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Common Rules to make you a better Rp'er

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Drinker_of_Styx

PostPosted: Mon Feb 12, 2007 8:41 am


Meta-gaming

Learn the difference between Player knowledge and character knowledge. Some people call this meta-gaming, but either way learn it. I will give an example.

(Your sleeping in your haven when all of a sudden an explosion goes off. Falling into the Red Fear you bust through a new addition of your house effectively fleeing from the fire. As you leave you can see a shadowy figure escaping the burning building and disapeering into the night. You effectively determine they are responsible for the explosion)

~Since only you and one other person are online and you can read their posts and who posted. You can determine who destroyed your house and your next course of action. Revenge on the other player. You quickly reply that your character goes to the shadowy figures house in order to stage an ambush.

~This is wrong~
This is a pefect example of meta-gaming. You used knowledge that only you as a player would know and not your character. And I understand that your house was destroyed but in the World of Darkness. Sh*t Happens.

What you should of done was; Use your Allies, contacts, resources, etc...and determined who could of possibly blown up your house or determine a list of likely suspects with a motive and continued from there.
PostPosted: Mon Feb 12, 2007 8:42 am


Being resonable with dots

When creating a character it is easy to put a lot of dots into things such as: Brawl, Firearms, Melee, and Dodge.

This is not such a bad thing but you must look at your character and their rankings in the before mentioned stats.

1 Dot is a little under developed
2 Dots is considered average
3 Dots is considered trained
4 Dots puts you at the top 10 in the world.
5 Dots is near god-like in that catagory.

Does your character have:
A Brawl of 3
A Firearms of 4 (Sniping)
A Melee of 3
And a Dodge of 5 (Bullet Dodging)

If your character resembles something of this sort there is something wrong.

Be reasonable and ask yourself...why are you stacked to the brim with combat modifiers?

Are you an Assassin, Hit-man, Gun-runner, Cleaner, Jack of all Trades?

Even if you are it makes little sense to have a Dodge of 5 and Firearms of 4 (Sniping + Bullet dodging.)

A sniper is supposed to shoot at his target from long distances and therefore eliminates his worry from return fire.

Wouldn't it make more sense to have Dots in Stealth or Survival, then dodge?

Don't be cliche'. Sure you character can be a Hit-Man but think about other Roleplayers. Do they really want to RP with you if your trying to kill them?

But more important then that is the fact: Your a Vampire or Werewolf!

Sure your stats can be higher then a human!

But that doesn't mean squat. Infact your stats are already raised because your a supernatural.

Did you know Humans/Mortals don't have a point spread of

7/5/3 and 13/9/5

A mortals stats are

5/4/3 and 11/7/4 (If I remember correctly)

That is already 25 Xp you recieved for free. Not including your disiciplines/gifts and Freebie points.

The point is. Be reasonable with what you got and try to limit your Combat abilities. This isn't D&D.

Drinker_of_Styx


Drinker_of_Styx

PostPosted: Mon Feb 12, 2007 9:19 am


Hidden Knowledge

Much like Meta-gaming. Hidden Knowledge is private information the ST might of told you. Via PM or instant messenger. As such this knowledge might not be know by any other player or only a few players in the entire group know about it. As such the St respects the rights that this information is not to be shared. All though there is no true way to catch some one sharing Hidden Knowledge. Doing such hurts the game aswell as hurting the trust between the ST and the player. So just don't do it.

Examples Include:

Plot Twist, Dark Secrets, Auras, Who a person is, and any number of things.

A general rule is: If the ST has to tell you via PM or Instant Messenger...don't share it.
PostPosted: Mon Feb 12, 2007 10:15 am


(More Advice to come...)

Drinker_of_Styx


The Madam

PostPosted: Wed Feb 14, 2007 12:28 pm


Drinker_of_Styx
But more important then that is the fact: Your a Vampire or Werewolf!

Sure your stats can be higher then a human!

But that doesn't mean squat. Infact your stats are already raised because your a supernatural.

