraid to kill people off or retire our older characters to more minor roles when we play? Do we really have more development or plots these characters are involved in, or do we just kind of walk them around hunting for new RP to find?

I ask these because I have a few ideas/general direction I'd like to create my characters into --obviously it gets tweaked and changed slightly by other characters. But I'm wondering what will I do when I've played with them so much that they begin to fulfill these goals/develop into the character I want? I feel like I would get bored and have to put them on the backburner or find an end to their story. And then I create a new character. But I don't really see other players doing this and I wonder what keeps them from doing so?

Volki

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Re: Understand RPing Objectives
« Reply #46 on: September 21, 2014, 09:54:08 pm »
@Kaerli, when people refer to a dagger in-game imagine that it looks like the model you see in game, but not all black and weird and fat... The model is terrible, but it gives you an idea. A dagger is usually a straight, double-edged blade longer than 4" at least.

@godmoddingdiscussion, even though roleplay isn't really a sport, it is still a form of gaming and should be treated as such. You should try to win, if that's your character's plan, using your character's strengths and your opponent's weaknesses. This is where roleplay with people who aren't interested in learning about real combat gets troublesome, though.

In a fight, you aren't doing one action at a time. You flow from action to action, interspersed with reactions. If you are initiating the fight, you should clarify your position, stance, target, and your follow-up. You shouldn't have to clarify anything that is obvious to your opponent, though, like if you are directly in front of him, or already stated one of these in your previous post. Stance should be whether you are closed or open in relation to your opponent, crouched, hands up, whatever. Target should give the opponent a general idea of where on his person you are attacking, but not too specific. You'll notice in most bouts, MMA or fencing or what have you, that the attacker does not aim exactly for a specific target, but rather a region. You might try to hit someone in the nose but hit their cheekbone, not because you missed but because there is so much movement. And the follow-up can be another attack in succession, a retreat, a duck, or skipped entirely if you're feeling lazy or overly confident. I think follow-ups help keep the flow going between players and set a realistic pace to keep you on your toes (or fingers).

In regards to the example Bonedaf posted, Player 1 shouldn't be able to stop a sword cold with her bracer. It would just slide or bounce off and come at her again. There is no way she could go from blocking a sword to kicking it in the same post.

Edit

By now I'm rambling, but I wanted to add on to the bit about combat I said above. If you are reacting to someone else's attack, you do not immediately need to state your position or stance. Your post starts from the effect of the attack and/or reaction to the attack. You should clarify where your character was hit and the damage dealt, plus your character's reaction. If you were not hit, then you basically use the same formula as the initiating attacker.
« Last Edit: September 21, 2014, 10:05:24 pm by Volki »
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Aramara Meibi

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Re: Understand RPing Objectives
« Reply #47 on: September 21, 2014, 09:57:25 pm »
I have a few ideas/general direction I'd like to create my characters into --obviously it gets tweaked and changed slightly by other characters. But I'm wondering what will I do when I've played with them so much that they begin to fulfill these goals/develop into the character I want? I feel like I would get bored and have to put them on the backburner or find an end to their story. And then I create a new character. But I don't really see other players doing this and I wonder what keeps them from doing so?

investment leads to attachment. aside from character development through RP, there's the other side of the coin, skill and stat development, which in this game requires heavy heavy investment of time, energy, other resources, enough to deter starting over from a clean slate. that's why i think most players will have a 'main' character, and 'alts' that come and go as the plot demands.

@godmoddingdiscussion, even though roleplay isn't really a sport, it is still a form of gaming and should be treated as such. You should try to win, if that's your character's plan, using your character's strengths and your opponent's weaknesses. This is where roleplay with people who aren't interested in learning about real combat gets troublesome, though.

wanting to win does not a winner make. sometimes you have to concede that your opponent outmaneuvered, outsmarted, or got the best of you however. we all know how tiresome it is when there are two players who refuse to lose.

i also would add this side note: in terms of combat and other skills, it's pretty hard to role play an expert of a certain domain that you yourself have little knowledge of. if you want your character to be skilled at something, it's best to do your research.
« Last Edit: September 21, 2014, 10:05:44 pm by Aramara Meibi »
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Kaerli_Stronwylle

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Re: Understand RPing Objectives
« Reply #48 on: September 21, 2014, 10:03:51 pm »
@Kaerli, when people refer to a dagger in-game imagine that it looks like the model you see in game, but not all black and weird and fat... The model is terrible, but it gives you an idea. A dagger is usually a straight, double-edged blade longer than 4" at least.

