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On Character Creation and Roleplaying

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On Character Creation and Roleplaying Empty On Character Creation and Roleplaying

Post  Amaymon Sat Sep 13, 2008 12:21 am

There are literally hundreds of good roleplaying guides on the Internet. I could go into a long summary detailing key concepts to keep in mind while conceiving a character, but as I research I find that there are plenty of other websites that say it just as well if not better than I would.

Below is an excerpt of the roleplaying guide from another NWN campaign setting, Arelith. You'll find that when it comes to this player's guide, I'll be borrowing here and there from other sites. This is for two reasons-

1) As I said before, they simply say it just as well if not better than I would.

2) I find it beneficial to promote their server. After all, we're not presently working on a persistent game world, therefore we won't be running anything immersive 24/7. What better way to acquaint yourself further with the NWN community than to try out other servers?

Read over this material and keep it mind when creating your character. Roleplaying will be vital in maintaining the atmosphere we hope to create with T: FotO, and I can only hope that the wealth of information we provide you aids in creating an interesting, flawed, and exciting character.
Amaymon
Amaymon
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On Character Creation and Roleplaying Empty Re: On Character Creation and Roleplaying

Post  Amaymon Sat Sep 13, 2008 12:24 am

Character Concepts and Backgrounds

There is no single method to creating a successful concept and background for your character. Some people prefer to get a general concept in mind and let experiences shape and mold the character’s personality; others prefer to create a more detailed background.

Whether you prefer to work out all the details or work around a looser concept, it is a good idea to keep a few key points in mind when making a character.


Motivations

Having a few motivations can help jumpstart RP. Is your character looking to get rich, get revenge, change the world? Motivations can be general, an underlying drive for your character but many players find that having one or two goals is helpful.

Some examples: To strengthen a city or guild; to start a business; to bring followers to a church; to attain position, such as guard or politician; to preserve the safety of fluffy badgers; to discredit a rival temple or guild.


Strengths and weaknesses

In good novels and movies, the characters have strengths and weaknesses. A hero may have strong ideals but struggle with doubt, a villain may have a secret vulnerable side. Incorporating these aspects can give you a base for an interesting and fun to play character.


Strengths: A strong sense of morals which can’t be corrupted; a good sense of humor; able to remain cool and calm in the face of adversity; unshakable faith.
Weaknesses: A fear or phobia; a dark secret which must be hidden; a tendency to hedonistic excess; a physical weakness such as a bad knee or poor eyesight

Be creative in your choices, it’s tempting to try to create a character who is without flaw or weakness, but often it’s the more human sides of heroes and villains which make them interesting. In an environment like Arelith, even mundane seeming characters have room to truly shine. A simple seamstress with a flair for storytelling or a humble fighter with a deep dedication to his cause are both concepts which can lead to fun and fulfilling RP.

Remember that in a world like ours, you will be interacting with other people, so it is a good idea to be flexible and willing to let others affect your character’s storyline.


Last edited by Amaymon on Sat Sep 13, 2008 12:31 am; edited 1 time in total
Amaymon
Amaymon
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On Character Creation and Roleplaying Empty Re: On Character Creation and Roleplaying

Post  Amaymon Sat Sep 13, 2008 12:31 am

Role-Playing Guide

A role-playing game is a game in which the participants assume the roles of fictional characters and collaboratively create or follow stories. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a formal system of rules and guidelines. Within the rules, players can improvise freely; their choices shape the direction and outcome of the games.

Role-playing games are fundamentally different from most other types of games in that they stress social interaction and collaboration.

Role-playing games are a form of interactive and collaborative storytelling. Like novels or films, role-playing games appeal because they engage the imagination. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player at a role-playing game makes choices that affect the story.

While simple forms of role-playing exist in traditional children's games such as "cops and robbers", "cowboys and Indians" and "playing house", role-playing games add a level of sophistication and persistence to this basic idea. Participants in a role-playing game will generate specific characters and an ongoing plot.

-From Wikipedia

In T:FotO, there is no real win or lose- instead it's all about the story. Interacting with the other players, creating unique and interesting characters and participating in a changing world is the goal and the reward.


A Role-Player's Guide to Emotes

"Actions speak louder than words." In RP this applies sevenfold. The NWN engine limits how far one can go with actions, but with the use of emotes, actions and emotions can be played out with ease.

Emotes are descriptions of the actions your character performs. Emotes are usually separated from dialogue through the use of enclosing them within asterisks. Emoting can compliment role-play in several scenarios.

