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Murdervish

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Posts posted by Murdervish

  1. 6 hours ago, 吳憾戰士14 said:

    Fate smiled down upon this primate species however, as Dragur was looking for worthy candidates. This was a time before Dragur had dabbled with the race of Dragons or anything of that nature, still a relatively young deity at the time, experimenting with his power. He had observed his colleague Metzli and her creation of her own favoured race- the Kharajyr. Upon witnessing this, he too sought a race of mortals to do his own bidding.

     

    However, the age was still young. The elves, orcs, dwarves and men still walked with their forefathers, and would not turn to do his bidding.


    Sorry, meant to do this in the earlier post but forgot. I just wanted to put the lore on Metztli in contrast to this:

     

    Quote

    The legend goes that in the dark times, during the world’s infancy; a time few believe existed and Aenguls & Daemons roamed freely, there was an old wives’ tale. They spoke of a Daemon, one who had an affinity for stealing babes from the cribs in the recesses of the night and leaving no signs of the coming. It wasn't an isolated tale, however, it was known to many; springing up sporadically whenever a child disappears without explanation. In spite of this, few knew the truth. Under the cover of stars, the Daemon Metztli would visit lonely farmsteads, called by the scent of infantile blood, and she would whisk away the children straight from their beds.

     

    Legend has it that Metztli’s form was so beautiful; those adults who looked upon her were driven mad and tore their eyes from their sockets. Fearing and denying the truth, elders would attribute this phenomenon to the intense grief the parents’ experienced rather than anything otherworldly. The truth behind the disappearances unfortunately does not end with the children vanishing. The aftermath of these kidnappings were much more gruesome and horrifying.

    These children were taken far away, to an undiscovered land in the mists of the oceans. This island was of untold beauty, giving life to incredible varieties of flora and fauna; a paradise of Metztli’s own creation. All that was missing was sentience, Metztli needed a master race. The ocelots that called the island their home were taken by Metztli, and in a series of horrifying, magic-ridden experiments, were crossed with the infants. It took centuries of perfection and tweaking, hundreds of hideous failures discarded into the ocean, Metztli at last created a single, white, humanoid ocelot. This was the first of the Kharajyr, the father; he of the purest blood.

     

    Though it does say that it's during the world's infancy, it sounds like they had cribs and farmsteads, and it took centuries for her to finish, so Dragur is already centuries behind everyone else at least. Also, he figured his stuff out way faster than Metztli, seeing as it only took him 7 years and some to find the monkeys and Sun-Wukongize one of them, and most of that time seems to have been spent just looking for the monkeys in the first place. Perhaps because monkeys have a higher general intelligence and could more reasonably be "uplifted" than an ocelot, but he just walks up to an alpha and unlocks his sapience (not sentience, the monkeys are already sentient) without much trouble.

  2. 5 hours ago, 吳憾戰士14 said:

    The Hou-Zi are a primate people native to the archipelago of Axios. Their native territory comprises the isles of Malin, Tahn and Asul.

     

    Didn't Axios belong to the elves before by lore? Did the elves get here after the Hou-Zi and before the Vailorians, or are the Hou-Zi actually not natives and landed here at some point as well?

     

    Also, kinda strange that they speak exactly like some Farfolk humans, but I guess that's a minor point.

  3. Minecraft name(s): Murdervish

     

    Skype ID: takanome.piccylo

     

    Timezone: Eastern Standard Time

     

    Do you hold / have you held any other staff positions? Wiki Team

     

    What MMORPG/video games have you/do you play (past and present)? Elder Scrolls Series, Mass Effect Series, Planescape: Torment, Baldur's Gate Series, Dark Souls, Maplestory, Kentucky Route Zero, Dead Space, BioShock Series, Witcher Series, Pathologic, Dishonored, Assassin's Creed Series, Child of Light, Hedgerow Hall. (Also, tabletops such as D&D, Whitewolf WoD, Deadlands, Dark Heresy, WH40K, etc.)

     

    What are your characters? Are you willing to sacrifice any to become a event team member? I have a farfolk woman, a female dwarf ghoul, and a goblin. The ghoul can particularly be sacrificed if need be.

     

    What race / group do you think your events would best cater to? If none in particular, give an example of the type of group that your events would entertain.

    I would try my best to make events for citizens a variety of people. I might focus more towards guilds, the dwarves, and the orcs (goblins especially), and independant nations since those seem to be the player communities that have the need for events which I have familiarity. I would of course love to branch out from these areas and work with other ETs as well.

     

    What do you believe are key factors for a successful event?