@godmoddingdiscussion, even though roleplay isn't really a sport, it is still a form of gaming and should be treated as such. You should try to win, if that's your character's plan, using your character's strengths and your opponent's weaknesses. This is where roleplay with people who aren't interested in learning about real combat gets troublesome, though.

In a fight, you aren't doing one action at a time. You flow from action to action, interspersed with reactions. If you are initiating the fight, you should clarify your position, stance, target, and your follow-up. You shouldn't have to clarify anything that is obvious to your opponent, though, like if you are directly in front of him, or already stated one of these in your previous post. Stance should be whether you are closed or open in relation to your opponent, crouched, hands up, whatever. Target should give the opponent a general idea of where on his person you are attacking, but not too specific. You'll notice in most bouts, MMA or fencing or what have you, that the attacker does not aim exactly for a specific target, but rather a region. You might try to hit someone in the nose but hit their cheekbone, not because you missed but because there is so much movement. And the follow-up can be another attack in succession, a retreat, a duck, or skipped entirely if you're feeling lazy or overly confident. I think follow-ups help keep the flow going between players and set a realistic pace to keep you on your toes (or fingers).

In regards to the example Bonedaf posted, Player 1 shouldn't be able to stop a sword cold with her bracer. It would just slide or bounce off and come at her again. There is no way she could go from blocking a sword to kicking it in the same post.

Yeah.  I spoke with Juroku as well, and we came to the agreement that those two sections of post shouldn't have been merged the way they did.  Part of the problem is that no matter what you do in a multi-party RP, someone's going to have trouble with (re-)actions getting changed out from under them, and I need to handle that better (would multi-party RPspars be a good idea for this?)

I agree with you that targets shouldn't be too specific; I've seen it many times where a character takes a blow on a different part of their body than their original aimpoint.  Good point about stances and follow-ups though; I should work that into my RP more.

As to the blow bouncing off the bracer: I'm inclined to agree with you there too from the physics perspective; but some attackers (less experienced ones) I think would probably try to press into the attack and try to shove into Kaerli's arm instead of taking the bounce/ring to pull back and come around again.  (Just a thought about the difference between a veteran fighter and an amateur.)

Aramara Meibi

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Re: Understand RPing Objectives
« Reply #49 on: September 21, 2014, 10:08:09 pm »
As to the blow bouncing off the bracer: I'm inclined to agree with you there too from the physics perspective; but some attackers (less experienced ones) I think would probably try to press into the attack and try to shove into Kaerli's arm instead of taking the bounce/ring to pull back and come around again.  (Just a thought about the difference between a veteran fighter and an amateur.)

once again, it's not up to you to dictate that.
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Illysia

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Re: Understand RPing Objectives
« Reply #50 on: September 21, 2014, 10:12:46 pm »
Ok, if it is in response to the character losing control that example makes more sense. And, I acknowledge that more text would probably be better context sake. However, this still raises the issue I mentioning earlier, there is a meta part to RP that requires you the player to step back from the character for a moment to analyze the flow of story and how you are sharing that story with other involved players.

In using attempts, you are not returning control back to the attacker as much as you are allowing the player a turn at inputting into the story. You might find that as you give people that opportunity, they may just  write their response in such a way that you have clear room to do what you intend because they see where you are going.

But as Bonedaf said:

...it discourages me. Because what's the point of me being there? If another player player is going to tell me what happens to me or what I do, why don't they just play by themselves and make all that up?

If you cut the other player out of inputting into the story, you negate the need for them to keep trying and you will find they will take their metaphorical ball and go home. That is, they will stop RPing with you. Whether or not you can justify the sequence of actions becomes less important to considering whether or not the person is going to be inclined to keep sitting there watching you write their story without deciding to opt out.

I'm not sure what you want me to do; writing in a bunch of theoretical holes that the opponent is in no position to take advantage of is a waste of everyone's time and reading energy.

No, but the problem is that Kaerli appears to others to have no holes theoretical or otherwise so it seems it becomes rather tiresome to bother to look since it seems like a futile task.


Also: is there a reason an opportunity has to be presented on a silver platter to be taken?  Do you folks just not see things that are not explicitly written out?

