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<blockquote data-quote="Tharivious_Meliamne" data-source="post: 2560429"><p>Just explaining a few things either pertaining toward things I've either said or identify with here from the other side...</p><p></p><p></p><p>Threads may not lead to direct change, but they are an opportunity to get some word out on the opinions of experienced players and new players alike, and while the message may not change, it does provide a chance for newer readers to see things from older posts that they might not think to read, and get involved in the discussion. This is a lot of where Preacher's suggestion of offering a redirect to the boards in a more prominent way for the chats would be helpful by making threads that are generally well received and appreciated more readily available.</p><p>Good point on them often going south, which is an unfortunate thing, most certainly. I know I've started a few threads that have done so. At the same time, even when a thread goes downhill, it can be beneficial in a way, as it can open a public dialog, get people thinking, and bring light to something that some players may not consider. And if a thread intended to be helpful can reach a few people with a new idea, then that's a small victory at least, and to make a point that may be correct from one view be shown at a different angle where it is shown to not work, then that's another small victory as it brings out more opinions. Discussion is a good thing in my opinion, it's part of why we have these forums in the first place.</p><p></p><p></p><p>Heh, as it seems this pertains to one of my comments here, allow me to elaborate on how I meant it, thought it was slightly more clear. Mine wasn't meant to double-back on itself, but to encourage many ways of working on original ideas in the chats.</p><p>Originality does come in many forms, which is a good thing. There's originality in playing something unexpected from the source material used, there's originality in playing something never done before that falls into the "where did that come from?" category, and there's the unexpected in playing something in the way it comes prepackaged. Just a matter of different flavors of originality, all of them work when done in a way that can make people think when they see it, it's all in how it's played, which is the real beauty of a site where you can play just about anything. That kind of freedom is, to use an art metaphor, a huge canvas to work with, the type of paint used is nowhere near as important as the end result of the picture.</p><p></p><p>If it applies to others' comments, then I do see your friend's point and won't dispute it, but I see the other side as well. It's a matter of balancing things really. Just have realistic expectations for how a character can turn out based off of what it is or could be, and it should go well enough. It's a balance that comes with time and experience, but once it's found, it makes character creation more fun, just a matter of not externalizing things when a character doesn't take off the way the player wants it to.</p><p></p><p></p><p>This is an excellent point, it's why a lot of my opinions have shifted over the past year from having a more extremist viewpoint to one more tolerant of other styles. I've seen that sort of situation enough times to know it's inavoidable at the moment, so when something like that comes up, it's easier to brush off the dust, get back on the proverbial horse, and play the way you really enjoy playing. But at the same time, there are many ways to play through things, which is where having helpful-intent threads can be useful, by offering examples of different ways of doing things.</p><p></p><p></p><p>Heh, I'm guilty of that one, especially as of late due to trying to multitask while in the chats. :embarrass This is another point I've learned the error of trying to point to over past threads and my recent time away from the chats. The clarity that stepping away from something for a while and then returning to it can provide is always an interesting experience, and this is one of them. It goes back to playing your character as they would be played, rather than trying to manage things to a precision clockwork mechanism. Noticing things around, reacting, it all boils down to how the character would react to things, not how others want them to react, and what the player is capable of pulling off effectively.</p><p></p><p></p><p>As this slides into one of my other mentionings earlier on this thread, I'll expand on my explanation and reasoning:</p><p>Having an area of expertise by no means rules out other options. Most characters dabble in other areas of study or training. It's a natural progression. I think this is another of those fine lines that tends to get blurred a lot, where a character goes from focusing on one thing and dabbling in others to mastering all things. As long as a character sticks to the concept of the character in a way that doesn't hinder everyone around them, then it's as valid a concept as any. No harm no foul as they say. But at the same time, it can be helpful to offer suggestions of what limits seem most pallatable to most players, such as not being a master of everything, and what tends to turn people away. Falls back to being where the center of balance is in terms of being realistic with what a character can be capable of. Likewise with playing something believable, it's a matter of sticking to the character concept, thinking things through and developing that character into what makes sense. It isn't what a character can do that makes a great character, that stuff is just the hardware; it's how the character does things, if it makes for memorable meetings that the character's player and those who know it and accept it enjoy roleplaying, that makes a character truly great to deal with.</p><p></p><p>Always good to see you post Fen, you always bring a lot to a discussion when you do. <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" /> I'll second Trelian with wishing you luck with Always Autumn.</p></blockquote><p></p>