    In planning: making meaningful, interesting storylines that the players can't help to be interested in. Loot is nice to have on hand, but the story is the key. In execution: Quick, fluid responses with gripping imagery, being able to engage and impact all the players involved.

     

    What strengths could you contribute to the event team? Are you knowledgeable in lore or great at organizing?

    I am good at working with creepy, scary, and off-putting roleplay and imagery. I enjoy giving little jump scares as well as providing off-putting nuances that (hopefully) impact and disturb the players at a deeper level, and keeping the intensity high. I've literally done this professionally (worked in haunted attractions for several years and actually won actor awards).

     

    Why do you want to be part of the ED? I want to add a little weirdness and dread to the server. Big baddies don't really concern me; I want to give people mysteries that they both do and don't want to solve, leave a trail of breadcrumbs to supposed dead ends.

     

    Create three distinct RP scenarios/events based on LOTC lore that you would organize. These are pitches to the managers and the lead, not to the community. Note: not all of the group must be handled at once. Eg: 20+ people via 5 person increments in a dungeon.

     

    Your Biggest Fan (Small Group, 2-5, though repeatable)

     

    Spoiler

     

    A basic long-term stalker RP, which works best when the "target" is in on it, though this OOC arrangement is not wholly necessary. A person leaves messages for their target, usually a non-orphaned child or a person in a committed relationship. It starts slow, but the messages get gradually more frequent and personal, indicating the messenger has been watching them. They'll also start noticing items disappearing from their personal space, and may eventually discover a crawl space used for entry, which may include a blanket and some rubbish indicating someone has lived in the space.

     

    This culminates with the target disappearing, perhaps leaving sign of a struggle, a message, or large amounts of their house decoration disappeared. The target's family is expected to look for the target, and will be encouraged to do so by a dropping of clues, messages sent directly from the stalker about the target's stay, a brief "chance" encounter with the target before they're immediately whisked away again, or, if they're particularly slow, renamed meat, hide, and bone items to represent small, severed body parts.

     

    In the meantime, the actor and target will roleplay. The target will be blindfolded with a bag after they're apprehended (usually, they will be drugged or otherwise forced into a knockout). The target will then be brought to a place they cannot see for the blindfold, tied up, and they will be interrogated by the actor. The questions will be highly personal and sometimes rather inane. The actor's voice will be noticeably shaky and over excited. At some point, the actor will wail and make some strange complaints in a disappointed tone, and they will be transported once again to a wheat field.

     

    The clues, if the family should follow them correctly, should bring them to an unassuming house in a relatively inactive roleplay community, a specially-built cottage away from main hubs, or a cave sealed with a door. If possible, a former house the target lived in should be used. In any case, the door will not be locked and will allow entry. Upon entering, the family will discover the missing items set up all around the house; their clothes hanging up, furniture as it was set in the family's home, and some items preserved and plaqued in item frames. If the target has a favorite/signature flower, food, or scent, the smell of it will permeate the space.

     

    The target will not be there. The door will be closed and locked behind them if possible (the actor will come up and do it without vanish). If the actor cannot manage to close and lock the door with them inside, the actor will attempt to set fire to the house (or entrance). If they manage to escape before the actor gets away, they can attempt to apprehend the actor, attempt to kill the actor, follow them, or let them go.

     

    If they follow or apprehend the actor and interrogate, the actor will lead them to the target, who is blindfolded with a bag over their head and left in the middle of a wheat field tied up. Note: for most interrogations, this will be the only useful information, as the actor will be over excited and will babble incoherently, mostly about "a particular set of traits", but cannot seem to go into detail, though they may ramble about the target. The actor will be glassy/red eyed, breathe irregularly, and any present with medical or alchemical experience may recognize that they're drugged.

     

    If they let the actor go or kill them, the target will return on their own accord to their house, having eventually removed the bag and ties themselves. Other than what was done for apprehension and travel, they will be unharmed.

     

    "The actor" is described ambiguously as they will be a different character every time, and the event will be repeated with different player bases in hopes that characters will begin to notice this pattern and their characters will react accordingly. This can fit into an overarching event (most easily, into a cultist event).

     

     

    Oemiian'Divayla Ito (Medium Group, 5-10)

     

    Spoiler

     

    With the rapid expansion and development on the isles as people settle and build, a ruin is opened in one of the more obscure places of Axios. The initial chambers appear (relatively) clean and stark, or at least appear like they would have been during their time. The architecture harkens heavily towards 'aheral styles, if severely out of date, and appears it was pleasant, with large planted trees that have overgrown into broken skylights and broken the tiled flooring that had once encompassed them, and vines and flower bushes have overgrown and made cracks in the edifices.

