Chromeknight Posted June 16, 2013 Posted June 16, 2013 (edited) Some thoughts on writing posts. These are some of the guidelines I try to follow. YMMV. - Avoid OoC as much as possible, and never ever post an OoC only post. (In the hall or quests) - Avoid internal monologues, give others expressed thoughts to use. - Or at least narrate facial expressions and body posture. Don't force others to be mind readers. - When in doubt, or things are unclear, more speech is better than less. To clarify, explain , expand and to give others more to use. - Read speech aloud(or in head if necessary), rewrite it to get flow right if you need - Use words for numbers rather than digits. - Use commas and run on sentences, making longer, slightly rambling sentences, 'cause, y'know, that's how people talk. - Pick a handful of stock phrases. Use them. Overuse them. - In speech, don't be afraid to use not proper speaking. In summary, Be a generous role player, give others stuff to bounce off. One of the side effects is it'll make your own character more defined and provide opportunities to grow. Edited June 16, 2013 by Chromeknight Quote
Pyrovisionary Posted July 9, 2013 Posted July 9, 2013 Just to ask, If I do something pretty bad in RP terms, please give me a shout out just so I can learn from any mistake I may make. I'm just not the best of roleplayers. So I won't always realise that I've made a mistake... Quote
Capt.JohnPaul Posted July 9, 2013 Posted July 9, 2013 Good analysis Chromenknight, especially "give others stuff to bounce off of." Acting is reacting. Quote
Brickdoctor Posted August 14, 2013 Posted August 14, 2013 I'm not pointing fingers at anyone or saying that I dislike anyone's roleplaying, this is just something I'm wondering: What do you guys think about players who say, "I speak in the x language, 'blah blah lorem ipsum blah...", writing in English and saying that they're speaking it in a different language? I know sometimes we don't want to mix out-of-character and in-character knowledge, but with languages being something not related to any in-game mechanical ability (Animal Talk being the exception to this post, of course.), shouldn't players try to type out the lines in the actual other languages in addition to claiming to be speaking them, and provide a translation if they want to? It seems like the sort of power that can be used to influence NPCs but which isn't bound by any rules and would be easy to just claim to have. Not as an issue of out-of-character vs. in-character knowledge (Docken's comprehension of languages is limited only by my ability to use Google.), but as an issue of being able to award your character powers without doing anything to earn them. Edit: Other than some common sense exceptions, such as players who play elven characters claiming to be able to speak (at least one form of) elvish regardless of the player himself actually being able to understand some elvish or not; that would make sense and be acceptable in my opinion. Quote
Scubacarrot Posted August 14, 2013 Posted August 14, 2013 If they're going to speak in a different language, and I can't think of a situation where it would be beneficial to you in a quest (why the QM would allow it, I mean, it's an entirely arbitrary set of skills, don't tie it into rewards.), I much rather read an english text in a different style or color than some language I don't understand. Quote
Brickdoctor Posted August 14, 2013 Posted August 14, 2013 I much rather read an english text in a different style or color than some language I don't understand. Well, that's why you would include a translation. Quote
Scorpiox Posted August 17, 2013 Posted August 17, 2013 (edited) Why must we limit our characters ways of speaking to our personal linguistic skill? I admit not being able to speak made-up Old Norse, but that doesn't mean Haldor cannot. Imagination, isn't it just wonderful? No one should expect anyone else to write out in all the languages that they use in-character. If it were me, I would either just use coloured text/stage directions; or mix in different language words as most authors do. If it were a language I knew, such as French, I might give a few phrases a go - but not the whole speech. Edited August 17, 2013 by Scorpiox Quote
Flipz Posted August 17, 2013 Author Posted August 17, 2013 <These tags, which work well for Animal Talk, also work well for foreign languages.> [These ones do as well, though this particular set works better as a translation of foreign text above it.] (These tags don't work as well for foreign languages--use one of the others.) {These tags aren't so great for foreign languages, but I think they'd work well for OOC notations.} Quote
