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Posted: Wed Jul 01, 2009 1:14 pm
It just occured to me, that it's really unnecessary, you're applying to be part of a game in which you type out and describe every item and action, so why not instead of having a forum, ask players to play their character introducing themselves, doesn't it just make sense? You could go a step further in certain situations and do an interview sorta thing so the character isn't just standing around blabbing about themselves, and really any character that wouldn't respond well to an introduce yourself situations (say they're mean or quiet) probably aren't going to do well in an RP.
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Posted: Thu Jul 09, 2009 8:44 pm
I do like your idea, but I think there are a few reasons why we use skeletons. (and these are all my opinions. other people may think differently) For one thing, you can look at other characters now and again, so you know their appearances, bios and such. Two, it makes it easier to be accepted. Three, it lets the person applying lay out their character and see what they are doing. Four, skeletons are basically the same everywhere, so people know what to expect much easier. Five, the creator doesn't have to be active RIGHT THAT INSTANT. This isn't to say that for your roleplay you can't have an interveiw kind of thing.
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Posted: Sat Jul 11, 2009 8:53 pm
for your first, third, and fourth points, that's why it's an interview, to the fifth, you're not/don't have to actually play out the interview; With an interview you have questions, instead of the skeleton you would provide potential players with the set of questions in the order you wish them to be answered. Obviously it starts with the character they intend to play entering the interview room and introducing themselves to the interviewer, so you've got the name, physical description, and a bit of personality, whether they're calm, self conscious, paranoid, what have you, then the questions fill in the rest.
It would really be a much deeper and much more true image of the character since you would work in mannerisms and style that a skeleton just can't gasp at, then with the interviewer's questions it would still be laid out in an easily referencing way, as often is done when one person controls multiple people the interviewer could be written in a different color, or vice versa.
It would also eliminate and ease the need for potential players to provide examples of their prior work, as a player I wouldn't need to stress over which if any preexisting work best suited as an example, or think up a scene to write something new for, and as the GM you would be able to tune the interview to suite what you view to be the needs of your RP; really there's no need to have it be an interview, but a standard scene of introduction.
Say you're running a military RP of some sort, it could be a proficiency exam, school you have that awkward first day when the teacher makes everybody introduce themselves (why do they still do that?). Maybe with something bigger there's no actual interviewer, say the character walks into town and has conversations with various people.
Really, one of the best parts of this method is that you, first off, weed out the people who can't even be bothered to do that much, and secondly you get a real idea of if the person is capable of playing the character they made, a problem I often have myself, so before this person collapses in game or fades off you could discuss any problems you see to hopefully maximize their potential as well as that of the RP
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Posted: Tue Jul 14, 2009 11:59 pm
But there's another benefit of a Skeleton. Myself, type them up in Word on my computer before submitting. That way, I can save it, and look at it later when I need to, without having ot hunt for hte profile post. And as I feel I need to expand on the character, with word, I can edit it easily, and keep it on hand without having to go through a hassle of PMing hte GM, telling them what to add/edit/remove, and then they have to go and play the edit post game. While the interview is a good idea and all, it just has too many gaps in the way it simply IS. Your not gonna be able to define who you are in a proper interview, which is often something like 10 to 20 questions. there just isn't room for expanding on a base idea.
Now, if you use it in concuntion with a Skeleton, the interview idea might actually prove to be a better idea. But for now, the skeleton is king and the common used method.
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Posted: Sun Jul 19, 2009 8:57 am
Ultimately the interview is just an interactive skeleton. It's the difference between filling out a job application and going in for the interview. You have more chances to alter questions for characters.
I like the skeleton just so it's easy to go back to the information. You also aren't likely to remember a question for one character and forget it for another. As for requiring past works, I don't bother with that. You can tell a lot just by the effort a person puts into a history/personality section. Also, I find the history good so that the player writes down all of the character's past. An interview might give the feel that they can lie about the character's past for the sake of being in character.
What you might want to also do is have them give you a "profile." This could be an unbiased report on their past. Then they come in for the interview so you have some idea of who they are when you start, and you can figure out questions before hand that way.