     

    There will be scattered bits of the ancient tongue of elves in weathered carvings around the ruin, but a plaque above a collapsed entryway will have, among its worn letters, the phrase "oemiian'divayla ito" readable. One who understands even may be able to translate that (roughly) as "to where children void of good". "Omeiian'divayla" may pop up from time to time in ancient texts discovered elsewhere on Axios up to and after this discovery, but they are mostly referred to rather than explained, and the place itself should not appear in any ancient text.

     

    When a group decides to clear the collapsed entryway and attempt entry, they will find the task to be difficult, as it opens immediately to a collapsed stairwell. They will need to let down a rope and bring lighting to explore further. As they do, they’ll come through a series of chambers linked as a hallway that have been barred from each other, though some of the seals will be broken by time and seismic activity. After following these, they’ll eventually come to what appears to be a common area of a dormitory. The cells of the dormitory will be small, hardly more than a child-sized bed and a table, and will be barred with iron doors, though many will be ajar or broken. Some cells will show evidence of struggle or forced entrapment (scratch marks from nails, crude carvings into the wall, sometimes faded stains of blood), and there will be a door leading to another hallway.

     

    The hallway will have a series of doors to rooms that seem to have had specific purposes. Some have cages with signs of being overcrowded with perhaps animals. Some will have what appears to be laboratories with examining tables and some rusted equipment--sophisticated but still noticeably outdated in construction or design--nearby.

     

    The group will eventually come to a room at the end of the hall, sealed purposefully with a deteriorating bar, that will speak an unbearable truth. Black marks upon the walls and scratches of small, elven nails along the entrances speak of a fire where the people trapped in the room, left to burn alive. The nail scratches don’t seem to reach terribly high, and, upon investigation of the ashes, some few, surviving bones will be discovered. The bones are thin and fragile, certainly elven, and almost certainly not of adults.

     

    At one corner, there is a hidden crawlspace with a light mist emitting, something the small space requiring more tools than they have to break through, and the group must decide: should they seal their horrible discovery off from the world forever, to not let the descendents of Malin know this chapter of darkness in their past, or should they press forward and let Axios know it’s prior sins once and for all?

     

     

    No Clock 2^48 (Large Group, 10+) --- Special thanks to sean66 for helping me on this one

     

    Spoiler

     

    A broadcast in the  Library of the Dragur indicates that a new stack of books upon a previously unnoticed shelf has appeared in the middle of the entrance floor after a short, but unnerving, tremor. Those choosing to investigate would see that there is a single unique book in the stack titled “No Clock 2^48”, the shelf would be locked so they can read but not remove it. Within the book is the following:

     

    “Greetings, friends.

     

    We are conducting a survey in the form of a simple game, sort of a scavenger hunt that riddled mosts youth’s gleeful memories. Each clue will bring you to a new clue. At the end, you will get a prize should you succeed, and after we feel that enough have succeeded, we will shut down the survey. Good luck!

     

    The next flip of the page would send the reader’s mind to feel as if it were split, as the their ears were filled with a horde of various sounds as if in a crowded market, and the smell of a deep lavender with the harsh smell of salted water breaching their nostrils. All before a snapback to reality as the next page read out. “Here is your first clue:

     

    A simple mathematical problem to figure out the star alignment to the first location will be listed below. Each will be similar in nature, written and hidden in chests or bookshelves across the islands. As the game progresses, the clues get harder to crack and also the magnitude of the tremors and pained tinge within the searcher’s membrane (I’m hesitant to put in details of locations or the particular puzzles in case this event is used).

     

    At the end of the game, they will come upon a chest with some small, golden clocks. A certain number will be prompted to take one before the chest fizzled before the searcher’s eyes and departed like a dust pile struck by wind. The stack in the Library’s book will then indicate that “They have given enough of the prizes” and it will return again at a later date. The successful searcher’s would never dream easily anymore afterwards, their memories a constant recollection of ones which were never theirs and every dream ending as another torch along a long hallway’s wall lit up in a deep red flicker.

     

    This event is repeatable, and those who have gotten the clocks will possibly be used in order to join another related event later.

     

     

    How long do you plan to stay on the ED? As long as I'm needed, but if you take me, please keep me through Halloween at least. :D

     

    Tell me a joke! Did you hear about the cannibal that dumped his girlfriend?


