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Posted: Mon Nov 05, 2007 11:37 am
No. They don't even need to be on Gaia. Make sure to either link to them or tell me where to find them, so I don't spend a lot of time searching for them.
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Posted: Mon Nov 05, 2007 12:42 pm
Alrightie then. I will start searching. =]
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Posted: Mon Nov 05, 2007 1:32 pm
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Posted: Mon Nov 05, 2007 1:50 pm
I can definitely see why you liked the Harvest Moon one--I myself might apply for it, if I get the chance. It seems to have just enough information in all departments.
Talk to me about the Alice in Wonderland one. What intrigued you about it, and did you find it lacking in any information?
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Posted: Mon Nov 05, 2007 2:09 pm
Actualy the most part that intrigued me, was that I noticed it was a similar to Alice in Wonderland, which I am a fan of, and have been since I was little.
I noticed that in my point of veiw, the owner looked very literate by the way she wrote and the way she talked.
I thought that the profiles could have had more information to it. I also thought that rule 4 had a point, but it didn't seem to be strict enough.. but then, that may just be me. And I may be wrong but literate Role Play's dont have multi-characters with the same person do they? Isn't that what we talked about? Making the story yourself type thing?
And I hope I am talking about what you ment for me to.
Besides that I can't find anything else, atleast not yet.
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Posted: Mon Nov 05, 2007 2:26 pm
Oh, of course. You did just great.
As far as multi-characters, it depends on the preferences of the GM. Some like it, some don't. I can see why someone would be in better control of the story with two characters, but then again, both characters have to react to stimuli in their own ways. It's harder to keep up with two or more characters, anyhow. Still, sometimes the story needs a certain number or type of person to proceed, so someone takes up another character to fill the role.
I'd put both of them at a "semi-lit" level, really. She was great at mechanics and she seemed professional, but she could stand to organize things better. There were a few other things I thought could be fixed: the bright, multi-colored text (very hard on the eyes to read all that) and the lack of direction. The skeleton was bare-bones, and the plot itself seemed open-ended. Still, I do like the theme, and it could easily turn into something good.
Now, time for the next step.
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Posted: Mon Nov 05, 2007 2:31 pm
Now that you've found one or two RPs that you might want to do, you'll need to learn about creating characters.
Here's a sample character skeleton. Off the top of your head, which field would you guess is the most important?
Gaia Name: Character Name: Gender: Age: Appearance: Strengths: Weaknesses: Personality: History:
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Posted: Mon Nov 05, 2007 2:38 pm
1st Guess: History 2nd Guess: Personality ~~ First guess is because History is an important thing in Role Play, you want to know about the character, and you need to know his/her past to role play better with that character. (In my point of veiw)
Second Guess is because it is also another thing you should know, you should know if the character is nice, shy, mean, or even has multi-personalities.
And I hope to God I am right.
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Posted: Mon Nov 05, 2007 2:54 pm
Your first guess was absolutely correct. Don't worry so much about being right or wrong--you're still learning, and I won't bite your head off about it.
A character's history shapes their present. If someone loses their parents, they may try to find parental figures in other people (perhaps too easily for their own good), and it wouldn't be surprising if they developed separation anxiety. If you ever get the chance, try studying developmental psychology; it's much easier than it sounds. Theories from people like Freud, Erikson, and Piaget can enhance one's understanding of a character.
The basis of these theories is that development happens in stages. Of course, the stages aren't set in stone--some people never reach a certain stage, while others skip around. Most people never truly "escape" one stage, and it becomes influential on their later development. There are often central conflicts that need to be resolved, key milestones that must be met, and critical periods in which to learn things. If a person is prevented from doing something they need to be able to do, they'll miss the opportunity and will have to struggle to pick it up later. That's the general idea of development, anyhow.
Another important thing to remember is that what DOESN'T happen in the past CAN'T affect the present. Too many times have I seen someone suddenly have possessions or attributes that are completely absent from their histories. Things don't simply pop out of thin air; they have to come from somewhehere.
It's very important to be elaborate when writing a history. The more information you give, the better. One's history shapes one's personality, strengths, weaknesses, and even appearance. When writing those fields, look back at the history and figure out how someone would have developed.
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Posted: Mon Nov 05, 2007 3:03 pm
I'd say, one of the worst things one can do to a character is skimp on the history. I can understand if there's a maximum length, but otherwise there's not any reason at all to do so. A lot of people like to cheat by saying their character has "amnesia" or a "mysterious past".
I hate this with a burning passion.
There are a ton of problems with doing this. Not least among them is that the person has missed a great chance to enrich their character. However, the real problem is that it may cause problems later. Someone can use it as an excuse to claim possessions, attributes, and powers by simply explaining that they came from the mystery grab-bag that is their past. Of course, this comes very close to God-modding. So, how do you have a character with missing or concealed memories? Just go ahead and write the whole history out, including the circumstances leading to the memory problem. Instruct the GM which memories the character would have, along with what the average person would be able to find out. The character then reveals their past bit by bit through the story, and everyone's happy.
Other problems deal with inconsistencies and a lack of balance. Let's deal with balance later.
