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0000

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Posts posted by 0000

  1. Arendahr stops mid-walk, feeling the very subtle tremor, trying to think of what caused something like that, he had never felt it before.

    For a long moment there he is frozen, eyeing the horizon slowly. He squints slightly and takes a step forward, taking his time. He resumes his pace as before eventually, but keeps a solemn expression on his face besides the once cheerful, as he knows something might be terribly wrong.

  2. I get what you're saying, but it was worded oddly. I'm assuming you mean RP fear, not OOC, in which that was what the Undead did. Or some events I'm guess will do.

    (rumors of Undead coming back are beginning to spread)

    Either way I think "Restoring fear" is just creating a common enemy. A very powerful one. I think the Undead did very well back in Aegis. Nearly impossible to defeat, resulted in so many deaths. It caused roleplay. When it comes to 'fight or flight' in roleplay, it almost always leans to fight. Our characters rarely find something they are truly afraid of that they will cower in fear. The Undead pretty much did that.

    What you're looking for is a common enemy that when confronted, almost always the only option is to run, hide, retreat. This may sound like powergaming but it's really not. If you were in a room unarmed with 100 people with machine guns, I'm pretty sure you wouldn't fight, you'd run away. And getting a machine gun is very easy.

    It's realistic to have things that are universally more powerful than the majority of people. It strikes fear and causes role-play. As long as it is balanced and though out, it wouldn't be too much of a problem. That happens in real life, it can happen in RP.

    Powergaming doesn't mean having an advantage. It just means making more of an advantage over someone else than your character would normally have. In my opinion, as long as this enemy (Undead or otherwise) is thought through and balanced, then it could be role-played as strong, superior, and terrifying.

    I honestly think the Undead were an awesome addition to role-play. Sure there were a few flaws and screw ups, but it'll be more organized and controlled the second time around I'm sure, whether it's the Undead again or another similar thing.

    That's my opinion.~

    -Alke

  3. What's your MC name?

    ForhavuMahea

    What kind of events are most interested in? (Playing as a temporary faction, creature, Antagonist etc..)

    In all honesty, all kinds of events intrigue me, but most specifically the ones that are most open ended. I would love to see the responses from other players and react accordingly, pulling them in first hand instead of putting the story on them linearly. Any character major or minor, as long as they contribute to a story, I would be interested in portraying. I feel I would excel in mysterious events or those that slowly tell a story, as well as action filled and even combat. I do feel that as an actor in real life as well I thoroughly enjoy and believe I successfully am able to portray characters of antagonistic or villainous nature. Either the ***** and insane sociopath to the love-stricken killer, I feel I am interested in. However I do enjoy protagonist parts as well, but not just "I am the hero, I'll save you all, yay me" kind of hero. Emotion and story is important to me. As long as the event creates an emotional output that both I as an actor and players as the receivers can hold on to, I will enjoy and event and role, whether I play a major or minor character.

    What kinds of influential RP has your current LOTC character been involved in?

    My current character, Karnath Evelyn, is a rather secluded individual and has not been much involved in many events roleplay-wise. He did experience the plague rather hard, catching it and managing to live through (I felt I haven't completely finished the character as he was not deep enough so I didn't wish to perma kill him at that time), and thus witnessed the horrible loss of many friends and innocent people. The affect it had on him drove him to new roleplay opportunities through the guilt, fear, and sorrow. He was merely another component of the full picture, he has never been a figure of importance or much influence due to his nature as personality.

    My previous character however, Alkenaar, had been involved in many battles, Undead encounters, especially the fights at Laurelin and Al'khazar. He has been witness to and involved in many events in Aegis.

    However, out of character I am thoroughly updated in most events, observing and learning. I follow many things that are happening (while keeping them separate from character knowledge) and try to contribute how I can.

    What in your opinion, makes a good event?

    The five things I believe contribute to the success of an event are timing, involvement, depth, interest, and openness. Together when planned thoroughly in my opinion will allow the event to create the best impact on the community it can.

    Timing.

    I see events as a kind of roleplay injection. There's really only an extent to what you can roleplay yourself as a player, there needs to be things to 'spice it up', if you will. If there were no events eventually roleplay would turn into people just going about a monotonous daily life. There needs to be something to make a difference.

    I think of events as a sort of rollercoaster to roleplay. Having a plague directly after a festival, for example, would get confusing for players. Events are supposed to stimulate roleplay and open up new directions and oppurtunities for players, and have an impact after they occur. Basically the actual event is the climax, and then there is falling action. What the players are going to do because of it, how they are going to let it affect them, and then the resolution. Starting a new event while the falling action is still happening can in many cases be really confusing to the player when trying to sort out everything that is going on with their character. Wait too little and things will get cramped. Wait too long and roleplay will become monotonous. It's all in the timing.

