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<blockquote data-quote="Jardel_Karabella" data-source="post: 2560439"><p>No, because if something was shaking the ground with every footstep I (and quite a few of my characters) <em>would run away</em> as fast as was (in)humanly possible! Maybe the world's changed but just because you deal with hulking giants on a daily basis is no reason to pick on us old fogies who can't hear the thunderous footsteps without our hearing aids. <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=";)" /></p><p></p><p>The simple compromise you have to face if you unlimited freedom of character creation is that not everyone's characters are going to be in any way, shape or form vaguely compatible. If someone wants to play a sheltered and timid priestess of a peaceful diety seeking enlightment through serenity then she's just not going to be able to react properly to a Balrog that's out to spew flames and create chaos without fleeing screaming is she?</p><p></p><p>So what's fair? We tell the Balrog's player that he has to leave because the priestess was here first? Or we tell the priestess that because she's not reacting accordingly she's a bad roleplayer and she should leave? Neither. We just accept that they'll have to roleplay around each other and let them both have fun their own way.</p><p></p><p>So if you want to play a fifteen foot troll, a balrog prince, a god/goddess, etc then one of the things you should consider before you start is how many characters are going to be able to interact with you on a meaningful level. Stifling? Perhaps. But certainly less frustrating and more rewarding in the end than coming up with a character that half the room only reacts to out of obligation to make you feel welcome.</p><p></p><p>Also keep in mind a character's reason to be there. Juxta is by far a more open setting because it's basic premise is a world that links to everywhere, so strange and unusual creatures are to be expected. CRT's premise is it is a tavern designed around human standards on Oerth, therefore it is less accomodating to those who are extremely unusual.</p><p></p><p>Finally there is the issue of spam/implied action to consider. If we have a room with fifteen people in it, and they all turn to look at every notable figure who enters that's a minimum of fifteen emotes that appear (half a page of chat) just to acknowledge someone's presence. Rather it's easier for the player of bizzarre creature to simply assume someone saw him come in, same way you can assume that when someone picks up an item they use a hand or that they look at it to locate it before they pick it up.</p><p></p><p>So put simply, if you're not getting the response you expected with your character there is quite possibly a good reason for it and just as you don't want other players to tell you "this is how to do it" then you shouldn't expect them to automatically change for you either.</p><p></p><p>Different people like different things and if someone told you "This is how you do it, because that's how it's done." what they meant was "This is how I think it should be done, because this is how I find it goes best.". When hunting monsters be careful that you don't turn into one.</p><p></p><p>Oh and live and let live. <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=";)" /></p></blockquote><p></p>
[QUOTE="Jardel_Karabella, post: 2560439"] No, because if something was shaking the ground with every footstep I (and quite a few of my characters) [i]would run away[/i] as fast as was (in)humanly possible! Maybe the world's changed but just because you deal with hulking giants on a daily basis is no reason to pick on us old fogies who can't hear the thunderous footsteps without our hearing aids. ;) The simple compromise you have to face if you unlimited freedom of character creation is that not everyone's characters are going to be in any way, shape or form vaguely compatible. If someone wants to play a sheltered and timid priestess of a peaceful diety seeking enlightment through serenity then she's just not going to be able to react properly to a Balrog that's out to spew flames and create chaos without fleeing screaming is she? So what's fair? We tell the Balrog's player that he has to leave because the priestess was here first? Or we tell the priestess that because she's not reacting accordingly she's a bad roleplayer and she should leave? Neither. We just accept that they'll have to roleplay around each other and let them both have fun their own way. So if you want to play a fifteen foot troll, a balrog prince, a god/goddess, etc then one of the things you should consider before you start is how many characters are going to be able to interact with you on a meaningful level. Stifling? Perhaps. But certainly less frustrating and more rewarding in the end than coming up with a character that half the room only reacts to out of obligation to make you feel welcome. Also keep in mind a character's reason to be there. Juxta is by far a more open setting because it's basic premise is a world that links to everywhere, so strange and unusual creatures are to be expected. CRT's premise is it is a tavern designed around human standards on Oerth, therefore it is less accomodating to those who are extremely unusual. Finally there is the issue of spam/implied action to consider. If we have a room with fifteen people in it, and they all turn to look at every notable figure who enters that's a minimum of fifteen emotes that appear (half a page of chat) just to acknowledge someone's presence. Rather it's easier for the player of bizzarre creature to simply assume someone saw him come in, same way you can assume that when someone picks up an item they use a hand or that they look at it to locate it before they pick it up. So put simply, if you're not getting the response you expected with your character there is quite possibly a good reason for it and just as you don't want other players to tell you "this is how to do it" then you shouldn't expect them to automatically change for you either. Different people like different things and if someone told you "This is how you do it, because that's how it's done." what they meant was "This is how I think it should be done, because this is how I find it goes best.". When hunting monsters be careful that you don't turn into one. Oh and live and let live. ;) [/QUOTE]
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