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Posted: Mon Nov 05, 2007 3:09 pm
Illarion Fyodorov Your first guess was absolutely correct. Don't worry so much about being right or wrong--you're still learning, and I won't bite your head off about it. Yeah, sorry, I just know some tutors are... er... the nicest way I can put it is probibly strict. Illarion Fyodorov Another important thing to remember is that what DOESN'T happen in the past CAN'T affect the present. Too many times have I seen someone suddenly have possessions or attributes that are completely absent from their histories. Things don't simply pop out of thin air; they have to come from somewhehere. I too have seen that, alot. Illarion Fyodorov It's very important to be elaborate when writing a history. The more information you give, the better. One's history shapes one's personality, strengths, weaknesses, and even appearance. When writing those fields, look back at the history and figure out how someone would have developed. I have done that before when I created a RP a while back, it helped alot. ((Too bad the RP never got more than 2-3 people))
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Posted: Mon Nov 05, 2007 3:38 pm
When crating your character's history, you use your imagination, but you also rely on any information provided by the author. He or she will usually put limits on things such as race, occupation, factions, powers, and many other things. The important thing to remember is that limitations are GOOD. They tell you what you can and can't do, giving guidelines to construct your character. Well-planned RPs will usually have a lot of information in the beginning that discusses the world and the inhabitants within. Use this to your advantage.
In addition to your imagination and that of the author, you'll also need to rely on outside information. This varies on a case-by-case basis, but usually it involves being realistic. Take, for example, one of the character profiles I read recently. The character was a 17 year old boy whose parents were killed at a young age. A master blacksmith took him in and taught him the trade, and by the time he was 17, he had mastered the craft. Since he had superhuman vision, he was capable of making blades that were so sharp that the edges were one molecule wide. He was also a master of swordfighting. Now, what are the problems with this?
-For starters, the whole lost-parents-at-a-young-age deal is waaaaay overused. But I'll get to that in a second.
-Second, the guild system would never have allowed him to progress to mastery at such a young age. The way they work is that at around the age of 10 (not 5, as the author originally intended), a child would be taken in and made an apprentice. He would be taught the bare basics, but it would usually take a decade or two before he would be trusted with guild secrets. At that point, he would produce a work that represented his learning, and he'd become a journeyman capable of being paid daily wages. From there, he'd have to spend another decade or two of travelling the world and learning from other masters. Once he had the approval of many masters, he'd submit his "master piece" along with a donation of gold and supplies. Even if made a master, there may still be other pepole better than him. At the young age of 17, he'd probably still be an apprentice, though; at best, if he were such a virtuoso, he'd just be starting his journeyman years.
-Third, he was also a "master swordsman". However, the guild work would've eaten up a lot of his time. If he were practicing fencing, he'd have to balance his time between the two. Thus, there' no way he'd be a master of both--I'd doubt he'd master either if he were fully devoted!
-Finally, molecular-sharp blades are extremely difficult to make and upkeep. Odds are, just by swishing it around, one would knock a lot of molecules off; it'd still be very sharp indeed, but not molecularly so. Even if the boy had inhuman vision, he'd also need inhuman fine motor skills to work with things that small.
I know, a lot of this stuff isn't common knowledge. However, doing your homework and researching what you want to write will only help you in the end. If you're ever unsure of a character, submit it to an analysis in the proper guild subforum, or just ask me. wink
Two more inconsistencies to watch: geographical and temporal errors. If an RP is set in a specific time period, you'll have to make sure there aren't any things from the future or (in most cases) the ancient past. For the latter, there ought to be a good reason why you have it. What's more, a character who has grown up in a certain time period will tend to take on characteristics and prefer things concurrent to their time. There are exceptions, of course, but generally they'll subconsciously gravitate that way. Geographical errors are similar, but as civilizations engage in trade, they begin to break down. Still, values are important to watch. For example, Japanese people TEND to prefer harmony and the common good over individuality and speaking one's mind. What may be appropriate and expected in one society may startle and offend another.
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Posted: Mon Nov 05, 2007 3:53 pm
Sorry for writing so much--there's a lot o' ground to cover. We're making decent time, though.
One final word on imagination. Often, people make the mistake of falling into cliches because they want a fascinating character. What makes a character interesting isn't necessarily whether or not they had extravagant pasts or tons of powers. I've found that a character can be unique and wonderful even if they're lowly servants or normal kids with a happy family. It's all in how you write it. A good idea is to look at what other applicants seem to be doing, then go a completely direction. It's fine to be normal and unglamorous, so long as you make the character seem three-dimensional. By this I mean, make them more human. Give them flaws, fiddle around with their past, and be creative. I promise, you'll have just an interesting person at the end.
Now, then. Let's look back at the character skeleton I gave earlier:
Gaia Name: Character Name: Gender: Age: Appearance: Strengths: Weaknesses: Personality: History:
To be quite honest, I believe that they're listed in order from least important to most important. However, there are specifics to each of them, and we'll talk about them all in turn. Your next assignment is to create a new character. Ideally, an RPer will have created many characters over their lifetimes. Occasionally, they'll come across a character that they really like, one that can fit into a number of storylines with only the slightest adjustments. I'd like for you to create one of these, a stock character. However, we'll do it bit by bit. First, fill out the Gaia Name--that's Eliza Rose, if ye didn't know. razz Then, choose a gender; it would be pretty hard to write a history if you don't know which pronoun to use. Finally, write up a good, three paragraph or more (12+ sentences) history. FOR THE TIME BEING, IGNORE ALL OTHER FIELDS. Trust me on this one--starting from the bottom and working up is perhaps the best way to get a cohesive character. Once you're more experienced, you can start from the top and work down, or start somewhere in the middle and go either way.
In conclusion, Gaia Name: Gender: History:
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Posted: Mon Nov 05, 2007 4:37 pm
Alright, I will probibly work on it tomorrow, I would do it now but my bird is being a annoyance and will NOT shut up... its hurting my ears too. >-<
And hes not helping me think of a History line, lol. Sorry.
~Liz
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Posted: Mon Nov 05, 2007 4:56 pm
All right. We'll work on it tomorrow, then. We should be able to finish by the end of tomorrow, if all goes well.
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