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Grand_Admiral_Thrawn Captain
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Posted: Sat Dec 16, 2006 3:37 pm
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Posted: Sat Dec 16, 2006 3:57 pm
Table of Contents I. Simple terms II. What is a RP? III. Character Building IV. Getting Started V. Do's and Don'ts VI. Advanced Skills (Fights, Dialogue, Description, etc.) VII. The Delicate Balancing Act VIII. Tips, Tricks, and Unique Parting Words
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Posted: Sat Dec 16, 2006 7:10 pm
Part One- Simple terms
Say someone comes to you saying: "Quit godmodding, you're going OCC you mary sue!"
What's your reponse?
Many acronyms, terms, and other things can pop up in an RP. See what happened? RP is a term, just like many others, which are used as shortcuts and contractions to a very lengthy phrase or description of a problem. Before you get started, consider this your appendix to using this guide.
RP - Acryonym for "Role Play".
OOC- Acryonym for "Out of Character". A statement or other forms of dialogue which may be pertinent to the RP, but are intended for response outside of the play. Like being part of the audience and whispering "what's going on".
OCC- Misacronym for "Out of Character".
IC- Acronym for "In character". Opposite of OOC, what is happening or can affect the RP.
Godmodding - Term used when a player's character acts like a mod or god.
Chatspeak- The use of internet slang like "l337" or "kewl".
Profile- A character sheet (for you D&D nerds) or a list of questions that describe a character, his or her abilities, history, or other "essential" components, as fitting the needs of the RP.
Storyline/Plot- The general series of events the RP follows, or can follow. Just like in a book, the chronological events which make up that which we read.
PC- Acronym for "Playable Character". A character a person RPs as, that cannot be played by someone else under normal circumstances, which often are main characters in a tale.
NPC- Acronym for "Non-Playable Character". A player that usually is not played by normal characters, such as a weapons shop owner or soldier. Also could be a person who interacts with specific PCs, like an admiral reporting to someone playing Darth Vader, but because he/she is needed to provide information that could otherwise be hard to gather.
OC- Acronym for "Original Character". A character who is completely made up. May be a clone of a premade character, or something brand new. For example, Jedi Master Biggus Dickus is not a premade to the star wars universe. He has not been seen in movies or ever made before.
Premade Character - A character, like Luke Skywalker or Lord Vader, who is existant in the universe one plays in. They can be PCs, or NPCs, or not even mentioned at all. However, they have a set of constrained limitations, such as age, skills, powers, and other attributes which can be followed, or completely disreguarded, depending on the RP's plot and genre. Also be mindful that a premade character, such a Luke Skywalker, has his own story and pre-destined fate.
(will finish when I think of more)
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Posted: Sat Dec 16, 2006 7:24 pm
Part Two - What is an RP?
An RP (yes, grammatically it is "an" and not "a".) is a role play. Break the words down. Role, play. A role is an assumption, a part in something. Play is a verb, to have fun while doing an activity, and the like. A role play is basically like any thespian does on stage; they have a character (sometimes many), and they play them out. A plot, a storyline, characters, many things make up the core of a role play to the point where you can become immersed in this fantasy world.
Starting to sound hard? You dont' have to learn lines, memorize details, or anything of the sort (although some knowledge in the area you're playing in does help). All that is required is imagination.
Don't let it run too rampant, however, lest you get lost. Further down the rabbithole you'll go, and Wonderland is not always as forgiving or playful as it may seem. Being ignorant or arrogant can ruin the game, like tackling a twelve year old kid during touch football. Some general guidelines allow for everyone to learn the rules, the methods, and the needs of the game we all play.