Kadabra Posted August 20, 2013 Posted August 20, 2013 (edited) I'm not pointing fingers at anyone or saying that I dislike anyone's roleplaying, this is just something I'm wondering: What do you guys think about players who say, "I speak in the x language, 'blah blah lorem ipsum blah...", writing in English and saying that they're speaking it in a different language? I know sometimes we don't want to mix out-of-character and in-character knowledge, but with languages being something not related to any in-game mechanical ability (Animal Talk being the exception to this post, of course.), shouldn't players try to type out the lines in the actual other languages in addition to claiming to be speaking them, and provide a translation if they want to? It seems like the sort of power that can be used to influence NPCs but which isn't bound by any rules and would be easy to just claim to have. Not as an issue of out-of-character vs. in-character knowledge (Docken's comprehension of languages is limited only by my ability to use Google.), but as an issue of being able to award your character powers without doing anything to earn them. Edit: Other than some common sense exceptions, such as players who play elven characters claiming to be able to speak (at least one form of) elvish regardless of the player himself actually being able to understand some elvish or not; that would make sense and be acceptable in my opinion. Arasmyth originally spoke in The Ancient Language from Christopher Paolini's The Inheritance Cycle, but since Arasmyth met Nerwen I've been making an effort to use Quenya whenever possible through online phrase books, as it seems to be the default Elvish of Heroica. For example, his new bow is named Suume, which is supposed to mean 'gust of wind'. Even though it's not much, it's things like looking things up in an online phrase book that makes the difference between having your character be multilingual and actually making multilingual one of your character traits. Not saying that either is wrong, of course, but that's how I view it so that's how I play it. Once Arasmyth has gone on a couple Quests now that he's back, I'll feel more comfortable reviewing somebody's character (and therefore opening Arasmyth to review) because right now I feel his default position is 'the lancer' or 'the funny guy' and I'd like him to become more than that, but I don't want to rush it (and actually, 'the lancer' is really where I want him to be, it's 'the funny guy' that I want to move away from. Humor is an essential part of Arasmyth's character (in my magic theory [which is based on leylines and ties elements to emotions] Wind is tied to amusement) and I don't want him to lose that, but I want him to be a hero who is defined by his actions and highlighted by his comic relief, not the other way around. As such, the best way for me to do that (again, in my opinion) is to wait for natural opportunities rather than trying to create them... Which means waiting for another 'big' story arc to get in on, as those are frequently the best places to alter your character's worldview, while lighter stand alone quests are better for honing character details already revealed or showing sides of the character not present in the default 'dire, battle-threatened, danger-fraught' life of a Hero. Edited August 20, 2013 by Kadabra Quote
CMP Posted August 20, 2013 Posted August 20, 2013 As such, the best way for me to do that (again, in my opinion) is to wait for natural opportunities rather than trying to create them... Which means waiting for another 'big' story arc to get in on, as those are frequently the best places to alter your character's worldview, while lighter stand alone quests are better for honing character details already revealed or showing sides of the character not present in the default 'dire, battle-threatened, danger-fraught' life of a Hero. :thumbup: :thumbup: Absolutely agree. Quote
Endgame Posted August 23, 2013 Posted August 23, 2013 What does everyone think of the newer model of Sorrow? For a long time he seemed like a lost child, but after finally realizing how far his legacy has stretched, he has come to terms with his age... and the fact that his death creeps closer and closer. He's kind of just an old man waiting for his time at this point, and trying to do all the good he can before Helvetia claims him once again. Quote
Kintobor Posted August 23, 2013 Posted August 23, 2013 So his end is him kicking the can? Nifty! I like Sorrow. I'd say more but I should be off to bed. I'll post my thoughts tomorrow. Quote