Did you know Humans/Mortals don't have a point spread of

7/5/3 and 13/9/5

A mortals stats are

5/4/3 and 11/7/4 (If I remember correctly)

That is already 25 Xp you recieved for free. Not including your disiciplines/gifts and Freebie points.


I understand what your saying, but surely the empowerment of being a Vampire/Werewolf 'should' mean emprovement in the skills you already posses. I always read the decriptions such a "top five in the world" as refereing to humans. It makes far more sense for you to impreove in the skills you already posses than to suddenly have knowledge of art when your concept was a soilder. An empowered character grows stronger not nessisarily wider.
PostPosted: Wed Feb 14, 2007 1:09 pm


I agree with The Madam on that. Especially in the case of a vampire. It's not like they don't have the time to learn skills. Most starting characters are generally more than 20 years dead, so it would make sense that they've specialized in what they know.

As for not having a combat-oriented character, that's a matter of chronicle. Some players prefer a game that's a little more combat than intrigue.

Ironic Discordia


Traara
Vice Captain

PostPosted: Fri Feb 16, 2007 5:32 pm


I have to go with Stix, though, that even though one has the oppertunity to learn such things, you can't god-mod a thread. There would be no storyline, no conflict, and no real purpose. Characters die, and that's a fact of simply playing the game. However, a true gammer/RPer would make a new character, and start all over again.

I personally think that the funnest part of roll-playing is creating the character, and seeing how interresting you can make it. Other than that, without the interresting characters, trying to work together, once again, you wouldn't have a great storyline.

But, I have played a character where she tried to be the best diplomat that she could be (It was in a Star Wars setting, and she had a -1 to charasima), and every time she tried to bluff herself out of something, and it didn't work, then she'd pull out a gun, and just start firing. I loved that character! We also had a high charisma player on that team, and absolutely hated her, because every time she opened her mouth, the party would get into trouble. I'm not sure if it works the same way in WoD, but I would love to try to play a character with all her points at one end, but still tries to compensate at the other.
PostPosted: Fri Feb 16, 2007 8:44 pm


Oh, I understand about not max/min-ing a character. Personally, my first VTM character was very limited in her usefulness due to my character driven choices for her. But even when I did cave in and have her learning melee from the coterie's Ventrue and a former Hunter, she still couldn't hit the broad side of a barn. Three to dex and 4 to melee, but she was the most combat ineffective character ever. It's about having fun, and sometimes even with slightly broken characters, it can be. Having high stats in certain skills doesn't guarantee that the character will be absolutely amazing, and there's nothing wrong (in theory) with specializing.

Ironic Discordia


Traara
Vice Captain

PostPosted: Sun Feb 18, 2007 12:15 am


I totally agree. But, to have a character that is specialized, and all of her points are concentrated on three different categories, would still make a great character! I guess that it's about the person also playing, right?
PostPosted: Mon Feb 19, 2007 11:56 pm


It's really a question of can you roleplay it? Sure, you have 5 dots in Firearms, but what does that mean for/to your character? If I had 5 dots in Firearms, sure, I'm an amazing shot, but that means I also spend my free time realigning the sights on my guns, cleaning, etc. I'd also be basically an encyclopedia of gun knowledge. If your sheet has those dots, I'll expect your character to behave accordingly. Specializations are also a must. If you have 4 or more dots, you should have a specialization in that attribute/ability. I almost require it. Heck, take specializations in stuff where it isn't useful. My Werewolf character has 2 dots in Perform, but he has a specialization in howling because he's a Metis.

viewtyjoe


sven_the_warrior
Captain

PostPosted: Mon Apr 09, 2007 9:25 am


The other think is the explanation.

If you have five in firearms, not only should you have spent experience to get it that way, but you should have a damn good reason.

For example, you could have been an Olimpic shooting sports gold metalist, but when you had your first change, it screwed up your chareer, and now you're using your skills in the defense of Gaia.
That one's simple, and I came up with it off the top of my head, but it has implications for your character.