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Posted: Sat Dec 16, 2006 7:56 pm
Part Three - Character Building. Oh man. Now here comes one of the largest chunks of information which you could ever read. But it is probably one of the biggest things that can affect an RP. If a character is made poorly, then the RP will probably suck major Bantha Poodoo. Few people like Jar Jar Binks, many more like Kenobi. Why? Character differences. Sometimes, a character lacks a sense of soul or personality that would fit its circumstances. Others can be used to relate to people. But it still comes down to making that character. First step to building a character is knowing about the RP itself. By now, you should know what the RP really is. Is it a serious RP about a group of rebels, and only rebels, or is it a galaxy wide slew of characters whom demand constant vigilance? The second requires a much grander plot, but more characters are demanded. The first one, while easier to follow, may in fact not be an appropriate place for your character. An Imperial is probably not tolerated in a Rebel only RP. Many RPs contain what is known as a profile (read part one again if you don't know what this is.) RPs don't always have these things, but it is a good way to lay out ones character. While some RPs decide to let characters be anonymous so that others don't simply look off profiles and godmod around them (more on this later), far more demand them to make sure players have a sort of contract with their character. Profiles show things like limitations, strengths, appearances, etcetera, and are usually found on the first page. Name: Age: Gender: Species: Weapon: Appearance: History: This is just a mock up of a very basic Profile. Many of these questions are almost standard, as they allow for people to see the basics of a character. But what to do with them? By all means, each character should be unique. One thing which you may consider is also who is going to read this profile. While you may have built a character, your profile should be precise. But also consider how concise it is. If you have a profile the size of Webster's dictionary, nobody is going to read it. You may be easily find your profile denied, since the moderators just don't have time to go through and critique every aspect. This problem is very rare, but sometimes found. Again, the balancing act is in place. More likely, though, is the profile is too short, lacking description. We shall dive into description later, but first, let us first define several minor do's and don'ts on common things: Name: The name of your character is paramount to your entire gaming experience. I mean, while Shakespeare may say "a rose by any other name may smell just as sweet", we still need something to call you, right? Simple RPs demand simple names. Bob, sam, etcetera, you get the jist. However, in this guild, chances are you're not going to get away with such an easy task. Twi'leks, Chiss, humans, every race has its own tendencies and needs. Humans are the easiest to name. We, being human,have no real difficulty in finding variants which we can use. Change the prefix or suffux on a common name, like "gary" to "ganil" or "Matthew" to "Arthew". Write a name backwards, like "Ben" to "Neb" or "Kyle" to "Elyk". Plenty of differences can come. A twi'lek can be made by a simple name and putting an apostrophe in it, like "Pa'ul" or "Sam'uel". While this is not entirely creative, it can be a great brainstormer. Wookiees hold long, throaty names, with repeating sounds, such as "Hrrooken" or "Braachaana". You get the jist. Dependign on what your character will turn out to be the name has to fit. If you need help, ask around for people to give out examples. Also, go up on our favored wookiepedia, and see examples of famous people of that class, and make variants of those names. You may also refer to the various earth-based mythologies and pantheons to obtain a name. Many folks tend to name their characters after someone from their favorite game. In fact, one of our fun loving moderators loves to borrow from Nordic myth. Please, for the love of the force, NEVER say "unknown". If you are inexperienced in RPing, its never a good thing. Far too many noobs think that they can be badass by being cheap on their naming process. If there is a good reason why you're unnamed, chances are you're not reading this anyhow. Short of amnesia (a tactic discussed later on to balance characters), your character probably has a name or title he goes by. Age: Your age denotes something you will need to remember vividly to make full sense. The time spent alive in the galaxy will affect how you are able to interact. Few people realize that a twenty-one year old human isn't just going to be fleet commander of the imperial navy and emperor of the known universe. This is probably the first balancing act you'll ever need. Take 21 for example, on a human being. They are in the prime of their life, and fairly strong. They wont' be the strongest human (around age 25) possible, nor the most experienced. They'll have spirit, but only some knowledge. Take that compared to a 45-50 year old human. While weaker, the older human is probably more well traveled. He probably has been married, or for the least part, honed in some skills. Much of this seems common knowledge, but we all want to be a really strong character. Young, smart, overachieving, many of these details become overstretched in character creation. Balancing age with experience and spirit are the cause of many problems in RPs. More on this will be touched later. Gender/species: Gender has little to explain, so we'll skip it. Species is almost as self-descripting. One word of advice is know the limitations and benefits of your species. A wookiee, for example, is very strong and long lived. On the contrary, they won't be wearing armor, nor can they speak basic. Consider what you are looking for, and consider what that race will do in its circumstances. Weapon: Another thing to consider is the weapon. Consider what you're packing, why, and most importantly, how heavy that sucker is. One of the most common mistakes is overburdening one's character with weaponry. This most often is a direct result of poor planning and fear of being unprepared. Your character can pick up a collapsable missle tube along his travels, which he can use to attack a ship for one time use. Some people will try to hold this with them throughout the entire RP, thinking it will serve them sooner or later, and better to have it than naught. Let me explain something: Each weapon requires space, and has weight. While it may seem like a good idea to go into a bar with two vibroswords, a rocket launcher, a pair of rifles, pair of pistols, several throwing knives, a grenade belt, extra ammuntition, etcetera, It just isn't going to happen. First, you're probably going to get stuck in the doorway, and second, unless you're a wookiee on steroids (laugh if you get the joke about hair loss and steriods) then there's probably a good chance you can barely walk straight, much less run, jump, and evade. Consider what are your characters strenghts. Jedi and sith rarely go outside of their trusty lighstabers. But say you're not force adept. Imperial stormtroopers were issued armor and a blaster rifle. Want something