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?))
"I- uhm" I stutter "well I was a child in a village on an island I had two parents one of them was from a land called something else the other one was from the village and his family owned it.
Growing up in the village was very hard. always doing the sheep and cows. constantly fishing, and if i didn't work hard enough i would be screamed at by my mother. The land i was from was before the attack my parents told me the island i was on was called something and i had no idea what it ment then i never saw them again." i said trying not to rush my sentances
By Arandomguy
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Rules: Yes
Referral: Other website
Discord: online account deletion manager#9161
How do you avoid powergaming in roleplay?: Avoiding of *dodges* every incoming attack.
Using emotes which assume the outcome of an attack. When attacking someone, you attempt to attack someone, you cannot assume your attack is successful. Ex. *kills him / *grabs and throws him. / *breaks his nose. | You cannot assume what result your attack will give.
Using overly complicated emotes to get out of an inescapable scenario. Ex. Two men have you chained to a wall, you use your slippery skin to get out, overpower the guards and run away.
Being unrealistic. One old man will not be able to beat two fully armoured men.
Not giving your opponent time to react. If you string together a list of attacks, and an escape before someone can even respond, you’re doing it wrong. Like above, you cannot assume to be able to predict the defense your opponent may have.
Doing stupid things like backflipping out of situations.
Stalling a situation and waiting for your buddies to pop up and help you, whilst mainly a metagaming issue, is worth a mention here.
Using emotes which assume the outcome of an attack. When attacking someone, you attempt to attack someone, you cannot assume your attack is successful. Ex. *kills him / *grabs and throws him. / *breaks his nose. | You cannot assume what result your attack will give.
Using overly complicated emotes to get out of an inescapable scenario. Ex. Two men have you chained to a wall, you use your slippery skin to get out, overpower the guards and run away.
Being unrealistic. One old man will not be able to beat two fully armoured men.
Not giving your opponent time to react. If you string together a list of attacks, and an escape before someone can even respond, you’re doing it wrong. Like above, you cannot assume to be able to predict the defense your opponent may have.
Doing stupid things like backflipping out of situations.
Stalling a situation and waiting for your buddies to pop up and help you, whilst mainly a metagaming issue, is worth a mention here.
How does metagaming disrupt fair roleplay?: because the player was not yet killing other player so this is an unfair act.
Status: Denied
Character Name: Genji
Character Race: Adunian
Character Gender: Male
Character Age: 19
Physical Description: Dark brown hair, in rugged clothes, eye colour is blue, strong, 5ft 9in, looks british.
Screenshot of Skin:User Feedback
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