    Depth

    There needs to be reason to the event. Something the player can get out of it and allow their character to as well. For example, the plague wasn't just a disease that killed people. It was given drama and character. A back-story, people who were guilty. Consequence and fear. Without depth the event is nothing and the character and player will have a hard time connecting out of character and in roleplay.

    Interest

    This should be obvious, the event has to be fun and interesting for the player on an out of character level! As with all roleplay, the point is to create an enjoyable experience for the player themselves, so how could an event ever be successful if that doesn't happen? People may not enjoy mass chaos of lightning reigning down on their heads and hordes of zombies running people over with lag, loosing all their items. That's now what an event's about.

    There needs to be something that will excite the players and make it enjoyable. If the event doesn't have anything that the players will enjoy roleplaying out of character to bring to the table, it will not be successful.

    Involvement

    Events must must must involve the player interactively. What fun is an event that all you can do is watch? That's not roleplay, that's just watching a play. The players need to be able to involve themselves into the event and be able to shape it accordingly. The plague was a wonderful example because the players were in full control of who is diseased, how it's spread, what the cure is, etc. If you just see two acting people battling it out for the sake of humanity, without the players being able to affect the outcome, it's no longer fun and entertaining.

    Openness

    To go along with the above, I believe many events should allow the players to shape the outcome to however they roleplay. An event with only one predetermined outcome would normally in my opinion become uninteresting as whatever the players do it will not change the effect. Perhaps if the event is to introduce something or change something, and is needed to occur, at least allow the players a way to shape it somehow, while still making it happen. Events should be just like regular players, they shouldn't powergame. The players are able to do things to stop it, so the events should have situations where it fails/succeed.

    In some cases I've added other factors to the situation (such as the owner walking in on the wolf in the bakery that 'seems' unattended). If at any of it is unsatisfactory and you wish something else to occur feel free to PM me or respond and I will change/add as needed.

    Let's say your playing as a wolf, wandering outside a village and you smell cake from within a bakery that seems unattended. Inside the bakery the cake sits on the counter. What do you do and how do you emote?

    The wolf gives of a faint whimper as it's nose cringes in response to a smell

    Slowly he approaches the bakery, silently stepping across the cold stone road.

    With a gentleness the wolf leaps into the bakery, stopping to observe the area.

    He sniffs audibly multiple times, cocking his head while noticing the cake.

    He leaps onto the table beside the cake, slipping slightly on the landing but recovering.

    His head slowly leans in, sniffing the cake closer, and slowly his sharp, curling tongue protrudes.

    With a snap the wolf has licked a considerable part of the cake's frosting.

    The wolf ponders the taste for a moment, still observing the cake, and gives a small whimper.

    Unsatisfied, the wolf turns to jump off the table, and notices the bakery owner standing there, observing.

    Quickly the wolf dashes past the owner attempting to avoid contact, his frozen fur brushing against the owner's leg.

    He manages to get past without being stopped, and dashes off back into the shadowed forest in the night.

    You're playing as a necromancer hiding out in a graveyard, in search of a relic. Two armor-less players enter the graveyard to revisit an old friend. What do you do to create an experience for them and how do you reveal yourself?

    >The two find the grave of their friend and stand in silence

    A soft thump is hear from behind a gravestone, followed by what sounds like the tattering of nails.

    >One goes to investigating, feeling his belt for his dagger without taking his eyes off

    Silence once again resumes an nothing is found behind the tombstone

    >The investigating person returns to the gravestone, more cautious now

    Suddenly the voice of Jim, their dead friend, speaks as clear as any other voice.

    “Bob? Derrick?” the voice says, deep and slightly unusual.

    >The two whip around, unable to speak or comprehend the situation

    Nothing is seen where the voice emanated from, but a small black mist begins to gather on the cold stony floor.

    > “W.. what's going on?” Bob stutters, utterly terrified now. “J.. jim? Are you alive?”

    The voice once again pierces the dark silence in a twisted an unnatural way.

    “Yes..” an echo seems to pass slowly, the word repeated in their ears several times

    “But you aren't.” the voice says with a chuckle, and the black mist has now formed into a column like a shadowy swarm

    Slowly the mist begins to emit a small purplish glow, and in a flowing fashion begins to mold into the forum of a human body.

    After a time the glow turns from purple to the color of human skin and clothing, the 'face' coming to resemble that of Jim's.

    >One of the men stands up, pointing his dagger at the shadowy figure that stands before him. “You are not Jim! He is dead!” he yells with ferocity, fearlessly

    The image flickers slightly, loosing visual stability. The lack of fear, the energy the necromancer is using off of them to power his abilities, is causing him to become weaker.

    > The other stands up to, frowning deeply, obviously less fearful than before.

    The image begins flickering larger then dissolves in a burst of black, heat-less flames, and the body of a human, gnarled teeth and dirty face, wearing tattered scorched clothes, falls to it's knees in pain.