quick and easy? get a blaster pistol. If you expect more engagements than you would like, upgrade to the blaster rifle. Dont' expect fighting to be your suit? get a sporting pistol and run like a mofo. The worst you can do if you underarm yourself is get caught without enough firepower. So, next time you get to town, buy a bigger gun. Also, one thing I'd like to point out, specifically Star Wars related. Lightsabers cannot be handled by Non-force Users very efficiently. Point at General Grevious, and I'll vape you myself. There are certain individuals who have modified themselves to be useful at the saber, but they are far and few in between. This does not mean go grab a vibrosword, either. Everyone wants to be a jedi. Face the facts; if you're a non-force user going up against a jedi/sith, you're either not supposed to be there, or you're smart enough to equip yourself with the right gear to take them down. Or you're just plain stupid. But I'm hoping this is not the case... ((hint: Slugthrowers can't be blocked by lightsabers)) Appearance: The appearance. Almost as important as one's name. Its also probably one of the easiest way to tell how skilled an RPer is. Description is a power which needs to be harnessed in this section. You dont' have to be overly literate and know 10,000 adjectives. But some things quickly add up to really good descriptions. Start with the basics! Height, weight, hair color, eye color, hair style (messy is good enough for many people), Body style (lean, like a swimmer, or bulky, like a body builder?). What about scars? Birthmarks? If you're up to the challenge, go for describing the facial features. Does he have a Roman nose? Wide set cheekbones with pale cheeks with thin, piercing lips and beady eyes? Long flowing locks of wheat? This section is limited to your power of description. But one of the many problems encountered is the "mary sue" epidemic, or just as bad, the "anime hero" plague. More will explain later, but the short and quick right here and now is a character who is perfect in every way. Beautiful beyond compare, eyes which attract all of the opposite sex, etcetera. Remember, we're not all models. Also, we don't have rippling muscles, boundless strength, and look like Goku. History: Just as lengthy and worthy as the appearance, history reveals much about a character. The side which we don't see, the exploits we'd know or the tragedies that afflicted the character. You can make up anything for the character; only two things limit it. The age of a character will determine just how far he could have gone. Nobody's an ace pilot at age 15, lest they be a clone or someone who was taught nothing else. A fleet commander cannot be 21 years of age. Once again, balance is key. The other problem with the histories is what I call the "sob story". Common to noobish RPs with poor moderation has a contest of who is the most tragic. Everyone's parents left, everyone was mistreated, had to hack it out on the streets, etcetera etcetera. Guess what? You're not emo, you're not always the mainstream hero, and get used to it. The galaxy is not that bad. If you grew up in the underbelly of Nal Hutta, you may have a case. But if you were part of the noble aristocracy on Kuat, then there's probably not so much you can claim. But then again, if you're part of an aristocracy, you'd better have quite a reason to get involved in things! Other craptastic histories: You're the last monk of an order, the chosen one, you did something only to save someone, you are the creator/sole practicioner/ last known user of a unique skill/power/fighting style, etcetera. Uniqueness has benefits, note also that if you have to rely solely on unique weapons or abilities, you quickly become that which we're trying to prevent: a godmodder. Some rpers can handle the power (you can tell by the way they balance that power, often times making sure that people can interact with them only when ready by having a personality quirk such as pacifism or something) and they may bend this reed. But note that this is completely up to the discretion of the moderator in charge, not the player. Trust is the key aspect here, don't push your luck. History also denotes skills you've picked up. Perhaps you're a slicer or a historian. Or a mechanic or a fighter. This is often a good place to tell where you picked up your traits and abilities. But like everything else, we'll sound like a broken record and stress balance. There are more than just what we said that could be on a profile. Other things work outside of the profile, and are incorporated into the RP. Consider the future of this character. Is it going to be a loner, or are you going to rely on others to make up for lack of skills? Will it develop relationships? How will it respond to war and strife? Peace and tranquility? Does it have addictions which may lead it into trouble when it doesn't want it? Many questions develop along the path which you should consider. Most importantly, though, is making sure you know how far you are going to take this character. Some characters serve a single vital purpose; after which, you can abandon them and create a new character, or kill them off. Others are long term characters, who require constant work otherwise will quickly fall to the backstage for utility. Planning is by far and away your strongest asset. We can't help plan for you, only give you things to think about. It is your character after all. Thus, know him or her well.
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Posted: Tue Dec 19, 2006 4:54 pm
Part Four - Getting Started
You have a wonderful character, approved by the mods, able to go out into this imaginary world and kick butt. But where to start? What to do to get things rolling and working?
Unless you start at the beginning of the RP, or the beginning of a new "chapter", you're pretty much in quite a conundrum. Quick explanation: A chapter is a sort of "break" in the action of an RP. Many are found right after a battle or can easily be found during or after traveling. A period when people are not in the middle of a crucial plotline.
Interupting someone else's plot can easily get you into the action. It can also tend to get on many nerves at the same time. Imagine the scene where Darth Vader is telling Luke about himself. Right before the line "I am your father", some trooper runs up to him reporting for duty.
Uh... No.
With such smooth moves, you're not going to be impressin' anyone there ex-lax. Many guides fail to give insight and wisdom into starting on your realm into the imaginary world. We'll try to get you up to speed here.
The transition shoudl be smooth, like a knife slicing off a thin slice of cheese. Easily, the first thing you can do is inquire to the moderators how to best slide right in. But many moderators would rather see some initiative and creativity, or worse, don't care. So this burden is placed upon the RPer's shoulders.
One of the best things to get aquainted with the storyline is look for a plot summary. These little guides help generalize vast amounts of details already in play, and quickly sum up all the events in the big world you should know. Some are more complete than others, but short of reading the entire RP from page one (which by all means is sometimes rewarding), nothing does it quicker.
