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The RPS Guild: Dungeon Crawls For All

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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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TamrielicKnight

PostPosted: Tue Feb 02, 2010 7:02 pm


Opening Issue hot off the press: 2/2/10

Today we will cover a few nifty roleplaying techniques, take a look at the value of the ability "Healing" and have a general spotlight for one of the guild characters.

Jumping on the bandwagon and downing some triple X whiskey.
(Or how to add some flavor to your developing character)

If your like most roleplayers the concept is key. What concept would that be? Well when you craft a character for any roleplay you need to think of several things the most important being "What will allow me to have the most fun?" With a game like RPS you get a head start on concept by being able to from the ground up build a mechanics enhanced character. No one starts out god like, even 4 Co. and Perrian were once 24 CP players. What makes them interesting was how they looked at their characters and saw something they both enjoyed and found matched their stats. Here are a few tricks I have seen others use to jump start their creative juices.

1) Find a niche. It could be as simple as taking a different turn on an underused build type. Make that Front line damage dealing healer spin off. Roleplay it as a monk with a propensity for speaking with his fists and punching peoples souls back into their bodies. Really there is no wrong way to do this and if you get real creative you may just blow Bellamin's mind with something never seen before. (That might even be your goal.)
2) Copy something and add your own spin. I don't usually like doing this but its a great way to jump into the world of roleplaying games. Be Jackie Chan with a goatee and a disposition for kicking babies. Be Harry Potters long lost second cousin's helper goblin. Be a young James Kirk in an alternative reality... ok maybe don't do that but the other two are totally plausible options.
3) Get some Advice/Information. We will never laugh at someone who posts in the OOC saying, "Take a look at this build and tell me what you think fluff wise." In fact I'm ashamed we don't have a thread like this. I love helping others craft characters and I know at least 3 people in this guild who have surprisingly well developed back stories for characters only a couple years old.

Lastly don't be afraid to be adventurous in your character making. Be the person who went above and beyond, added in the strange and came up with something amazing. Others have and we love them all the more for it.

Mechanics Corner:
Working to overhaul your mind.

Healing (3cp)
Heal any other character 5 damage per round. Occurs either before your target has taken any damage, or after they have taken all the damage they will take that round.

Mechanic Gus
Yo, how you doing and welcome to mechanics Corner. This time we're going to talk about this little gem of an ability. At first your probably going to think. "Big whoop I cant even heal myself with this rotten ability." Forget about it, this thing more than makes up for the initial shock later on. Where else will you can grant a guaranteed 5 hp per round on demand? Nowhere that's where. It is my personal opinion that everyone should have this ability. Why? because its an extra step you can add to your turn that can save peoples lives. If your at one health and all four members of your party have this ability suddenly your at 21 and feeling pretty good. As a bonus they would get to choose whether to give that HP to you at the beginning or end of your turn. Ba-zing you'll be having a fresh car smell in no time and your enemies will be seeing a wreck become another full on collision. Now get out of here I'm trying to work.


Guild Spotlight:

Well this week we are just getting underway with the news so If you wish to nominate someone in the guild for this spot go ahead and PM me with their name and why you believe they deserve this place of honor.


Special News: If your interested in writing a "column" for next weeks Informant send me your idea along with why you think it would be a good addition and I will gladly add it to the Informant.
PostPosted: Wed Feb 10, 2010 6:15 pm


Say hello to your second issue: 2/10/10

Still a lack of writers so I'm going to once again tackle it on my own, hope you all enjoy.

Boy look how you Developed...
(Or how to add some depth to your concepts.)

Depth speaks wonders when it comes to writing. It shows that the cookie cutter character you have set up isn't necessarily so two dimensional. It also allows you to paint the picture of your characters life stroke by stroke. To achieve character depth the easiest thing to do would be to think of one simple question. "What does this character want?" Like that your mind starts firing off ideas, my druid character wants to protect and preserve nature. My cleric wants to save everyone from the pain of losing someone. My fighter wants to find a challenging foe. These are all basics and often enough some of the best depth comes from opposites. My character is a thief not by nature but by necessity. Every time she steals from someone she feels just as much loss as the target, but her loss is more than possessions its her morality. Another good thing to think about when developing a characters depth is "What did it take for my character to get to where he is when I started playing him." Was it years of backbreaking work for a diligent master? Did you stumble upon something you shouldn't have and have been acquiring skills as you haphazardly flee your past? Perhaps you supplement natural talent with an intense need to study all the inner workings of magic. If you begin asking yourselves these questions you open up more questions afterwords and as you work through these you'll watch your character grow before your eyes. This is an amazing step in roleplaying your character and in sparking new and interesting possibilities for future ones.

Mechanics Corner:
Working to overhaul your mind

Retaliate (2 AP)
Double your attack damage against one enemy who is attacking you this turn. Damage is doubled after Defense and Combat Dice, but before enemy damage resistance.



Mechanic Gus
Woah, Watch where your going you nearly stepped on my favorite patroller token. You betta have brought that hoagie I sent you for or so help me... Hey that kinda brought me to thinking about the action Retaliate. Seems pretty nifty, some jerk sees that your a prime cut and wants to stab you in the money maker. You say "Lets dance" and hit him for everything you got. What I like about this action is that for its cost its not a bad thing to have around. Especially when its going to be a "Down-to-the-wire" fight. You also can mix this puppy with fury to get something intense. The poor braggart tough guy wont have anything on you when your hulking out damage like...well...the hulk.


This week guild spotlight will be set aside till I either get more help with this or finally decide to just do it all myself (which I'm leaning towards.)

TamrielicKnight

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