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Posted: Fri Aug 31, 2007 1:28 pm
Guild Rules These are the only real things that we ask of you as a member of our guild. We will enforce these, but encourage you all to ask questions if you do not understand. AoD Crew Quote: 1. All Gaia TOS apply here…duh 2. When it comes to activity, we are implementing a minimum posting requirement of at least twice per week. This should not be a problem for most people, however, if you feel that you will not be able to make this commitment, please let one of the other crewmembers or myself know. We understand that things happen outside of Gaia, however, please make an effort to remain somewhat active in what is going on. 3. Every member is required to add the guild mule AoDMessenger to their friendlist in case we need to sent out any full guild messages. 4. When it comes to the content of posts, there must be an action is every post you make. Not only that, but we are trying to step this up to a semi-literate rp. 5 sentences should not be hard to make up when posting. When you do not think that this is possible, think about that one more thing you can describe in more detail. 5. When using the quote option, please do not make more than three messages quoted at a time. It takes up way too much space. 6. God-modding in any form is NEVER tolerated. I know that this seems like common sense to most people, but it is the most common rule that is broken. 7. Respect the mods at all times. If we say something is not allowed, or we ask you to change a post for whatever reason…just do it. Please? 8. Before making ANY new threads, please pm myself or another member of the crew for permission. We want a detailed description of the thread, and a reason why you think it is needed. 9. We reserve the right to change these rules at any time we feel like. Make sure that you check back once in a while to make sure that there are no changes.
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Posted: Thu Nov 29, 2007 12:36 pm
Some Rules and Guidelines for Character Creation
Foreword
This section and the following one, Racial Statistics, are not meant to override the previously written rules, placed in the profile section by Jeg, they are instead meant as an elaboration on his statements; as well as a few others guidelines to compliment such.
Expanded Rules for Making a Character
Rule number one: No gods, demi-gods, or godly avatars.
I know many may want to play that extra special character, in the form of a god/demi-god, or you may want to play a character from your favorite anime, such as Inuyasha. But these are both a major no no in RP and I'll explain why. First, concerning the "gods". It doesn't matter whether you simply have a god inside of you, or if you're the child of a god, or if you're even distantly related to one. Gods are all powerful beings, not just special beings, and they should be treated as such. If every other character in a guild were a god it would seriously detract from what makes a god special; since there would be so many gods that they would be the norm, instead of an all powerful being. Something else to consider is the fact that gods exist for a reason. When was the last time you read about a god serving absolutely no purpose? Many want to play a god, and claims its power, but they either don't want the associated responsibility, or they claim to be responsible for some completely inane aspect of existence; such as a god of sleeping gophers. Now, whether we'd want to or not, we can't all be the god of sleeping gophers, and though there any countless other aspects a god could take charge of, how do you fairly decide who gets to be in charge of what? Something else to consider, is why do you get to be a god and not the other person that joined the guild with you? How can anyone honestly claim the right to bestow godhood on any one person, let alone themself? Should godhood be based on RP, a roll of the dice, or should it simply be handed out on a first come first serve basis? The answer is no. There's no fair way to decide who gets to be a god. There's no way of balancing the power of a god. And, in all reality, there is no need or reason for people to RP gods; gods should be left in the mystery that makes them what they are, and that mystery is the uncertainty of if they exist and the fact that they do not physically walk among us.
Rule Number Two: Be original.
Now, regarding premade characters. There's one simple reason why there should be no use of premade characters, and that's the fact that it's not only overdone, redundant, and boring, but it's also impossible for two people to play the same character. Imagine two separate people join the guild, and two separate mods let each in, and, somehow, both decide that they are Cloud Strife from Final Fantasy XII? Which one has to give up being Cloud, and what gives either the right to take on there persona of some other person's creation? There's only one Cloud Strife, the one in the video game/movie, and that's the way it was meant to be. How can you call a character your own, when you didn't even create said character? Sure it's ok to derive a character concept from an existing character, but make sure to add your own flare and to find ways of distinguishing the character as your own creation.
Rule Number Three: Character power.
Most every heroic persona, such as Indiana Jones or Superman, has had some form of a weakness; such and Indiana's fear of snakes, or Superman's vulnerability to kryptonite. Just because a "hero" or "villain", has weaknesses does not mean they are weak. Instead of viewing them as a "weakness", look at them as tool for building character for yourself. Look at Batman, for instance. He's unlike most super heroes do to the fact that there's nothing truly "super" about him. He's just an ordinary man, and as such he's prone to all the frailties that come with being human. This weakness, however, does not stop him from going out and wreaking havoc on the criminals of Gotham city, does it? No, instead he makes up for his weakness with careful planning, training, and some very nifty gadgets and gizmos. Another, previously mentioned, character is Superman. Not only is he weak against kryptonite, but he also struggles with upholding his alter ego Clark Kent. Though it may not seem like it, these weaknesses are an extremely important part of Superman. They serve not only as a means of overcoming Superman, but they also serve as a means of humanizing him and making him more appealing as a person and not just as a strong armed crime fighter. So, when writing your character, make sure and include weaknesses that not only balance out your power, but also add their own flare to your character.
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Posted: Thu Nov 29, 2007 12:39 pm
Alignment Descriptions
I know that choosing an alignment, or figuring out which suits you best, is something that can be stumping. Sure you may like to think of your character as a neutral, or even good, character, but do you truly fit the description of such? To help with this quandary I have posted some descriptions of each alignment, so that you can read them and try to judge which one suits you best. If you still can't decide on an alignment, after reading the descriptions below, or, if you would simply prefer to do so, you can click on the link below and it will take you to an alignment test. Just answer the questions, while thinking in character, and see what it tells you.
Alignment Test
Lawful Good
A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion.
Neutral Good
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. The common phrase for neutral good is "true good." Neutral good is the best alignment you can be because it means doing what is good without bias toward or against order.
Chaotic Good
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he�s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.
Lawful Neutral
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. The common phrase for lawful neutral is "true lawful." Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.
Neutral
A neutral character does what seems to be a good idea. She doesn�t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutrality is a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil. After all, she would rather have good neighbors and rulers than evil ones. Still, she�s not personally committed to upholding good in any abstract or universal way. Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. The common phrase for neutral is "true neutral." Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.
Chaotic Neutral
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn�t strive to protect others� freedom. He avoids authority, resents restrictions, and challenges traditions. The chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). The common phrase for chaotic neutral is "true chaotic." Remember that the chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom both from society�s restrictions and from a do-gooder�s zeal.
Lawful Evil
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard to whom it hurts. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He plays by the rules, but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but he is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance is partly because of his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. The scheming baron who expands his power and exploits his people is lawful evil. Some lawful evil people and creatures are committed to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called "diabolical" because devils are the epitome of lawful evil. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.
Neutral Evil
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn�t have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what she wants is neutral evil. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. The common phrase for neutral evil is "true evil." Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.
Chaotic Evil
A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil. Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but of the order on which beauty and life depend.
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