Flare Posted August 23, 2013 Posted August 23, 2013 What does everyone think of the newer model of Sorrow? For a long time he seemed like a lost child, but after finally realizing how far his legacy has stretched, he has come to terms with his age... and the fact that his death creeps closer and closer. He's kind of just an old man waiting for his time at this point, and trying to do all the good he can before Helvetia claims him once again. Link? Quote
Endgame Posted August 23, 2013 Posted August 23, 2013 Pretty much all of his behaivor since 66. Quote
Zepher Posted August 23, 2013 Posted August 23, 2013 An question/assignment almost exactly like that in the QM Lounge, but for all roleplayers. RANK every quest you've been on. Not in how much you enjoyed it/quality of the quest, but how important it was to your character and their development. Give a small reason why. This will help you figure out how your character has grown within the world, as they should. I think the best characters are those affected by the quests they've been on. This should jog your memory, and make you evaluate your playing/what your character holds dear/what memories affect their current actions. Might be interesting. Quote
Scorpiox Posted August 23, 2013 Posted August 23, 2013 An question/assignment almost exactly like that in the QM Lounge, but for all roleplayers. RANK every quest you've been on. Not in how much you enjoyed it/quality of the quest, but how important it was to your character and their development. Give a small reason why. This will help you figure out how your character has grown within the world, as they should. I think the best characters are those affected by the quests they've been on. This should jog your memory, and make you evaluate your playing/what your character holds dear/what memories affect their current actions. Might be interesting. Quest #19 Quest #53 Quest #38 Quest #39 Quest #28 Quest #6 Quest #12 Quest #67 Would anyone disagree with me? From an outside point of view, do you think that certain quests had greater impacts other than how I have listed them? Quote
Pyrovisionary Posted August 23, 2013 Posted August 23, 2013 #42 #64 #74 #60 #47 47 was my first quest so not much happened, 60 was too short for much development in my opinion, however those were still great quests. Not much happened in 74 but the aftermath (My post in the marketplace) is the begining of the biggest Character development to ever happen to sarge. Let me say it's.... Benjiesque. #64 Was the first time sarge acted in a party larger than 3 and he developed a bit and 42 was the transition from noob to Sarge. Criticism welcome. Quote
Scubacarrot Posted August 23, 2013 Posted August 23, 2013 (edited) Quest 52: Guts got to fix "his" mistake, lead heroes into something actually important. (still, Haroka and Sorona, did the most damage out of any other Heroica Villain. I think. Maybe the Proggs, not sure) Quest 13: Establishing his character, and kind of made a call, which turned out to be a pretty big mistake, partly due to that, a large part of the population of a city was wiped out. Quest 44: Guts got to show his moral side, got to rip on heroes after he made the right choice, a good day. Quest 58: It's interesting because he had to do, or not do, certain things he normally would do otherwise, due to someone else. Frustrating, but perhaps humbling, for Guts. Also, Boat. Quest 34: Guts got to lead for the first time, it went well, it also made him think about the fundamentals of Eubric. And how to change them. Quest 39: A frustrating experience for Guts all around. Someone else's nonsensical dreamworld with nothing for Guts to control, yeah, he was not a fan of that place. Quest 63: It was interesting because Guts got to meet two heroes with radically different viewpoints, but it didn't result in a fight or anything of the sort. Quest 26: He got to meet two opposites (from Guts' viewpoint): Tarn, who Guts respects as someone genuinely trying to do the right thing without personal gain. When Guts met him, at least, that could definitely have changed over the last period of time. And Dek'ra, who let's say, Guts doesn't like. At all. Quest 20 The only noteworthy thing I can remember is that this is where Guts met Hybros. Someone who he hangs out with quite a bit later. A lot of what Guts is and is different than the start comes from other characters and what Guts got to do in Quests. Events themselves really don't matter that much, as Guts is someone who has seen, been through and killed everything. I think. Edited August 23, 2013 by Scubacarrot Quote