It's not that it is always inherently not seen, but it if it were that explicit to everyone else, no one would be having this conversation. However, consider that it is not a matter of whether or not it is on a silver platter. It's a matter of when participating in the RP becomes OOC work, and I don't mean effort I mean it is work. It is burdensome. Once it is work, it is not entertainment anymore and once people are not able to have fun they stop.

I admit that this aspect of detail oriented RP is what makes it fun for you, but you have to consider that you might end up draining more effort from people than they have allotted for their RPs. In an ideal world everyone could easily sustain the amount of effort needed for everyone else's RPs but we live in busy times and people have to budget their energies.



Moving out to more general things, I was wondering this: What keeps you from playing the same characters still? Why are we afraid to kill people off or retire our older characters to more minor roles when we play? Do we really have more development or plots these characters are involved in, or do we just kind of walk them around hunting for new RP to find?

I ask these because I have a few ideas/general direction I'd like to create my characters into --obviously it gets tweaked and changed slightly by other characters. But I'm wondering what will I do when I've played with them so much that they begin to fulfill these goals/develop into the character I want? I feel like I would get bored and have to put them on the backburner or find an end to their story. And then I create a new character. But I don't really see other players doing this and I wonder what keeps them from doing so?

Because given enough time and RPs the character becomes a person and not a plot device. They become growing and changing individuals that progress past initial goals. They develop new goals, they meet new people, and find new influences. They go places they hadn't intended to go. This idea of them reaching an end doesn't take into account the major changes that occur due to other characters and situations that you don't initially chose to put your characters in. You may have a goal but that doesn't mean you reach it in an orderly or linear fashion. As you interact with other stories, you will find that you are only writing one part of a much larger story and that as other people fill in the other parts, your characters will get entangled in them and pulled along.

Technically, I have some characters that are only just now getting to the way I had intended them to be from their creation, and that is only the beginning of their story. That has nothing to do with what else I can think to work them towards. For instance, you've meet Illysia. She is my absolute first character here and is 9 years old in terms of real life playing time. There is still a lot to do with her even though she achieved many of the goals I set her up with initially. Right now she has to try to recover from her ordeal in the DR and try to balance her sense of duty and obligation to provide for others. Providing for others has not only be a major driving point of her character but she actually achieved it a major way, setting up the Stonehead to serve others fulfilled that goal. But, due to other influences, even that which she has achieved is in question and she must work to travel a new path to her old goals.

Characters can grow for as long as you don't close the book on them.

Bonedaf

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Re: Understand RPing Objectives
« Reply #51 on: September 21, 2014, 10:32:01 pm »
@ Illysia: I defiantly agree with that. I guess I just see people that max out their characters IG and just kind of wander around lost; half the time showing off their awesome characters the other half wandering around for RP to join into, rather than creating it. 

I guess I just fear the time when a player is to attached to a character to end their story. I know the grinding makes it tough to let go but eventually I would think it would be time to create a new type of character. Or at least have your "main" become more of an alt used occasionally and maybe develop your "alt" with more depth. Maybe I'm just weird as I want the opportunity to play a variety of roles rather than just one. I guess that's what draws me to RP :-)

Kaerli_Stronwylle

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Re: Understand RPing Objectives
« Reply #52 on: September 21, 2014, 10:39:02 pm »
Ok, if it is in response to the character losing control that example makes more sense. And, I acknowledge that more text would probably be better context sake. However, this still raises the issue I mentioning earlier, there is a meta part to RP that requires you the player to step back from the character for a moment to analyze the flow of story and how you are sharing that story with other involved players.

In using attempts, you are not returning control back to the attacker as much as you are allowing the player a turn at inputting into the story. You might find that as you give people that opportunity, they may just  write their response in such a way that you have clear room to do what you intend because they see where you are going.

But as Bonedaf said:

...it discourages me. Because what's the point of me being there? If another player player is going to tell me what happens to me or what I do, why don't they just play by themselves and make all that up?

If you cut the other player out of inputting into the story, you negate the need for them to keep trying and you will find they will take their metaphorical ball and go home. That is, they will stop RPing with you. Whether or not you can justify the sequence of actions becomes less important to considering whether or not the person is going to be inclined to keep sitting there watching you write their story without deciding to opt out.

I'm not sure what you want me to do; writing in a bunch of theoretical holes that the opponent is in no position to take advantage of is a waste of everyone's time and reading energy.