[QUOTE="Tharivious_Meliamne, post: 2560429"] Just explaining a few things either pertaining toward things I've either said or identify with here from the other side... Threads may not lead to direct change, but they are an opportunity to get some word out on the opinions of experienced players and new players alike, and while the message may not change, it does provide a chance for newer readers to see things from older posts that they might not think to read, and get involved in the discussion. This is a lot of where Preacher's suggestion of offering a redirect to the boards in a more prominent way for the chats would be helpful by making threads that are generally well received and appreciated more readily available. Good point on them often going south, which is an unfortunate thing, most certainly. I know I've started a few threads that have done so. At the same time, even when a thread goes downhill, it can be beneficial in a way, as it can open a public dialog, get people thinking, and bring light to something that some players may not consider. And if a thread intended to be helpful can reach a few people with a new idea, then that's a small victory at least, and to make a point that may be correct from one view be shown at a different angle where it is shown to not work, then that's another small victory as it brings out more opinions. Discussion is a good thing in my opinion, it's part of why we have these forums in the first place. Heh, as it seems this pertains to one of my comments here, allow me to elaborate on how I meant it, thought it was slightly more clear. Mine wasn't meant to double-back on itself, but to encourage many ways of working on original ideas in the chats. Originality does come in many forms, which is a good thing. There's originality in playing something unexpected from the source material used, there's originality in playing something never done before that falls into the "where did that come from?" category, and there's the unexpected in playing something in the way it comes prepackaged. Just a matter of different flavors of originality, all of them work when done in a way that can make people think when they see it, it's all in how it's played, which is the real beauty of a site where you can play just about anything. That kind of freedom is, to use an art metaphor, a huge canvas to work with, the type of paint used is nowhere near as important as the end result of the picture. If it applies to others' comments, then I do see your friend's point and won't dispute it, but I see the other side as well. It's a matter of balancing things really. Just have realistic expectations for how a character can turn out based off of what it is or could be, and it should go well enough. It's a balance that comes with time and experience, but once it's found, it makes character creation more fun, just a matter of not externalizing things when a character doesn't take off the way the player wants it to. This is an excellent point, it's why a lot of my opinions have shifted over the past year from having a more extremist viewpoint to one more tolerant of other styles. I've seen that sort of situation enough times to know it's inavoidable at the moment, so when something like that comes up, it's easier to brush off the dust, get back on the proverbial horse, and play the way you really enjoy playing. But at the same time, there are many ways to play through things, which is where having helpful-intent threads can be useful, by offering examples of different ways of doing things. Heh, I'm guilty of that one, especially as of late due to trying to multitask while in the chats. :embarrass This is another point I've learned the error of trying to point to over past threads and my recent time away from the chats. The clarity that stepping away from something for a while and then returning to it can provide is always an interesting experience, and this is one of them. It goes back to playing your character as they would be played, rather than trying to manage things to a precision clockwork mechanism. Noticing things around, reacting, it all boils down to how the character would react to things, not how others want them to react, and what the player is capable of pulling off effectively. As this slides into one of my other mentionings earlier on this thread, I'll expand on my explanation and reasoning: Having an area of expertise by no means rules out other options. Most characters dabble in other areas of study or training. It's a natural progression. I think this is another of those fine lines that tends to get blurred a lot, where a character goes from focusing on one thing and dabbling in others to mastering all things. As long as a character sticks to the concept of the character in a way that doesn't hinder everyone around them, then it's as valid a concept as any. No harm no foul as they say. But at the same time, it can be helpful to offer suggestions of what limits seem most pallatable to most players, such as not being a master of everything, and what tends to turn people away. Falls back to being where the center of balance is in terms of being realistic with what a character can be capable of. Likewise with playing something believable, it's a matter of sticking to the character concept, thinking things through and developing that character into what makes sense. It isn't what a character can do that makes a great character, that stuff is just the hardware; it's how the character does things, if it makes for memorable meetings that the character's player and those who know it and accept it enjoy roleplaying, that makes a character truly great to deal with. Always good to see you post Fen, you always bring a lot to a discussion when you do. :D I'll second Trelian with wishing you luck with Always Autumn. [/QUOTE]
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