    He screeches unnaturally, and stands quickly, turning for the exit to the graveyard and running fast, stumbling slightly on his way out.

    The ashes of the apparition remaining on the ground of the graveyard, indicating it was not a mere figment, and could have possibly even been Jim reanimated.

    Silence once again fills the graveyard.. an eerie, ominous silence.

    You're playing as a drunken sailor. You have to tell players rumors of treasure but accidentally, how do you go about doing this?

    He slams his drink on the table, laughing as the two brothers finish their tale. He calls for another drink from the bartender.

    “That thar reminds me o'the last time I set sail on ma'old ship, the Tauntalizer.” he says, slurring from drunkenness and in his deep accent.

    “We were docked on the myster'yus island.. namely the 'Soul Eater'...” he chuckles lightly, pondering the tale ahead of time before speaking. He takes a swig from the newly filled glass and wipes his mouth.

    "My god, the gold we could have plun'ered.." he thinks, pointing at the brothers. "Tale's been told that this treasure be worth more than ye all could e'er see in yer lifetime... The Treasure of Soul Eater Island..."

    Slowly as he puts his glass down from another swig, he brushes back his filthy uncleaned hair. "Yer, not supposed to know about this..." He mumbles, slamming his fist on the table angrily.

    "Damn my thinking! Yer... it's too dangerous. Cursed.. Never go. I ne'er... spoke to you about this, ye understand?" he spits, eyeing the two back and forth like a madman. They nod slowly.

    "Good, good... good." he mutters, slowly sinking back in his chair and swishing his mug around, looking inside. He makes eye contact with the bar tender for yet another drink.

    "Now.." he begins, moving on to other stories.

    Create a small paragraph describing a quirky character that could provide roleplay for players.

    The man who goes by Chimer, an unusual fellow to say the least. Quite the attitude on a good day, managing to burst into the old drinking songs of his days at the most random of moments. Never ceasing to intrigue friends and strangers that pass. However he is unable to feel more than that... it is as if he is unable to feel pain or sorrow. When confronted with such he will back away. Unable to feel what others feel. Guilt is replaced by laughter, cover ups. Shame is replaced with hope for the next day, but it never feels right. It always feels he is missing something, and on those rare occasions it shows.. One day he may break. When that is he does not know.

    ~~

    Thanks! If you need anything else from me please ask~.

    Note I will be gone for the next 2 weeks from server access, but with possible limited access to the forums and skype. If you need to contact me feel free to PM and I will return as soon as possible.

    EDIT: Returned

    Thanks for reading,

    Alke~

  4. I love this. A slight foreshadowing and ever so subtly constant degradation of the 'wall' we put up to defend ourselves... perhaps it is the beginning of the time when it shall crumble.

    I love the feel this is creating. Very helpful to roleplay.

    Thanks for the patch!

  5. Minecraft name: ForhavuMahea

    RP name: "Karnath Evelyn sir. Ya' may know me as Cedric's brother.."

    Which Asulon Tournament are you applying for? "I'll be applyin' for the combat portion of the first tournament"

    What type of combat is your character skilled in? "Aye.. I've been skilled in rather exotic arts of swordsmanship. A rather different way, I use my rapier, but can conform to any blade that be given..."

    What experiences in combat has your character had? "I've trained in hunting hostile creatures throughout my time and have taken to practicing on my own or with a trainer from my earlier years."

    Does your character wish to represent a nation, guild, or group when he is announced as a combatant? If so, what? "Caspien Cove, please. I wish to be known as Karnath Evelyn from Caspien Cove. Also, as I am the brother of Cedric, a respect for Orcs of the War Nation and all elves alike" he chuckles softly. "But just Caspien Cove will do, if that be a mouthful."

    What event does your character wish to apply for? (The list is at the top of this post): "Well, I'll be going for the Combat Duels, Trial of the Champions, Jousting, Obstacle Course, and Target Practice, if I am allowed to apply for all, sir."

  6. I know it makes no sense RP wise but the reason it is like this is so that string is relatively rare. If we make it that people get 18 string from the recipe then everyone will have chests full of traps.

    Cobwebs were made to not drop as those were the traps, but also a source of string, so they made a way to get string another way, if I was correct in understanding this

  7. Karnath shuffles along, yawning slightly after waking up. Noticing this new flyer he observes it for a moment and frowns. He sends a bird off to the name. "I apologize but your flyers would honestly be much more informative if your prices were displayed.. That being said.. how much are your services? -Karnath Evelyn of Caspien Cove"

  8. Maybe the recipe could be tweaked so the two wool blocks produce more than one piece of string? Perhaps it could make 18 strings to balance with the vanilla recipe...

    I actually really like this idea. It makes a lot more sense. Combining two cubic meters of wool and producing a single string is rather... unsettling.

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