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A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

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What race would you be?
Vampire
21%
 21%  [ 8 ]
Werewolf
34%
 34%  [ 13 ]
Mage
15%
 15%  [ 6 ]
Promethean
5%
 5%  [ 2 ]
Changeling
10%
 10%  [ 4 ]
Human
13%
 13%  [ 5 ]
Total Votes : 38


Sprainogre

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PostPosted: Wed Jul 18, 2007 9:58 am


I'm kinda interested, as I'd really like to play a Mage... mrgreen
PostPosted: Wed Jul 18, 2007 11:24 am



Mage is my FAAAAAVORITE system.

Mage for the win!

Nevareh


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PostPosted: Wed Jul 18, 2007 11:34 am


Galvorte
I'd be interested in joining -- you'll have to guide me some, though, as I've never played WoD before -- but I'd very much like to learn.

All you have to do is RP, and I'll tell you when to roll the dice and how many. It'll be fun, trust me. ^_^
DnD has way too many rules, but WoD doesn't, so that 's why I prefer it. It focuses more on roleplaying than the rules. biggrin
PostPosted: Wed Jul 18, 2007 11:35 am


Nevareh

Mage is my FAAAAAVORITE system.

Mage for the win!


Hey, maybe if you're lucky, you'll get to be one. wink

The Seasick Sailor

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The Seasick Sailor

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PostPosted: Wed Jul 18, 2007 11:36 am


Sprainogre
I'm kinda interested, as I'd really like to play a Mage... mrgreen

I'm sure you'll get to play one; however, the only thing is, I require all characters to start out as human. As the story progresses, however, that can quickly change. biggrin
PostPosted: Wed Jul 18, 2007 11:53 am


Sensual Enigma Tourmaline
Galvorte
I'd be interested in joining -- you'll have to guide me some, though, as I've never played WoD before -- but I'd very much like to learn.

All you have to do is RP, and I'll tell you when to roll the dice and how many. It'll be fun, trust me. ^_^
DnD has way too many rules, but WoD doesn't, so that 's why I prefer it. It focuses more on roleplaying than the rules. biggrin

Well, I don't mind having a lot of rules . . . it's when the rules get in the way of RP that bothers me.

Galvorte


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PostPosted: Wed Jul 18, 2007 12:25 pm


Galvorte
Sensual Enigma Tourmaline
Galvorte
I'd be interested in joining -- you'll have to guide me some, though, as I've never played WoD before -- but I'd very much like to learn.

All you have to do is RP, and I'll tell you when to roll the dice and how many. It'll be fun, trust me. ^_^
DnD has way too many rules, but WoD doesn't, so that 's why I prefer it. It focuses more on roleplaying than the rules. biggrin

Well, I don't mind having a lot of rules . . . it's when the rules get in the way of RP that bothers me.

Trust me, it won't. Most of the time, you may not even have to worry about rules. In fact, you don't have to at all. When you do something, I'll tell you when to roll the dice and how many. So, it'll be fun! ^_^
PostPosted: Wed Jul 18, 2007 12:27 pm


UPDATE: Rules are now complete!!!

The Seasick Sailor

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Nevareh

PostPosted: Wed Jul 18, 2007 12:38 pm


Sensual Enigma Tourmaline

DnD has way too many rules, but WoD doesn't, so that 's why I prefer it. It focuses more on roleplaying than the rules. biggrin



White Wolf d10 systems have a predisposition to de-ephasize the focus on combat by making combat unusually simple (Everything is active and competitive; you don't have a defense stat, you have dice that go towards a not-getting-hit pool) and really extremely dangerous (You're inhumanly tough if you have twelve hit points since guns regularly do three damage of the kind humans can't soak). Combat is also very, very fast in World of Darkness because next to nothing can go for more than a couple of rounds in evenly-matched combat before keeling over from exhaustion or an acute case of death. Even combat-focused starting characters can't solve everything with violence since more than one or two opponents would be deadly. World of Darkness faces the fact that normal people very rarely happen to be armed sword-masters or expert marksmen with their gun of choice, and the World of Darkness can and usually is very much about normal people in extraordinary circumstances.

The system itself stretches out over the whole areas of intellectual pursuit and knowledge as well as the realms of etiquette and seduction that Dungeons and Dragons just kind of glosses over (Charisma gets split into three stats, for one thing, and Wisdom into two). It has rules for things that Dungeons and Dragons doesn't have, such as rules for competitive seduction or examining a library for a certain book. PLENTY of rules that codify roleplaying much more clearly and much more fairly than in Dungeons and Dragons, if you choose to use them.

World of Darkness is rules-rich- VERY rules-rich. It just FOCUSES a lot more on the roleplaying aspect than the killing-stuff aspect.

