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<blockquote data-quote="Quathmoir Dlaeh Issarhai" data-source="post: 2559446"><p>Nuge, three thumbs up for this thread, man!</p><p>I have a few things to add, and a few details to cointradict, though:</p><p> The special effects and stuff happen in the readers' minds, not on the screen. When i read someone making a flashy effect that's both well-placed {id est good timing plotline-wise} and written with taste, i immagine it, and enjoy it. I even do them ocasionally.</p><p>These things happen if you make those flashy effects often. I believe you shouldn't abstine from them completely, but keep them for very rare ocasions: the more powerfull the effect is, the more <strong>seldom</strong> you should use it, if you wish it to actually have effect on the readers {and the other players} every time. In other words, next time you want to bring down the Four Oaks Inn with seismic waves emanating from your feet, ask yourself the following two questions:</p><p>Does my char, acording to his personality crossed with the storyline, have a good enough reason to do it?</p><p>Is this event uniqye enough, and won't doing this make the effect feel mundane and often-used?</p><p> </p><p>A char can be flashy and intimidating, if that's his caracture, but his exterior of flashyfull intimidation must falter ocasionally, showing his flaws.</p><p> </p><p>Moreover, take damage in proportion to the efforts of the attacking char and his player. Don't lose a limb from the first claw-slash of a bear, but don't stay unscratched when an expert archer wastes his wntire quiver on you.</p><p>Another good idea is to "award" the oponent's player for good roleplaying, by taking damage when the attack is clever, or described with taste.</p><p> </p><p></p><p> Use logic even when you don't forget the rules. Logic is above rules, but shouldn't exclude them. One character can be more powerfull than another {more experienced, better in some things, physically or intellectually superb, et c}, and that may well be expressed by the opponent being hurt more often than him, or fearing him, but that should NEVER make anyone invulnurable. <u>More</u> powerfull - yes; <u>most</u> powerfull - never.</p></blockquote><p></p>
[QUOTE="Quathmoir Dlaeh Issarhai, post: 2559446"] Nuge, three thumbs up for this thread, man! I have a few things to add, and a few details to cointradict, though: The special effects and stuff happen in the readers' minds, not on the screen. When i read someone making a flashy effect that's both well-placed {id est good timing plotline-wise} and written with taste, i immagine it, and enjoy it. I even do them ocasionally. These things happen if you make those flashy effects often. I believe you shouldn't abstine from them completely, but keep them for very rare ocasions: the more powerfull the effect is, the more [b]seldom[/b] you should use it, if you wish it to actually have effect on the readers {and the other players} every time. In other words, next time you want to bring down the Four Oaks Inn with seismic waves emanating from your feet, ask yourself the following two questions: Does my char, acording to his personality crossed with the storyline, have a good enough reason to do it? Is this event uniqye enough, and won't doing this make the effect feel mundane and often-used? A char can be flashy and intimidating, if that's his caracture, but his exterior of flashyfull intimidation must falter ocasionally, showing his flaws. Moreover, take damage in proportion to the efforts of the attacking char and his player. Don't lose a limb from the first claw-slash of a bear, but don't stay unscratched when an expert archer wastes his wntire quiver on you. Another good idea is to "award" the oponent's player for good roleplaying, by taking damage when the attack is clever, or described with taste. Use logic even when you don't forget the rules. Logic is above rules, but shouldn't exclude them. One character can be more powerfull than another {more experienced, better in some things, physically or intellectually superb, et c}, and that may well be expressed by the opponent being hurt more often than him, or fearing him, but that should NEVER make anyone invulnurable. [u]More[/u] powerfull - yes; [u]most[/u] powerfull - never. [/QUOTE]
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