Waterbrick Down Posted August 23, 2013 Posted August 23, 2013 1. Quest 19: Skrall met Wren and hunting her down became his life's goal, even to the point of affecting his Advanced Job class decision. 2. Quest 53: Completion of Skrall's above goal though somewhat bitterly, left him in a state of emptiness afterwards. 3. Quest 31: Continuation of Skrall's hunting of Wren, short stint of RP with the Greatsword Leojagd and the death of Sir Lyonel. 4. Quest 6: Laid the foundation for how Skrall felt about Heroica Hall and the Wolfgang as well as establishing 2 of his 3 main friendships. 5. Quest 9: First quest Skrall served as a Party Leader established his feelings about leadership and keeping those under his charge safe. 6. Quest 40: Not too much development for Skrall, perhaps a bit on his viewpoints on slavery, but the quest was never completed. Quote
Brickdoctor Posted August 23, 2013 Posted August 23, 2013 An question/assignment almost exactly like that in the QM Lounge, but for all roleplayers. RANK every quest you've been on. Not in how much you enjoyed it/quality of the quest, but how important it was to your character and their development. Give a small reason why. This will help you figure out how your character has grown within the world, as they should. I think the best characters are those affected by the quests they've been on. This should jog your memory, and make you evaluate your playing/what your character holds dear/what memories affect their current actions. Might be interesting. From best to worst: Unlimited Quest (second run) Quest 14 Quest 39 Quest 1 Unlimited Quest (first run) Quest 28 Quest 72 Based entirely on how significant the amount of loot and XP gained was to Docken's advancement at the time. Quote
The Legonater Posted August 23, 2013 Posted August 23, 2013 Oi, this was difficult. Quest 34: I put this one on top, mainly because it was basically what developed Dyric's primary goal. Not to mention it steered him away from the cliche 'into the dark side' path I was originally planning for him. Quest 53: It's a hard choice between this one and 19. I think this was the quest I really figured out who exactly Dyric was and how he reacted to things. Also, defeat of one of his nemesis, Wren. Not to mention some decapitation. Quest 19: Started really laying seeds for Dyric character, especially backstory. I'm pretty sure this was the quest where the Duplovia stuff really got dug into, and I'm very pleased with that. Quest 65: Basically really sinking into some of the lessons Dyric has learned, plus dealing with leadership and love. Quest 9: Not a lot of development here, if any. The only thing I can think of was developing his friendship with Skrall. Quote
Flipz Posted August 23, 2013 Author Posted August 23, 2013 An question/assignment almost exactly like that in the QM Lounge, but for all roleplayers. RANK every quest you've been on. Not in how much you enjoyed it/quality of the quest, but how important it was to your character and their development. Give a small reason why. This will help you figure out how your character has grown within the world, as they should. I think the best characters are those affected by the quests they've been on. This should jog your memory, and make you evaluate your playing/what your character holds dear/what memories affect their current actions. Might be interesting. Let's see... Q38: This is by far my favorite Quest I've ever seen or played in, and it was the most important Quest for Arthur, too. His backstory was fully established here, as was the tone of his life up to 53. Q70: This was the first time in a long time that Arthur's had hope. It hasn't seemed to last, unfortunately, but it was still a really powerful experience that challenged a lot of his 'new' attitude. Q53: A lot changed for Arthur in this one. He went from Chaos to Order, lost good friends, developed a mistrust of Witches, learned to hate himself, went toe-to-toe with the archdemons of Zoot, developed a pure hatred of Poncanae...this Quest marks the start of Arthur's slide into semi-suicidal depression. Q66: This was very much a make-or-break Quest--it really was edge-of-the-knife for him. He could have very easily defected to the Wolfgang, had just a few things been different...and that would have dramatically changed his life. Q17: This is where Arthur began, and despite his evolution, a lot of things still remain the same--the Lion Knights remain the only faction he completely, unequivocally supports, and Tanma's analysis of Arthur sowed the seeds for his backstory. Q31: The beginning of Arthur's slide toward Chaos. Arthur has a strong connection to Dastan, but it's been somewhat sidelined lately, unfortunately. Q51: Surprisingly, despite a large number of personal connections he's made, not a lot changed for him on this Quest. Mostly, he just embraced his darker side, casually continuing on his path from 38. Quote