I personally don't like Vampire because of the whole hopelessness aspect of it. I also like Mage because it's got the potential to be pretty wacky at the same time as being deadly serious.
PostPosted: Wed Jul 18, 2007 1:03 pm


Nevareh
Sensual Enigma Tourmaline

DnD has way too many rules, but WoD doesn't, so that 's why I prefer it. It focuses more on roleplaying than the rules. biggrin



White Wolf d10 systems have a predisposition to de-ephasize the focus on combat by making combat unusually simple (Everything is active and competitive; you don't have a defense stat, you have dice that go towards a not-getting-hit pool) and really extremely dangerous (You're inhumanly tough if you have twelve hit points since guns regularly do three damage of the kind humans can't soak). Combat is also very, very fast in World of Darkness because next to nothing can go for more than a couple of rounds in evenly-matched combat before keeling over from exhaustion or an acute case of death. Even combat-focused starting characters can't solve everything with violence since more than one or two opponents would be deadly. World of Darkness faces the fact that normal people very rarely happen to be armed sword-masters or expert marksmen with their gun of choice, and the World of Darkness can and usually is very much about normal people in extraordinary circumstances.

The system itself stretches out over the whole areas of intellectual pursuit and knowledge as well as the realms of etiquette and seduction that Dungeons and Dragons just kind of glosses over (Charisma gets split into three stats, for one thing, and Wisdom into two). It has rules for things that Dungeons and Dragons doesn't have, such as rules for competitive seduction or examining a library for a certain book. PLENTY of rules that codify roleplaying much more clearly and much more fairly than in Dungeons and Dragons, if you choose to use them.

World of Darkness is rules-rich- VERY rules-rich. It just FOCUSES a lot more on the roleplaying aspect than the killing-stuff aspect.

I personally don't like Vampire because of the whole hopelessness aspect of it. I also like Mage because it's got the potential to be pretty wacky at the same time as being deadly serious.

Are you referring to OWoD or NWoD?

The Seasick Sailor

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joeyluxton

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PostPosted: Wed Jul 18, 2007 4:41 pm


So when do we start?
PostPosted: Wed Jul 18, 2007 5:16 pm


joeyluxton
So when do we start?

Whenever I finish everything. Don't worry; you'll know--trust me! I'll post the biggest sign ever that says, "Grand Opening!" That's when we'll have to keep OOC to a minimum and start making characters and playing and stuff.

The Seasick Sailor

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The Seasick Sailor

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PostPosted: Wed Jul 18, 2007 5:18 pm


Oh, and if you need help coming up with a character concept, don't hesitate to ask. My first character will be a "violent junkie". Sounds neat, huh? No, wait! "Violent, paranoid junkie" sounds so much better...
PostPosted: Wed Jul 18, 2007 9:10 pm



Combat is SUPER (well, comparatively) streamlined in new WoD, but even in old WoD combat itself felt faster than in Dungeons and Dragons.

And if you want REALLY fast combat, go for Exalted where 20-die attacks are intermediate-level and you can buy five successes on a matter of principle.

Seriously. Exalted is a game based around mowing people down in vast numbers(I'll use this power that lets me attack seventy people the same way that I attack one!) and being awesome at everything regardless of circumstances(I'll build this palatial mansion using dirt and the power of my mind), all with a wonderful wire-fu style. This is a game with a power called "Immunity to Everything Technique."

But, yeah. WoD has plenty of rules. And they aren't necessarily contradictory, which is more than you can say for a lot of D&D supplements.

Nevareh


Galvorte

PostPosted: Wed Jul 18, 2007 10:21 pm


Nevareh

Combat is SUPER (well, comparatively) streamlined in new WoD, but even in old WoD combat itself felt faster than in Dungeons and Dragons.

Eh, I can deal with non-streamlined combat, if it adds in more interesting options. Like in A Game of Thrones d20, where combat is even more complex than D&D . . . and more realistic and specific and generally cool.

It's an interesting game, basically D&D without magic (generally), only humans (more or less), and where the characters are treated as human, not superhuman. Combat can't solve everything there, either. . . .

Nevareh
And if you want REALLY fast combat, go for Exalted where 20-die attacks are intermediate-level and you can buy five successes on a matter of principle.

Seriously. Exalted is a game based around mowing people down in vast numbers(I'll use this power that lets me attack seventy people the same way that I attack one!) and being awesome at everything regardless of circumstances(I'll build this palatial mansion using dirt and the power of my mind), all with a wonderful wire-fu style. This is a game with a power called "Immunity to Everything Technique."


That sounds . . . amusing.

Nevareh
But, yeah. WoD has plenty of rules. And they aren't necessarily contradictory, which is more than you can say for a lot of D&D supplements.


Heh. Very true. But that's where DM fiat comes in. Some of the rules are just stupid, anyways. And sometimes the books are so badly edited that they don't make sense. . . .
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06 General Archives (non-RP inactive threads)

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