Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Hosted Forums
Interactive Story Roleplaying (ISRP)
ISRP General Chit Chat
ISRP Basic How-To Seminar
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tharivious_Meliamne" data-source="post: 2560428"><p><em>*Slips Trelian five bucks for the plug*</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Saved me some time in bringing that one up myself. On to other things...</p><p></p><p>To expand on Preacher's points 12-15, since that is a category that deserves some more expansion in my opinion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> :</p><p></p><p>I have to back up the statement along knowing your character's abilities. Have them focus on something that they're skilled at, and know just how well they can do it. Have an idea of what your character's limits are, use them when you describe actions. If your character is a bungling thug in terms of combat ability, have him make mistakes in mid-swing, if he's a mage with a poor memory, have him cast spells improperly, things like that; likewise if your character is a master swordsman, play him as such with detailed descriptions of your actions and demonstrations of swordplay, or if he's a focused mage with good skill and strategy, play him as such.</p><p></p><p>Of course, there is room for growth in terms of abilities. Characters can access new potentials at all times, but there is a realistic way to do this, and a completely illogical way. Realistically, these new abilities would grow over time, slowly developing from isolated moments or lengths of practice. Illogically, they develop overnight and are mastered within days. Naturally, the more realistic gradual development will be more readily accepted by others. It keeps the character more pallatable when there is no instant-training in something the character only learned of yesterday.</p><p></p><p>When creating characters, restraint is a big factor. As many have said, just because you <em>can</em> do something in character creation, doesn't mean you <em>should</em>. This applies not just to creation, but also to development. Sure, the chats are full of powerful or very-powerful characters, but that's no requirement to bring more into the mix. Freeform is just that, and while a low-power martial type may not fare well against a high-power wizard, that's no reason to fault either style. Mages especially are a variable character type, they can choose from a broader range of options just for being what they are. Not every fight needs to be dominated by who can sling the most cheesy death spells or explosive visual effects in the shortest amount of time. Add some variety, use weaker spells against weaker opponents, and in most cases unless it's appropriate for the plotline in place, avoid full stop death effects for as long as feasable. Just because you're a high level mage who can sling a powerful spell-of-doom, doesn't mean that you have to; hold back, use weaker spells, extend the fight, have fun with it. A battle ended by the first action is little fun for either involved, you might as well not have one at that point in most cases.</p><p></p><p>Aaaannd... (heh, you guys know I always make long posts anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />)</p><p></p><p>Back to Preacher's point #11 (thanks for numbering these for reference by the way, much quicker than quoting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) of not presuming things: This applies to more than just IC/OOC situations, and ties in really well to combat situations. So many times I've seen fights where one character or another waves around the "I'm powerful enough to crush you in one blow, why won't you go flying from that hit?" sort of mentality, many times the same sort of player who does the exact same thing when they are on the receiving end saying "there's no way that could hit me". This is something to avoid. Not only does it tend to cast a poor light on the entire battle, but it casts a poor light on the player for many observers. Just because a character is maxed out to their full potential, does not mean they have a right to asume that all others are inferior by default in an OOC manner. If one character can have a huge attack bonus, another can have just as huge a defense bonus, if one can run from an attacker at top speed, the attacker can likely move just as fast. Also on this end, just because a character isn't entering actions often does not mean that they are standing still. Some players, like myself, prefer to take their time and create vivid descriptions of their characters' actions rather than short and repetitive actions. Give each other time, and all will go smoothly.</p><p></p><p>And on to point #25 (I'll stop soon, promise. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), originality is a <strong>huge</strong> factor, it will get you much farther in your roleplaying experience than just using another character/player's idea. In many cases, something original around here can be something expected elsewhere. Just because a race always serves something doesn't mean that every one you see in the tavern has to do the opposite. Look at the drow: They're expected to be vicious, Lolth worshipping backstabbers who hate surface elves. Look at how many Eilistraeeites there are around the ISRP, and how many evil, non-Lolthite drow there are around. Traditional drow are few in number, and thus could make for a viable option. Same extends to draegloths, the drow/demon hybrids: These are seen as a blessing of Lolth upon a drow family and valued greatly as weapons and champions; I brought one that opposed this theory to the ISRP over a year ago with great results (in my opinion at least, I still run him, so must have done something right with it) (and it unfortunately seems to have started a potential trend, as I've seen or heard of two other draegloths - one of which bears a suspicious resemblance to mine - recently, which I hope doesn't happen). If you see an original idea, don't clone it without the originators' consent, I've seen many cases where something like this has created bitterness from one player to another, and this can only cause problems for the site as a community. Some things are meant to be rare, and if a player is running something that seems special and is running it in an interesting way, it can diminish the enjoyment for them to see their idea running around with someone else behind it. On the other side of the same token, if a player does extend consent to do something along the same lines, then that's a great potential working point for a future group to spring up.</p><p></p><p> :tiphat: That's enough out of me I'd say, for now at least. :embarrass</p></blockquote><p></p>