No, but the problem is that Kaerli appears to others to have no holes theoretical or otherwise so it seems it becomes rather tiresome to bother to look since it seems like a futile task.


Also: is there a reason an opportunity has to be presented on a silver platter to be taken?  Do you folks just not see things that are not explicitly written out?

It's not that it is always inherently not seen, but it if it were that explicit to everyone else, no one would be having this conversation. However, consider that it is not a matter of whether or not it is on a silver platter. It's a matter of when participating in the RP becomes OOC work, and I don't mean effort I mean it is work. It is burdensome. Once it is work, it is not entertainment anymore and once people are not able to have fun they stop.

I admit that this aspect of detail oriented RP is what makes it fun for you, but you have to consider that you might end up draining more effort from people than they have allotted for their RPs. In an ideal world everyone could easily sustain the amount of effort needed for everyone else's RPs but we live in busy times and people have to budget their energies.



Moving out to more general things, I was wondering this: What keeps you from playing the same characters still? Why are we afraid to kill people off or retire our older characters to more minor roles when we play? Do we really have more development or plots these characters are involved in, or do we just kind of walk them around hunting for new RP to find?

I ask these because I have a few ideas/general direction I'd like to create my characters into --obviously it gets tweaked and changed slightly by other characters. But I'm wondering what will I do when I've played with them so much that they begin to fulfill these goals/develop into the character I want? I feel like I would get bored and have to put them on the backburner or find an end to their story. And then I create a new character. But I don't really see other players doing this and I wonder what keeps them from doing so?

Because given enough time and RPs the character becomes a person and not a plot device. They become growing and changing individuals that progress past initial goals. They develop new goals, they meet new people, and find new influences. They go places they hadn't intended to go. This idea of them reaching an end doesn't take into account the major changes that occur due to other characters and situations that you don't initially chose to put your characters in. You may have a goal but that doesn't mean you reach it in an orderly or linear fashion. As you interact with other stories, you will find that you are only writing one part of a much larger story and that as other people fill in the other parts, your characters will get entangled in them and pulled along.

Technically, I have some characters that are only just now getting to the way I had intended them to be from their creation, and that is only the beginning of their story. That has nothing to do with what else I can think to work them towards. For instance, you've meet Illysia. She is my absolute first character here and is 9 years old in terms of real life playing time. There is still a lot to do with her even though she achieved many of the goals I set her up with initially. Right now she has to try to recover from her ordeal in the DR and try to balance her sense of duty and obligation to provide for others. Providing for others has not only be a major driving point of her character but she actually achieved it a major way, setting up the Stonehead to serve others fulfilled that goal. But, due to other influences, even that which she has achieved is in question and she must work to travel a new path to her old goals.

Characters can grow for as long as you don't close the book on them.

As to the "no holes thing": I suspect you're confusing evidence of absence with absence of evidence, or why are you assuming there are no holes at all?  I do agree that some people consider the combat mindgame too much work to be fun, although that raises the question as to why people who are that way RP fighters to begin with...?

What I find with "attempts to" parries that prompts my objection, by the way, is that the RP becomes a loop of passing the ball of deciding on the success or failure of an action back and forth between the parties involved, and that's simply a nightmare for state tracking as pended actions pile up.


@ Bonedaf and Illysia regarding alts: you have not considered that it takes quite a bit of time and effort to 'bootstrap' an alt to the point where they have an income source, name recognition, and whatever mechanics skills they need to be minimally effective at their role.  This is one of the reasons I haven't done an Evirea and set Kaerli aside more fully in favor of developing an alt in-depth.

Volki

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Re: Understand RPing Objectives
« Reply #53 on: September 21, 2014, 11:35:00 pm »
I know Kaerli's one weak point, and I hope you don't mind if I say it. Multiple opponents. The problem with having that weakness, however, is that it is everyone's weakness. It doesn't count as a weakness because it is a weakness by default.
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Illysia

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Re: Understand RPing Objectives
« Reply #54 on: September 22, 2014, 12:03:33 am »
@ Illysia: I defiantly agree with that. I guess I just see people that max out their characters IG and just kind of wander around lost; half the time showing off their awesome characters the other half wandering around for RP to join into, rather than creating it. 