If you can't catch up that way, or more importantly, you dont' know the current setting, read the last 10-20 pages of the RP. It may sound like alot, I'm sure. But, for no other reason, you still understand what's currently going on. If you don't understand, chances are its been explained prior to the section, and unimportant to current events. 10 pages is a lot of posts to read, but in some ways, it isn't. Many RPs take 10-20 pages for a chapter, and you have a good shot at figuring out a place to enter.
But how to enter? You now know what's going on. Now to decide where to go. If your character is a jedi, chances are you can seek out joining up with another jedi or a civilian in needs of help. A sith can report to a master. Make sure you're not interrupting a rival fight, or a meeting, or something. Perhaps you want to join during a battle, but don't want to interrupt the action. Then we move to a more creative approach.
Interaction with characters doesn't need to be so direct as the first post. Say you're a loner character, or there's a battle, or wish to rival against someone. Why not tag along in the event? Take for example, the battle. Join the battle! Once you have finished fighting, then go report to the people you want to connect with. Or take the rival sith lord gig, or the loner part. You don't need others to interact with you. Create a small sub-plot, such as taking down a bounty or meet with some NPCs discussing plans to attack some building.
Nobody's going to critisize you for starting your story without someone else. In fact, its often a good tactic to build your reputation up and let others get used to your style before they RP with you. Don't Godmod, or break the standards of etiquette, and you'll be fine.
Also, we have a thread specifically for veteran and new RPers alike, in which you may hash out plot points, and obtain a feel for your new character's entry point. Most players are usually happy to team up with a new character, and some may even seek you out to join them on a leg of their adventure.
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Posted: Wed Dec 20, 2006 1:45 pm
Part Five - Do's and Don'ts (A brief summary) Do:- Know what the plotline of an RP is. - Know the characters in the RP itself. - Take the initiative to find out what's going on by reading around. - Ask people questions if you can't find the answer yourself. - Use creativity and imagination when creating a character. - Consider how your character will react in a situation. - Understand "balance" in the RP - Allow others to post. - Use literacy. Meaning proper grammar. (note: not perfect grammar) - Limit the use of OOC talk. - Follow the anti-munch project (look below.) Don't:- Use chatspeak, netspeak, or other forms of speaking which neglects the proper spelling of words (the occasional slip is okay), commas, periods, quotation marks, or other symbols or tools commonly seen in grammar. - Break the anti-munch project. The anti-munch project is: The anti-munch project This is the list of godmods ... if you do any of the things described, you will be flamed. The people who never miss a single shot no matter how hard it is (Aimbotters). The people who can't be hit or just shrug it off (neos). The people who have absurdly strong powers (twinks). The people who 'balance' thier characters by having a massive but irrelevant weakness and massive powers (min-maxers). The people who use Out Of Character knowledge to get an edge (Miss Cleos). The people who do things in hindsight (McFlys). The people who RP other people's characters for them (Puppetmasters). The people who RP completely irrelevant things (Daydreamers). The people who RP actions and time against others while the others aren't presant (Shoe elves). The people who ignore or alter RPs that they don't like (Revisionists). The people who RP an absurdly time consuming sequence occuring between other people's actions (Speedhackers). The people who play as characters that are completely impossible (Oxymorons). The people who arbitrarily declare themselves the winner with instant death attacks (Baghdad Bobbits). The people who've taken actions before they start RPing (Gaseous Snakes). The people who alter thier character as needed for the situation (Zoicite). The people who gain abilities as they need them with no prior exposure (Trinities). The people who pick-up things that spawn from seemingly nowhere (Quakers). To be completed.