You might resent being a werewolf. (I'm using a werewolf example. It's what I do best.) You might morne for your shattered career, or you might be glad to be rid of all the fame and pressure, and just get to shoot stuff. Either way, it opens you to some interesting roleplaying experiences.
PostPosted: Wed Aug 22, 2007 5:00 pm


I usually see the problem of stat buffing as being focused on Abilities. Attributes are innate to everyone, so even Joe Average probably has an attribute at 3 or 4. Why, based on the IQ rating for Intelligence, my best friend would have 4 dots (IQ of 140).

Abilities, on the other hand, are learned. If I have a dot in computers, that means I had to learn to use a computer at some point in my life. If I have three dots in Dodge, I must have been a professional dodge-ball player or something. I think that's why the rules usually say characters can't have Ability scores higher than 3 at character creation, because they haven't had the time or experience to reach those heights of development.

As for not using out-of-character knowledge, that can be a bit tricky. I like to give all my characters at least one dot in Academics, just so I can use some of my own trivia knowledge without breaking character. Still, the World of Darkness as a whole thrives on misinformation, paranoia, and mystery, so I recognized that knowing about the other supernatural groups should be limited.

Redford Blade
Crew


Abel Caldeira

PostPosted: Fri Mar 21, 2008 10:54 pm


When it comes to the 7/5/3 rule, I've always thought of it as portraying a regular human. Mentally and socially I think this makes sense because it doesn't seem like there is a real reason why a vampire or werewolf would necessarily (and that word is key) be smarter or more savvy than their pre-supernatural self. The physical attributes are where the argument becomes more complex. I personally would argue that it is still an accurate rule for human characters:

Consider a vampire with a 7 in physical attributes. This vampire might have once been some sort of athlete. Perhaps an olympic sprinter or swimmer. He has a 4 in Constitution and a 3 in dexterity. A 3 in strength is also justified because those Olympic sprinters are incredibly built if you've ever seen them. He has a 5 for social attributes because he is probably a celebrity spokeperson for wheaties or what have you. Not to mention all those high-brow parties he's probably attending. Then there's the 3 in mental. He's not necessarily a blockhead but he certainly doesn't have a lot of time to study with all that training. Then one day he gets embraced. Does he immediately buff up even more? Not really, but he does have powers that distinguish him from his human side. Now he can call upon his disciplines (whatever they may be) to aid him and if he wants supernatural strength or speed he can dump blood points into it.

My argument is simple. Most supernatural beings are not instantly granted herculean strength. The supernaturalness comes from their powers and some innate abilities that humans dont have (Demons have apocalyptic form, Changlings, well they change, Vampires have blood points, Werewolfs turn into giant frickin wolves, etc.)
PostPosted: Mon Mar 24, 2008 7:57 am


As a storyteller, I say fine; let your character be an Assassin/Secret Agent/Scholar/Man(or Woman) about town.

But I can garuntee you, you'll hate me in the end. You'll hate me for it.

NuclearOops


Abel Caldeira

PostPosted: Mon Mar 24, 2008 3:22 pm


Though I do not usually partake, I feel it is okay to create "outrageous" character types such as an assassin or secret agent. After all, this is the world of darkness. These types are more prevalent than in the real world and more necessary as well, because there are so many factions in each gameline with a vendetta against someone else. What you really have to keep your eye on as a storyteller or player is that it all makes sense. Sure you are some sort of prodigal hitman vampire but does mean you can walk into a council of primogen, whip out a magic sword, and then walk out the only one alive? Of course not! But you are an asset to your clan or faction (or yourself) in that one area of expertise, meaning that if someone has to go fight that werewolf heads are going to turn in your direction. And don't fret, you can improve over time as well.

This is a world where people have supernatural powers and there are fantastically powerful beings, one of which you are playing. Some can do things straight out of the matrix...but that is at the upper echelons. As a starting character you are not going to be able to quite as much.
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