[QUOTE="Tharivious_Meliamne, post: 2560428"] [i]*Slips Trelian five bucks for the plug*[/i] :D Saved me some time in bringing that one up myself. On to other things... To expand on Preacher's points 12-15, since that is a category that deserves some more expansion in my opinion :P : I have to back up the statement along knowing your character's abilities. Have them focus on something that they're skilled at, and know just how well they can do it. Have an idea of what your character's limits are, use them when you describe actions. If your character is a bungling thug in terms of combat ability, have him make mistakes in mid-swing, if he's a mage with a poor memory, have him cast spells improperly, things like that; likewise if your character is a master swordsman, play him as such with detailed descriptions of your actions and demonstrations of swordplay, or if he's a focused mage with good skill and strategy, play him as such. Of course, there is room for growth in terms of abilities. Characters can access new potentials at all times, but there is a realistic way to do this, and a completely illogical way. Realistically, these new abilities would grow over time, slowly developing from isolated moments or lengths of practice. Illogically, they develop overnight and are mastered within days. Naturally, the more realistic gradual development will be more readily accepted by others. It keeps the character more pallatable when there is no instant-training in something the character only learned of yesterday. When creating characters, restraint is a big factor. As many have said, just because you [i]can[/i] do something in character creation, doesn't mean you [i]should[/i]. This applies not just to creation, but also to development. Sure, the chats are full of powerful or very-powerful characters, but that's no requirement to bring more into the mix. Freeform is just that, and while a low-power martial type may not fare well against a high-power wizard, that's no reason to fault either style. Mages especially are a variable character type, they can choose from a broader range of options just for being what they are. Not every fight needs to be dominated by who can sling the most cheesy death spells or explosive visual effects in the shortest amount of time. Add some variety, use weaker spells against weaker opponents, and in most cases unless it's appropriate for the plotline in place, avoid full stop death effects for as long as feasable. Just because you're a high level mage who can sling a powerful spell-of-doom, doesn't mean that you have to; hold back, use weaker spells, extend the fight, have fun with it. A battle ended by the first action is little fun for either involved, you might as well not have one at that point in most cases. Aaaannd... (heh, you guys know I always make long posts anyway :P) Back to Preacher's point #11 (thanks for numbering these for reference by the way, much quicker than quoting ;)) of not presuming things: This applies to more than just IC/OOC situations, and ties in really well to combat situations. So many times I've seen fights where one character or another waves around the "I'm powerful enough to crush you in one blow, why won't you go flying from that hit?" sort of mentality, many times the same sort of player who does the exact same thing when they are on the receiving end saying "there's no way that could hit me". This is something to avoid. Not only does it tend to cast a poor light on the entire battle, but it casts a poor light on the player for many observers. Just because a character is maxed out to their full potential, does not mean they have a right to asume that all others are inferior by default in an OOC manner. If one character can have a huge attack bonus, another can have just as huge a defense bonus, if one can run from an attacker at top speed, the attacker can likely move just as fast. Also on this end, just because a character isn't entering actions often does not mean that they are standing still. Some players, like myself, prefer to take their time and create vivid descriptions of their characters' actions rather than short and repetitive actions. Give each other time, and all will go smoothly. And on to point #25 (I'll stop soon, promise. ;)), originality is a [b]huge[/b] factor, it will get you much farther in your roleplaying experience than just using another character/player's idea. In many cases, something original around here can be something expected elsewhere. Just because a race always serves something doesn't mean that every one you see in the tavern has to do the opposite. Look at the drow: They're expected to be vicious, Lolth worshipping backstabbers who hate surface elves. Look at how many Eilistraeeites there are around the ISRP, and how many evil, non-Lolthite drow there are around. Traditional drow are few in number, and thus could make for a viable option. Same extends to draegloths, the drow/demon hybrids: These are seen as a blessing of Lolth upon a drow family and valued greatly as weapons and champions; I brought one that opposed this theory to the ISRP over a year ago with great results (in my opinion at least, I still run him, so must have done something right with it) (and it unfortunately seems to have started a potential trend, as I've seen or heard of two other draegloths - one of which bears a suspicious resemblance to mine - recently, which I hope doesn't happen). If you see an original idea, don't clone it without the originators' consent, I've seen many cases where something like this has created bitterness from one player to another, and this can only cause problems for the site as a community. Some things are meant to be rare, and if a player is running something that seems special and is running it in an interesting way, it can diminish the enjoyment for them to see their idea running around with someone else behind it. On the other side of the same token, if a player does extend consent to do something along the same lines, then that's a great potential working point for a future group to spring up. :tiphat: That's enough out of me I'd say, for now at least. :embarrass [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Interactive Story Roleplaying (ISRP)
ISRP General Chit Chat
ISRP Basic How-To Seminar
Top