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Posted: Wed Dec 20, 2006 1:48 pm
Part Six- Advanced Skills (Fights, Dialogue, Description, etc.) Getting ahead in RPing takes more than simply submitting a bio (aka profile) and posting some lines. In order to exemplify our earlier points about description and technique, we'll divulge some critical information on how to make these things more possible. Description is the hardest skill to come by when you want to be specific, and you forget about the thesarus. Graciously donated by others work, here's a quick and easy list of options to get you started: [b]Colors[/b] Black: charcoal, coal, dusky, ebon, ebony, jet, livid, murky, obsidian, onyx, pitch, pitch-dark, raven, sable, shadowy, slate, sooty, starless, swart
Blue: azure, beryl, cerulean, cobalt, indigo, navy, royal, sapphire, teal, turquoise, ultramarine
Brown: amber, auburn, bay, beige, brick, bronze, buff, burnt sienna, chestnut, chocolate, cinnamon, cocoa, coffee, copper, drab, dust, ecru, fawn, ginger, hazel, khaki, mahogany, nut, ochre, puce, russet, rust, sepia, snuff-colored, sorrel, tan, tawny, terra-cotta, toast, umber
Gold: aureate, auric, auriferous, aurous, aurulent, blond, blonde, caramel, dusty, flaxen, gold, golden, honeyed, mellow yellow, ochroid, straw, tan, tawny, wheat
Gray: ash, ashen, clouded, dappled, dove, drab, dusky, dusty, grey, heather, iron, lead, leaden, livid, oyster, pearly, peppery, powder, shaded, silvered, silvery, slate, smoky, somber, stone
Green: apple, aquamarine, beryl, chartreuse, emerald, fir, forest, grass, jade, lime, malachite, moss, olive, pea, peacock, pine, sage, sap, sea, spinach, viridian, willow
Orange: apricot, bittersweet, coral, peach, red-yellow, salmon, tangerine, titian
Pink: blush, coral, flesh, flush, fuchsia, red, rose, roseate, salmon
Purple: amethyst, bluish red, heliotrope, lavender, lilac, magenta, mauve, mulberry, orchid, plum, pomegranate, reddish blue, violet, wine
Red: bittersweet, blood, blush, brick, burgundy, cardinal, carmine, cerise, cherry, chestnut, claret, copper, coral, crimson, dahlia, damask, flaming, florid, flushed, fuchsia, garnet, geranium, magenta, maroon, pink, puce, rose, roseate, rosy, ruby, ruddy, russet, rust, salmon, sanguine, scarlet, terra cotta, titian, vermeil, vermilion, wine
Silver: argent, argentate, bright, chrome, lustrous, magnum, mercury, nickel, pale, pearly, plated, silvered, silvery, sterling,
White: alabaster, ashen, blanched, bleached, chalky, frosted, ivory, light, milky, neutral, pallid, pasty, pearly, pure, silver, silvery, snowy
Yellow: amber, bisque, blond, buff, cream, gold, ivory, lemon, saffron, sand, tawny
[b]Body Parts [/b] Arms: appendages, fin, limb, member, wing, Eyes: hues, opticals, orbs, pools, spheres, windows to the soul Hair: fiber, fluff, fringe, fur, hairstyle, lock, mane, mop, ruff, strand, tress, tuft Hands/Fingers: appendages, claws, paws, phalanges, talons Face: appearance, expression, features, mug, profile, seeming, visage Legs: appendage, column, flipper, limb, member Wings: appendage, down, feathers, pinions
[b]Clothing[/b] Clothing General: apparel, array, clothes, costume, covering, drapery, dress, duds, ensemble, equipment, frock, garb, garments, gear, get-up, outfit, rags, raiment, threads, ensemble, wardrobe Jacket: coat, fur, hide, parka, pelt, trench, tunic Glasses: bifocals, contact lenses, eyeglasses, four eyes, frames, goggles, rims, shades, specs, spectacles, trifocals, windows Robes: cape, cloak, cassocks, frock, mantle, shawl Shirt: bodice, bodysuit, middy, pullover, shell, slipover, t-shirt, turtleneck Pants: bell bottoms, bells, bloomers, breeches, britches, chaps, cords, corduroys, denims, drawers, dungarees, jeans, knickers, overalls, pantaloons, shorts, slacks, trousers Shoes: boots, soles
[b]Location[/b] Road: street, avenue, boulevard, alley, backroad Building: Palace, house, hut, hovel, hotel, motel, embassy, mansion, estate, office, shop, store, restaraunt, pub, stop-n-go, joint, edifice Indoors: room, hallway, catacomb, tunnel, lobby, foyer, vestibule, lobby, anteroom, antechamber, kitchen That's just to get you started. Dialogue is pretty tough to do sometimes. The whole "one-liner" bit will throw off people, especially when we give them a paradox like dialogue to do. Dialogue should be realistic. Not all of us are shakespear, with fourty line monologues to respond to the question "what is your name". In the same respect, a single dialogue of "Bob" also tends to really give much use to posting at all. The cureall for anything in an RP is moderation (for once, he didn't say balance!). Dialogue is pretty easy when you first talk, or do a short talk in itself. You respond to the question, make an action, and retort with a question of your own. When dialogues grow longer, and action is minimalized, people find themselves with only a response. Sometimes, a single line (note: not necessarily a single idea or word) can provide enough information. Several pages of quotations, however, provide a boring read, albeit quick one. Easiest way to remedy is to break up a casual conversation is to have your character still in motion. Consider walking down the street, making note of activity around you. If you're a sith lord, comment slightly to yourself about the pathetic life forms around you. You don't actually have to necessarily tell just your response verbally either. Consider adding what your character is thinking at the time as well. A smuggler can talk to another person, while thinking of his next run to kessel at the same time, or a spy can think somehting completely different from what he says. Do consider the situation. Does your reponse have time to be long? OR are you cut short (a syndrome from battling.) either way, dialogue is quite easy, given the right thought about character. Coupling all we have done so far, we will add dialogue, description, and actions all together into the most challenging aaspect of an RP. The Battle. Its called Star Wars, not Star Peace and tranquility. In a world (in this case galaxy far far away) filled with blasters, lightsabers, jedi, wardroids, and all sorts of objects of mischief, mayhem, evil and defense, you're bound to run into what we know as a "battle". Kinda melodramatic, but yes, that's what we call 'em. This is the truest test of your ability to reason, to imagine, and to balance realism with skill. We all would like to be Mace "Motha' F'in'" Windu, but use some intelligence. We can't all be badass, we can't