A change in climate or scenery- for example, rain begins to fall from the sky. Your character is outside. You can ignore it and pretend it's not even there. You can emote *looks up at the rain*or *He stares up at the darkened clouds, the rain beginning to pelt off his helm. Cursing under his breath at the impending thunderstorm, he seeks cover at a nearby inn*

Replacing scripted emotes- Example: You need to rest, so you press the rest button and the game pushes out the usual *rests* emote. You can leave the emoting to the game. You can emote before you rest *yawns wearily and sits on the bench to rest* You can emote *He yawns wearily, looking for a good spot to rest. Spotting a bench, he inspects it for any bird droppings, then, satisfied that it's clean enough for his tastes, he sits down, leaning his head in his hands.*

Enhancing dialogue- Example: You're talking to a friend about the thief who stole your favorite necklace. Yes, can you believe it? That fiend took it right out of my bag. I'll never get it back. Yes *She furrows her brow, her face a mirror of her disappointment* That fiend took it right out of my bag. I'll never get it back. *tears well up in her eyes, the thought of the lost heirloom too much for her to bare*

Thought emotes are generally discouraged, as their usage often does not lend to role play. A thought emote is an emote that contains the thoughts or feelings of a character, without any outward indications that other may react to.

Sometimes thought emotes can be used to portray subtle, underlying or hidden emotions, for example; *Taps her fingers against the table, hoping that judge can't see through her deception.* This type of emote, while not intentionally inappropriate, or in violation of any rule, can sometimes lead to conflict, as an observer may react to what is effectively an OOC (or out of character) revelation of a deception, and there may be contention later as to how that PC may later come to the conclusion that a lie was told.

Another example of a thought emote is; *Turns to the Orc, wondering how such a stupid creature managed to live past infancy, much less turn up with such an impressive sword for sale, but simply smiles* It is bad form to use thought emotes to insult or discourage another PC, as it creates a situation where the player is given information they are unable to react to. Instead you can more effectively imply these emotions through use of proper emotes such as *looks at the Orc and offers a small, forced smile.*

God Emotes: This is a term used to describe an emote which forces RP in a direction which is unfair or inappropriate to the situation. In role-playing conflict, it is important to leave room for other players to respond or react. For example, *hits him on the head, knocking him out* or *grabs his neck, tossing him to the side*.

It is important to take into consideration if an emote is appropriate to the situation. Perhaps your character is a hulking barbarian with the strength to render a small Halfling or pixie unconscious with one blow, but the other character may be highly dexterous or alert, and able to easily evade an attack. While it is possible and encouraged to play out combat or confrontational situations this way, try to work with the other players.

Some god emotes are the result of inexperienced or less considerate players. If you find yourself in a situation where a player is unwilling to discontinue use of god emotes, you can ignore the actions and remove yourself from the situation. Please use discretion and common sense in using and reacting to emoted actions.

These are not the only examples of emoting, but they serve to show some different styles and levels of descriptiveness. Remember, the idea behind emoting is to create a mental image of the surroundings scenes and events in order to provide a better role-playing experience for you and those around you.

Arelith offers the ability to translate text into several different languages. When using an racial or class language, text enclosed within asterisks is excluded from translation, making it possible to combine dialogue and action even when using special languages.


When Bad Things Happen to Good Adventurers

You have it all together. You have a heart full of ambition. You have a purpose, a cause, a star to follow, and nothing is going to stand in your way! Then life drops a fireball at your feet.

You lost your death-bringing sword to a pickpocket, you ran into a party of marauders, someone called you names, or things just didn't go as planned. Buck up, young adventurer, all is not lost! Even the bad things that happen to you may lead to new opportunities. There is much more to do than sit and curse the gods or bemoan cruel fate.

Instead, you could: Take it in stride. Take the matter to a city official. Start a movement. Use it as an opportunity to build ties. Band together with a group for mutual support. Join a pre-existing organization for support. Redouble your determination. Develop a sympathy for the suffering of others. Spread the word and warn others of whatever it is that happened to you. Go along with it. Build on it.

Don't just ride with the current, propel it! See how far the ripples reach. Remember that your character is not you. Think about who your character would actually turn to in need. A friend? A mentor? Himself? If needed support or sympathy isn't there, how does that affect them? Keep asking, now what? And answer!

Avoid angst. Everyone wants to be angsty because it's so dark and impressive and makes everyone love you... only not. It's really not that special. There's more to you than that. Who can afford to spend all that time brooding, (and hours upon hours of brooding are required for angst) when there are monsters to be splatted, governments to build and topple, intrigues to make intriguing, gods to please and appease, members of the opposite sex to woo, and generally a lot of stuff that's far more fun and interesting for everyone involved? Keep things in perspective. Lost a bit of gold in a robbery? Well, you escaped with your life. Got smacked down? Well, you just learned not to tease an ancient dragon about its age. And, c'mon, admit it. It makes the game fun and interesting.

Remember that you are an adventurer. Adventurers live dangerous lives, full of all kinds of risks. Something bad will happen eventually. Plan ahead. Don't do things unless you're willing to accept the consequences. Realize that the consequences might extend to things you haven't planned for. And, when bad things do happen, look for tangles of cause and effect. Why did it happen? What led to it? Is it not fair, or just not something you wanted? Is it the result of a dangerous world? Is there a good story hidden in it? If then what?

If then . . . if then . . . what if?

Take it in stride.

source: http://www.arelith.com/players_handbook.html#rp_tips
Amaymon
Amaymon
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Age : 42

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