You’ve just arrived in a swampy, dim town. As you look around, your gaze is met with shacks and cabins. It smells of rotted wood and wet moss. You duck and step into a tattered tent, illuminated by a series of candles suspended in the air. At the back of the tent, an old hag raises her head, “What brings you to this dingy town?" she begins, then pauses to study your face—”Ah, it’s you. I’ve been expecting you. Sit,” she gestures at a cushion, “Tell me your story.”
((How do you respond?))
With their palm to their face to protect their mouth and nose from the uncomfortable smell, the minstrel slipped between the draped entrance of the tent and seemed to be momentarily distracted by the lights above him. Floating candles, embers like stars against the worn, black tarp above them. After a moment, their gaze returned to the hag before them, as they gave a brief but polite curtsy. "Thanks for having me~" They replied, their sing-song tone lightly muffled by their own palm. "I promise, I won't take much of your time."
Eyeing the clean and unusually out-of-place cushion that had been offered to them, they did not find reason to question its presence; sitting upon it and taking the time to adjust the cuffs of their shirt and straighten out the creases in their short cloak. Sylph's hand, once covering their mouth, moved to flourish and accent their next words. "I have quite literally strayed far from the path, in search of new muses to share stories and songs of." Their hand moved to their cheek, finger pressing up against it. "A quaint little town like this, with such an interesting face such as yourself... I have a nose for this, you see. And through the murk and dank, I know it led me here to ask of such a thing."
Sylph paused on their last words, as if to emphasis some... dramatic flair hidden within their meaning. And after that moment, their hand reached out invitingly to the hag, a possibly oblivious smile upon their charismatic face. "I would be happy to tell you more of my tale... but please, I would love to hear more of you. Tell me your story, won't you?"
By Uru
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Rules: Yes
Referral: Other
Discord: .polaris.star
In your own words, what is powergaming, and why should it be avoided in roleplay?: Powergaming is fairly easy to avoid - responses that offer open-ended actions and reactions to not only the player your are directly interacting with, but those around you too, can set up great oppertunities for people to respond and react accordingly. The main reason people tend to powergame, is a feeling that they need to win an interaction or feel some jusification in their decision of the outcome. But as roleplay as a collaberative storytelling effort, it is always best to let each person write their part of the story. It's important to remember that other players are also not out to win the roleplay - if you swing towards a character who is facing away, they will take into consideration any disadvantages and oppertunies their character would have, and react genuinely.
As an additional note, examples of powergaming often involve some kind of violence or direct injury, though other examples could include pickpocketing or grabbing an item before another character. In these situations, lead up and explanation of technique can help justify such an action, how it could happen, and give the other character oppertunities to react, notice, or overcome. If I were to attempt to lift something from a character's pocket, emotes describing distractions, tools, and even ending an emote mid-lift are just some ways I could give the target plenty of oppertunities to build upon the action. I don't /plan/ to pickpocket anyone - it's just the best example I could think of for out-of-combat, one-sided interactions.
As an additional note, examples of powergaming often involve some kind of violence or direct injury, though other examples could include pickpocketing or grabbing an item before another character. In these situations, lead up and explanation of technique can help justify such an action, how it could happen, and give the other character oppertunities to react, notice, or overcome. If I were to attempt to lift something from a character's pocket, emotes describing distractions, tools, and even ending an emote mid-lift are just some ways I could give the target plenty of oppertunities to build upon the action. I don't /plan/ to pickpocket anyone - it's just the best example I could think of for out-of-combat, one-sided interactions.
In your own words, what is metagaming, and why should it be avoided in roleplay?: A big part of roleplaying is writing a story through the eyes of your character. There'd be no fun knowing the ending, and that goes for any amount of information gained OoC. This doesn't just go for information directly heard of OoC - it can be things such as noticing a particular person come online and corrolate that to something happening, or overhearing roleplay through walls based on proximity alone, and acting as though you heard it. In other instances, such as in a particular TTRPG, this can also be looking up monster statblocks to learn about a creature's weaknesses - something possible by looking at racial lore and the different strengths and weaknesses each race has.
Gaining this kind of information disrupts any level of fair roleplay as it removes any element of learning or exploration from the character. You lose the ability to find the knowledge through word of mouth from other characters, from books within libraries, or even from your own personal experiences. The saying goes that the journey is more important than the destination, and I feel that sums up the effect of metagaming upon roleplay and character building quite well - by removing the learning process and the effort to get there, 'there' has little meaning beyond an empty sense of progression.
(Can you tell I wrote this application at 3am? Who speaks like that?)
Status: Accepted
Gaining this kind of information disrupts any level of fair roleplay as it removes any element of learning or exploration from the character. You lose the ability to find the knowledge through word of mouth from other characters, from books within libraries, or even from your own personal experiences. The saying goes that the journey is more important than the destination, and I feel that sums up the effect of metagaming upon roleplay and character building quite well - by removing the learning process and the effort to get there, 'there' has little meaning beyond an empty sense of progression.
(Can you tell I wrote this application at 3am? Who speaks like that?)
Character Name: Sylph Marleigh
Character Race: Heartlander
Character Gender: Prefer not to say.
Character Age: 24
Physical Description: A well-dressed performer stands at 5ft 7, and usually dressed in rich reds, bright blues, and clean whites, w/ hair like gold and eyes like sapphires.
Roleplay Scenario:
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