all be the big c**k of the walk. That doesn't mean we're necessarily telling you to be the biggest wuss out there either (though finding one is sometimes adds a beautiful flavor to an RP). There is a general flow to a battle. All factors affect it, and really, it is next to impossible to describe a "correct way" to do it. It depends on personality, skill, age, intelligence, speed, strength, every single factor which you can consider. So instead of telling a true and proper way, we'll try to exemplify some basic guidelines. First comes the most basic of items to adhere to. Physics. Sure, physics. The study of objects in motion, newton, etcetera etcetera. What's it got to do with anything? There's a reason why the Midevil version of a knight in shining armor went out of the way. Much of this will be common sense, but it is a good reminder anyhow. Truely a classic battle of david versus goliath is a light versus heavy matchup. Goliath, the heavyweight, will have quite an advantage from the start. He's better armored, hits harder, and as the saying goes "The larger they are, the more it takes to knock 'em down". He'll absorb enough hits to make a tank jealous, and come back asking for more. So what chance does our little david got? Well, for starters, lightweights can dance around attacks like no other. Dodging and ducking under defenses and barracades can provide a defense that will make up for your lack of one. You'll have to keep moving, since goliath over there will pound at you til you drop, but that shouldnt' be a worry. If you can stay out of the sights, your meager blasters will eventually chip away at him. Just don't get hit. While this "endurance" kind of fight is one way to take on an opponent, you'll either be drawn into fleeing, or a long battle. Just because you lack defense, doesn't mean you can't have offense, however. Another take on the light attack is a precise attack. You dont' take many shots, nor take many moves, because your movements are so precise. Several shots at a weak point will bring it down. However, the more precise a person is, often times the more delicate they are as well. They'll lack the ability to be entirely precise under pressure, under fire, and several hits, and they're out. A common problem with the light/heavyweight problem is the godmodding which will inevitably come with the brand. Heavy opponents often try to push the "one-hit kill" attack, overpowering themselves to the point which they belive that they'll never be affected. Another common godmod seen is the "super-sayan" effect. No matter the amount of weight on their back, no matter how many times they've been hit or where, they're able to move and do matrix-like stunts that even those with hundreds of pounds less gear can barely pull off. Let me tell you something: Put on a set of ring mail, and a helmet, and do the limbo. Ain't too easy, now is it? The heavy hitters forget that each ounce means that much more that has to be moved. Newton's second law, anyone? While the large boys have their problems, so do your davids. Many lightweights forget physics to. They'll believe that they could take a fist to the face without being thrown on their a**. Sure, you think you can move fast, but run into a wall, and you're on your feet within the nanosecond, or your opponent has picked you up, you can only be thrown a foot. The lightweights have trouble with physics, but even more problematic is the "neos" we encounter. Ever since day one, we wanted speed, power, and cool all rolled into one. Guess what kiddos? You get hit, you're going to hurt. Ever break your nose? It hurts no matter who you are. Get used to it. Your eyes will water, and pain will shoot through all the nerves in the surrounding area. Try touching that area softly. Still hurts, huh? That pain affects movement. It affects all your future actions. Your small size will be far more affected. You have less mass, less fat, less muscle, less everything which can cushion the blow. Why do you not have a wrestler take on a computer geek in a fight? Because the geek will get his a** kicked. Bad. End of story. Another problem with armor thats unqiue to star wars is for Jedi and sith. We literally have a david versus david fight here. But many people fail to comprehend that you simply can't "one-up" your lightweight friend. One common mistake with force users is thinking they can use cybernetics (bionic replacements for your limbs, cybernetic armor, etc) to gain a slight advantage over the problem. In a way, the jedi and sith are allergic to these advances. Take bionic limbs, for example. You replaced your muscles and bone with electronics. However, the force only augments living things. While you may never run out of stamina for that body part, you also can't make it go faster than its designed to go. Armor also fails to help. Armor, no matter how you devise it, will limit yourself. The more protection you want to add, the worse you're going to be. This phenomenon is what I refer to as "mythril armor". Armor just as light as a feather, yet stronger than diamond. It doesn't matter how you attempt to justify it: if your armor isn't light (tunic, light mesh), and has helmets or plates of metal, you can't use Speed. "But I put cybernetics to speed it up". Ha. those gyros can't keep up with au natural. Electroncis? Can't use them lightning powers, because your body conducts electricity as well as your fingertips. You charge up, you armor shorts out, plain and simple. Vader proves this theory far more than we can ever hope. He barely could jump, could not perform lightning (hence his choke), and he couldn't run real fast. He could leap in a direction fairly well at best. But sprint, turn on a dime, and zap? Sorry, you're handicapped. In the world of the jedi, if you require armor, there are special kinds that have been used, but as a whole, Its usually best to do without it. Let's take a new common debate. Brains, or brawn? We have a lopsided battle. In a fight, brains will usually win out over brawn. Or will it? The application of ones talents will determine who will end up the victor. Take for example our nerd versus wrestler debate again. Normally, a nerd won't be able to take on this hulk one on one. What you lack in one area, make up where you excel. Someone with a lot of brains could easily turn the tide if they think a little. Use that noggin', and look around. See what you could use to use to even the odds. Look for weaknesses in armor, technique, personality, or