I guess I just fear the time when a player is to attached to a character to end their story. I know the grinding makes it tough to let go but eventually I would think it would be time to create a new type of character. Or at least have your "main" become more of an alt used occasionally and maybe develop your "alt" with more depth. Maybe I'm just weird as I want the opportunity to play a variety of roles rather than just one. I guess that's what draws me to RP :-)

This is mostly due to the fact that the Rp community is recovering from a lull of sorts. Once RP becomes more visibly frequent, people won't wander aimlessly as much. As for grinding, it is a bad rut developed from getting through lulls in RP. Even I have done and still at times fall into it. It's really just a matter of getting people excited and engaged in RP again. But I truly think I see a revival happening now and I will do what I can to help it along.

As to the "no holes thing": I suspect you're confusing evidence of absence with absence of evidence, or why are you assuming there are no holes at all?  I do agree that some people consider the combat mindgame too much work to be fun, although that raises the question as to why people who are that way RP fighters to begin with...?

I'm not truly commenting on the presence or absence. I'm commenting on the demoralizing force of the appearance of no holes. However, others RP fighters because it fits their character idea. That doesn't mean, however, that they want to sit down and practically do a university course on it just to be able to enjoy playing their character. In the end combat can be handled a variety of ways, so what everyone who RPs combat has to do is find RPers whose combat RP style is compatible in the level of effort and detail involved.

What I find with "attempts to" parries that prompts my objection, by the way, is that the RP becomes a loop of passing the ball of deciding on the success or failure of an action back and forth between the parties involved, and that's simply a nightmare for state tracking as pended actions pile up.

No, that's how most RP is decided. You have now gotten to the bone of the mechanics of sharing a story. ;) Instead of tracking the state, for a moment, track the story. Look to see what makes for a more interesting outcome rather than a winning outcome. It might help alleviate the burden of tracking the effect on pending actions

@ Bonedaf and Illysia regarding alts: you have not considered that it takes quite a bit of time and effort to 'bootstrap' an alt to the point where they have an income source, name recognition, and whatever mechanics skills they need to be minimally effective at their role.  This is one of the reasons I haven't done an Evirea and set Kaerli aside more fully in favor of developing an alt in-depth.

It could be a motivator but it's not a guarantee as you don't have to level stats to RP. I have several alts that have very distinct stories that I would like to explore and they have little training. Aside from Illysia, the only reason they have training at all was to pass time. I am not above shifting resources from a better trained alt to a lesser trained one to achieve things like income and whatnot, though.

Rigwyn

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Re: Understand RPing Objectives
« Reply #55 on: September 22, 2014, 12:29:45 am »
Folks, don't feed the trolls.

This applies not only to the stock trolls but also the highly passive-aggressive trolls who will try to get you to explain simple shit to them, and then pretend to be clueless just to piss you off.

Kaerli is a passive aggressive troll and has been badgering all of us with these questions for years. The more you try to school him, the more he'll pretend to not understand you. The only way to win this game is to refuse to play it.


Illysia

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Re: Understand RPing Objectives
« Reply #56 on: September 22, 2014, 12:34:01 am »
I don't believe Kaerli is deliberately trolling but rather legitimately does not understand the cues the rest of us use to pick up on where to pull back and where to keep going. It's not a general lack of understanding but rather a lack of intuition that the rest of us rely on.

Rigwyn

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Re: Understand RPing Objectives
« Reply #57 on: September 22, 2014, 12:36:11 am »
I call bullshit.
He's been doing this for years.

Illysia

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Re: Understand RPing Objectives
« Reply #58 on: September 22, 2014, 12:39:39 am »
For years because most people explain it the way they understand but not necessarily in a way that Kaerli understands. Giving an explanation, however simple, is not the same is giving the one a person actually needs. But, Kaerli has done better in recent years; he still just has plenty journey left.

Kaerli_Stronwylle

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Re: Understand RPing Objectives
« Reply #59 on: September 22, 2014, 12:58:01 am »
For years because most people explain it the way they understand but not necessarily in a way that Kaerli understands. Giving an explanation, however simple, is not the same is giving the one a person actually needs. But, Kaerli has done better in recent years; he still just has plenty journey left.

TYVM.  I have found that the explanations of narrativism I have been given have varied wildly in comprehendability for me.  Illysia, you've done a fantastic job of putting the pieces together in a way that my brain can make sense of; between you, Prreta, and Sekto, as well as some of the written work of Bankuei and others on narrativism in general RP, I think I'll finally make it there.