But, overall, I think the interview is a good idea for certain settings. It could simply be no one has really thought of it, or they applied it to settings which didn't work. Keep us updated ^_^
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Posted: Sun Jul 19, 2009 8:30 pm
1) Ease of reference 2) People expect it 3) As a GM, at least as far as 27 goes, it allows me to ensure player characters can't do things they shouldn't be able to
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Posted: Sun Jul 19, 2009 8:58 pm
But that's the thing, you can do all the same things in an interview. Just save it on a side doc for reference.
As far as knowing what they can and can't do, you just have them talk about their abilities in the interview.
Finally, it's what people don't expect that shapes how things are done tomorrow.
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Posted: Sun Jul 19, 2009 9:06 pm
I fully cede the fact that alone an interview would be wholly inadequate in terms of reference-ability and fact-full-ness ; but in the same line of thought, asking a player to describe a character's personality objectively is akin to asking a person to describe their own personality objectively, I for one could not portray anything even vaguely adequate about my own, as I would assume could most of the people I've come into contact with, add to that, I'm fairly sure any description of my own personality I did come up with would be by in large inaccurate to how I actually act. similarly things such as non-standardized magical abilities (such as say, those of S-cry-ed) would be better explained in the form of a demonstration, which could easily be worked into a standardized interview layout, though they would still usually require the normal explanation too.
therefore the best solution would be a hybrid
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Posted: Sun Jul 19, 2009 9:21 pm
Okay...a bit off topic....
It's not like describing your personality. You didn't create you and breathe life into your lungs. Unless I have the personality fairly well down, I find it nearly impossible to role play the character consistently. Does the personality change? Sure. But going into the game there's always a set of rules on how they react to different situations and what their normal demeanor would be.
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Posted: Sun Jul 19, 2009 9:36 pm
but a personality is a very complex thing, with tens of thousands of aspects that all come into play in differing circumstances; yes, as the player you have a pretty good idea of how a character would and should act, but the character is still, even if simplified, very complex, too complex even for a whole page or three in a book to really say enough, but five minutes with a person and you have a pretty good idea of what they're about. I have a number of personalities in development for a writing project I'm working on and except the one I don't have much background on I couldn't even try to describe their personalities.
common saying, actions speak louder than words, not always because people can lie.
btw, I'm hyped up on sugar and icecream and not-sleep, so I'm going to review my arguments tomorrow with a better state of mind, though I'm fairly sure I'll stick with "a person is too complex to be effectively summed up by as few words as there are"
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Posted: Sun Jul 19, 2009 9:46 pm
First...I so envy your sugar rush. I wish I had one crying Maybe I'll rummage around for candy. Also...get some sleep.
You're looking too far into it. It's like a compass. It gives direction, so you have a general idea where you're going, but it doesn't tell you about the geography. If you are to head north, you head north and do the best you can, using that direction to get you around obstacles. When obstacles become too much, you alter direction a little until you can go north again.
I had a student who did things that seemed to make absolutely no sense. He would break the rules all the time, but he would never think of lying or doing something to hurt someone (he wasn't all there, so sometimes people got hurt anyway). Everyone just saw him as a bad kid. Ultimately all of his actions were due to him being a thrill seeker and due to a fairly stringent code of ethics: always tell the truth and respect others. People are complex, but ultimately most of their actions boil down to a few base concepts.
I understand there are some situations that you can't account for. If someone killed my entire family, I'm pretty sure everything I was would be shattered and I'd have to remold my personality. When there's a break up I usually have to reanalyze who I am and where my place is. But the personality profile is the basic outline before any major life altering events.
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Posted: Sun Aug 02, 2009 9:37 pm
This is going to sound repetitive but skeletons keep people from god-modding, and going outside of their characters limits, like how if they can only use say three elemental moves, this prevents them from using over 100 different moves that could easily give them an unfair advantage, it could also keep them from having multiple personalities. (although this is often times still unavoidable as some can't stick to their own profiles)
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Posted: Mon Aug 03, 2009 2:19 pm
I have to disagree with you, in those ways an interview is no worse at constraining a character than a skeleton, you can still ask the same sorts of questions like "what are your techniques", the answer is just expressed differently.
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Posted: Tue Aug 18, 2009 7:46 pm
So we'll have to get somebody to try this out then, we can't very well argue it much further
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