the environment. Now, no offense to the strong and husky, but they often times have the harder job. Its easy to be smart, since we can ask for advice or sensible thought can quickly come. Now, acting aloof and stupid (again, no offense) like a braindead nitwit may take far longer to master, and can easily quickly fall out of character. The trick here is staying in character, and accept what comes to you. During battle, the balance is ever present. Take some hits during battle, because you're not going to dodge every attack (save for special exceptions, like old mentors who make fun of the main characters and people with drastically higher skill level than you). This is balance. The opponent should do likewise. A hit for a hit is fair, we know. Remember what we have discussed in physics, and wounding. You get hit, remember it. You're not gods, and you can't act like one. Similarily, don't assume every attack hits. You cannot force your opponent to get hit if they dont' want to. A true battler will be able to play the tides back and forth in battle, until one is accepted the winner. Creativity and strenthg in battle will win more than complaints and pushing the fight (edging on auto-hitting the opponent, by forcing their character into consistantly negative positions without allowing them to escape by their own free will). You push the characters into a position they cannot accept (such as forcing a jedi to kill an innocent to save his life) will only make people and RPers want to eject you. A special part involving the Jedi and sith of the guild. You're jedi, you're sith. Just as much as you like to, realize that you can't just flick of an NPC and expect to be victorious. Trust me, if someone is dedicated, the lowliest farmboy can take down your greatest sith if you hold this attitude. Learn the flow, then go.
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Posted: Thu Dec 21, 2006 8:51 pm
Part VII - The Delicate Balancing Act Balance. We keep seeing that word. Its easy for us to simply say "balance". But what can it mean? Its just something we keep spewing out, but more important is to help give you the past, present, or future RPer the ability to understand this act. We'll review small part of each section to help explify this further. Character building: Mary sue, Gary sue, stereotypes, consider the effect the characters have on the RP. You can't have a hundred bad guys and one good guy, or vice versa to make a good RP. Each side must be balanced. Same with powers/strengths and weaknesses. Many people try to shaft weakness, because these characters are reflections of our own ego, our own self-image. If our characters are weak, we feel that we ourselves are weak. Its a daunting topic to understand there are weaknesses, but they still are needed to make everything run flawlessly. Many characters can easily get away with three or less skills without really worrying about penalty. Specific skills. The more power you gain, however, the more weaknesses that others should be able to exploit. I don't mean be allergic to a specific silver spork found at your fifth birthday party that you smelted down into a lock on your safe at home. I mean readily exploitable weaknesses. If you're a smuggler whos quick at the quickdraw, consider your weakness as a guy who every time he goes to the terminal to get information, the terminal blows up. Or as we say it, technologically dis-inclined. To speed things up, see if your character is balanced by taking the Character Litmus Test. Its worth a shot. See how well you rank, and your character. Balancing in battle is also necessary. One man cannot take on the horde, lest he is someone of great significanse and is destined to. The whole "rage makes me stronger" fight never works well, and often is not only overdone, but done improperly. Your character will define what balances are required. A logical tactician is not goign to be easily scared, more because he's not prone to emotion. So, consider how hard he is going to break when he does. The hardier the constitution, the tougher a nut to crack. When cracked, that means he'll be harder to piece together. Think of it as a giant oak versus many thin pines. It is easier to bump around someone with emotion than one without, but still, consider the benefits. While emotion can be cheesy, and usually goes against our more stoic beliefs, it opens up many new areas of Role Play, allowing characters dimension in battle, and techniques once unrealistic to become very plausible. With battling, one must also understand the effect of attacks. A massive attack with the force, or a very powerful physical attack with the saber, both will leave you vulnerable. The Force drains energy, while physical things drain stamina. Very few people just collapse from pure exhaustion. Signs often erupt long before the final defeat, such as panting, sweating, slowing of motion, etcetera. Think of what you see when you're extremely tired. Very few fights act like a track runner, going into decreasing lap times. You don't get better in a fight, especially wounded. You get worse. If your character is a thinker, he'll sit back, and play defensively. However, someone agressive will not consider retreat until much further down the line. The balance in battle is considering how far can your character reasonably go? A padawan cannot imagine defeating a master with the same amount of effort the master is using. Sheer mastery will defeat that attempt. But it is application of your character that will prevail. Some characters will never be able to defeat the other, no matter how hard they try. Notice the villians. Allies are rarely seen, because each villian wishes to be solitary. No villian can be good at everything; that's godmodding. So if you apply the villian properly, there will still be a weakness exploitable. Consider weaknesses, cover for them as best you can, but learn to accept defeat. Defeat is truely what balances a roleplay. If you can accept defeat, you can take victory. Learn to lose. Nobody has a perfect record. Eventually, sooner or later, the laws of probability will demand balance, and you will lose. In our standard view of things, Villians win in the beginning, and lose in the end, heroes vice versa. In some instances, its flopped, but the meaning holds the same. Nothing lasts; neither will your character. It should adapt to win, remain static to lose. In a way, consider it evolution. The way you play the game will determine if you win or lose.