Kadabra Posted August 23, 2013 Posted August 23, 2013 #35: He died, which is set to influence almost all his future character development (he views his life as on lease from Ethereth and will try his darnedest to find his 'destiny' and accomplish it, while also working to regain his ability to use magic [he thinks that Ethereth has taken his magic as 'security' and that he will regain it when he has proven his dedication to completing his destiny) #17: He forged a friendship with Arthur and Althior here, who were really the two Heroes he interacted with the most before dying. #9: Not much happened here besides meeting Althior. Quote
CMP Posted August 24, 2013 Posted August 24, 2013 (edited) 1. Quest 30 - Phenomenal story, NPCs, and character interaction. And kicked off Atramor's unfortunate habit of killing allied NPCs and founded his Witch-ness. 2. Quest 23 - Got to meet Nyx and Cronk. Also had some sweet battles, character interaction, and situations. 3. Quest 53 - NPCs!!! 4. Quest 11 - It was freeform, it had a great plot, and great characters. Plus this is where Atramor first met Tarn. 5. Quest 75 - Blood and loot. Also had some of the best sets of any Quest ever. And the setting's cool. And it's not even over yet! 6. Quest 68 - Maybe it wasn't the best Zepher Quest, but I still loved it. A little barebones, but still had a cool, solid plot and a great cast. And rats. Lots of rats. 7. Quest 40 - It would be a lot higher than this if it got finished. I firmly believe that was one of the best Quest parties, and the sheer scale of everything was amazing. Looking forward to the continuation. 8. Quest 63 - I wish the characters had some more flavor, but our party was pretty awesome, as well as all the references and battles. Never thought I'd get to kill a Mynock and ROUS in the same battle. 9. Quest 2 - The only reason this is so low is because of the players, including me. We barely roleplayed at all. If the same Quest came out a lot later, it'd be great, if only because we'd have more character interaction. 10. Quest 18 - I liked the concept and the battles, but again, little character interaction within the party. I will say, though, that it's easier to strategize these 30+ person battles in Quest 75 than it was solving that goddamn elemental door puzzle. It was diabolical and awesome. Edited August 24, 2013 by CallMePie Quote
Scorpiox Posted August 24, 2013 Posted August 24, 2013 Oh, I see that I should probably have been annotating these. Quest #19 - This is the quest that completely shifted Haldor's outlook on life, and also the way that he behaved. The nord went from an annoying love-stricken cringey little man into something that I like a lot more. Quest #53 - The big one. Haldor had been waiting for the moment of Wren's defeat for a long while, but didn't know how it would feel to finally get there. He also wrapped up Vonnetate's tale in vicious fashion. The party itself were also one of the most important for Haldor, especially Arthur. Part of the reason that he reacted so angrily to Arthur's betrayal is the fact that he'd be laying his support on the bloke earlier on and trusting him. Quest #38 - Haldor's first venture as party leader didn't turn out too well for a few reasons. I also didn't get to roleplay as much as I'd liked to with Tesni and others because of the Arthur plot. Anyhow, it was a very enjoyable quest with deep impacts. Quest #39 - Our friend the nord committed a murder, that's very changing stuff. What made it worse is that it wasn't his fault and another man had to take the rap. Ah, never mind, Jorke was a dick. Haldor also landed himself a date. Hooray! Quest #28 - One of my favourite ever quests for its balance of freedom and plot. This quest contain some Vampire action and time with Jess. Quest #6 - Haldor's first adventure also formed his key, long-lasting friendships and introduced him to the lovely world of non black and white morality. Yay! Two sides to the story! Quest #12 - I don't think Haldor changed all that much on this quest, perhaps he matured a little after realising the consequences of his fling with Amelie. Quest #67 - Not really any development to speak of. Quote
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