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Posted: Thu Dec 21, 2006 8:55 pm
Part Eight - Tips, Tricks, and Unique Parting Words
There's only so much that can be said, that can be covered in a guide, before it becomes repetitive, boring, or other ways useless. RPing cannot be taught; it must be learned and experienced. Its an experience, and so it must be treated as such.
A guide like this can be rewritten, with newer ideas, better words, more relevant examples, but it can never replace the actual practice. You cannot learn to RP any better than normal until you play. We can only help so much, before you have to take the reigns and learn your tips, tricks, and other parting words that make you a memorable RPer. So here's some advice from us to you.
1- Take a little effort to know your RP back, forth, and all ways in between. When I RP, I never ask "what went on?" when I come back from missing it. I take charge, and read what went on. And not just those things pertinent to me, but everyone elses' story. It is like a book, written from multiple perspectives at once. What use is it if you only know your side? You'll miss out on others, which will bite you in the arse later on. But more importantly, you'll miss out on the different styles, personalities, and characters of their own. Isn't that the entire point of the game? To interact with everyone around you?
2- Funny thing, characters. They can be entirely unique, and yet, not. As it is a representation of ourselves, we will always try to take our favorite characters and warp them with ourselves. Its next to impossible to create a truely original character. No matter how hard we can try, it will always become hypocritical of ourselves to try for a unique character. However, it is important to understand that we don't clone characters; to give characters personality, an unique identity which they can identify as different from the others. Its not wrong to take some aspects of a character you like, and merge it with your own. It is, however, not entirely creative to take a character, change his name, several attributes, and call it original. Take the litmus test provided; it'll give you some insight in having new ways to do the old tricks. That's originality. If you can't make a brand new character, re-invent an old.
3- Battles tend to be very hard to do, especially since we cannot always do one-liners in an RP, and waiting for a block or counter or hit to come from a lounge and the successive attacks can make posts very short. I like to bend the rules a little. Puppeting is wrong; in a battle, however, I find it is most appropriate to do some minor puppeting anyways. Don't give yourself an unfair advantage. If you puppet the character to get hit, have your character find his attack suddenly reciprocated upon himself. If you manage to connect with a jaw, do your buddy a favor, and have him connect with your nose. I personally prefer the old fashioned "block war". Each attack is blocked, coutnered, and generally stalemated. Its kinda boring if it goes on too long, but it'll get you out of a short post in no time.
4- If you're not up-to-date on the ways of an RP, like technology or location, don't be afraid to be vague. You don't need to limit yourself by saying "E-11 blaster rifle", just put "blaster rifle". The more you work with your character, the more you research, eventually you'll know what you need, where, and why. Until that time, don't worry about over-describing. Same with location. If you're exploring a cavern or battle with another player, and you don't know what you're supposed to see, let them take the lead.
5- Your profile is your connection to the RP. Whether you have to submit one or not, it doesn't matter. Its always useful to keep your stats without stumbling through pages and pages of RP. Understand your profile doesn't need to be long to be effective. Precision is a must, but nobody wants to read something the length of a feature length novel. Take important information, and leave the rest for the RP to discover.
6- NPCs are great, but don't try to invent one for every weakness you have. A lot of people try getting these groups that are unbeatable, and wonder why nobody likes to RP against them. Realize that NPCs that are close to your character should have a secondary role, and more importantly, a different attitude. Where one is angsty, another should be calm. Disagreements happen to the closest of friends, players no different. Most important, don't focus on an NPC so much that you lose the perspective of your PC, or consider changing roles.
7- Another hard part of battle is the "BTB" as I call it, or Big Time Battle. Armies, legions, multiple divisions of infantry, all fall under control of people wishing to fight as generals. This is good and all, but like NPCs, realize that these armies exist only for one thing: Battle. Directing forces means tactics, and just like in real battles, give and take as you should. Corvettes can take down an ISD, but usually by Kamikaze tactics. Reinforcements take time to gather, since hyperspace takes time to travel, so they just don't always arrive when you need them.
8- Speaking of armies, if you know you're going to have an army, don't spawn them out of nowhere. Many Moderators are much more lenient when you take a post or two out of your character to discuss with NPCs about troops and gathering new forces. You can't just spawn an army of ten thousand and expect people to enjoy it. Allowing people realize you're building an army often times gives them comfort at least in preparing in the manner they choose. Moderators like being able to destroy or help your plans (or are too lazy to realize what is happening) if the chance arises for their characters. Take the time and effort to build the army. Also understand that there are difficulties in each army as well. An entire legion doesn't jsut think the same way, individuals are entitled to personal opinions. If you try to convert, don't expect them to be with you 100%. Also, allies just don't have a five minute discussion and bam! allegiences are made. Making allies should take no less than five dedicated posts if done in person, or at least three RP days. Sometimes you can push it faster, but no more than once or twice at best.
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