     

  4. Just now, Teegah said:

    Anyways, we wanted to add in some mobs that were categorized in-between default minecraft mobs and boss mobs, they'd have higher health and speed values but wouldn't be as tough as bosses.

     

    Honestly, I do like that (because I do like fighting mobs), and there are definitely aspects you described that I'm very intrigued by. I'll even say I'm somewhat coming around as the thread goes and more discussion follows. However, the base idea for the profession itself is still concerning to me for the other reasons I described.

  5. NO.

     

    Look, I'm sorry to hate on something you've been working on, but this is skill is among the most worthless things I've ever seen. Everyone has been complaining about how the plug-ins affect the server negatively in combat and even discourages roleplay in certain instances, but you want to straight up make an MMO mechanical fighting plug-in that you level by fighting mobs? Fighting normal mobs isn't even hard! You can bare-handedly 1v10 zombies all day as long as you don't let yourself get pinned. Nevermind how many people would feel forced to take this skill (especially hunting guilds) when they would rather focus their skills on producing something for their guild. The professions list is already pretty bloated.

     

    Nevermind that RP hunts should absolutely and always be more important. Did it not occur to people it's easy to do hunts RPly, now? You don't even need an ET unless you're going after a lore creature; the Edict runs its own hunts all the time with one or two of us just emoting for the animals.

    I like the idea of bosses, because I do like fighting mobs, but it should not, in any single way, be connected to an MMO skill like this!

  6. On 07/29/2016 at 7:01 AM, Pandan said:

    Fief Plot

    70x70

     

    This alone makes me happy.

     

    On 07/29/2016 at 7:01 AM, Pandan said:

    Guilds

     

    I didn’t much want guilds to be a part of the manpower system, and thus concluded that people should be able to support their admired nation whilst also being a part of these more selective groups. Although I’m not going to release more information at this time, guilds will be allocated a fief plot independent of nations through an application system.

     

    Oh! That's nice. Our guild has rather successfully allied with our chosen nation, so we may not even need it, really, but it's good to know this is an option.

  7. Eve, I'm legit thankful to hear you're all right, and a little miffed to hear Erdogan has gotten a positive image out of this, but that doesn't overpower the former.

     

    After waking up to the attack in Nice and just after that hearing that bombs were going off so close my friend could hear and feel them... Well. I was worried for you.

  8. Oooookay, so here's the thing. I've been doing some LotC art for a while since I've joined, and I've already uploaded most of it on a tumblr page... which you can see here!

     

    Don't judge me; they have no content restrictions, and I hang with people who like flaying and blood-eagleing, but it's all SFW*

    *If that changes, I'll edit this post to keep the kiddies from clicking on bad things.

     

    I've also been doing some art for the wiki! Which... mostly isn't up yet, other than the clip-art. But you can see the example racial pictures here!

     

    It has dwarves and elves and human and orcs and even a halfling!

     

    Currently, I'm drawing flora for the wiki, but I am open to commissions! Yes! I don't have a set amount as of right now, so that will be negotiable.

     

    Acceptable methods of payment as of the moment:

    Money (paypal preferably)

    Steam games

    No mina payment at the moment as I have too many minas towards the end of this map, anyway. I may reconsider with 5.0.

  9. Number of players in group?: 3

    Names of group members?: Murdervish, Draxagon, The_Shrouded_One

    Group leader’s Skype? (can be PM’d): takanome.piccylo

    Are there any specific magics or items you want to discuss

    Before getting into the dungeon to see what’s allowed?: Sahar (Murdervish) has T4 Soul Puppetry and T2 Mental Magic, Ayche (Draxagon) has T5 Mental Magic, T5 Electric Evo, T4 Sensory Illusion, T4 Voidal Shifting, T3 Wind Evo.

  10. If you're going to drastically reduce Fast Travels, then please make rails cheaper to produce. They cost so much iron to make, currently, and that'd make a really fun alternative to fast travel.

     

    Also, "no fast travels at all" is ridiculously dumb. Did you people forget the next map is a bunch of islands?

  11. MC Name: Murdervish

     

    IC Name: Kraviila

     

    Original Race [n/a if not applicable]: Dwarf

     

    Transformed Form: Ghoul

     

    Creator [mc name and ic name, n/a if not applicable]: Orias (Anawkin)

     

    Briefly explain the lore behind this construct or creature: Ghouls are undead creatures created through Necromancy: autonomous, animated corpses fueled by their massive hunger for lifeforce. Although they do have emotions and even some memories of their life when they were living, their psyche is shattered to a shadow of what it once was, and all is overpowered by their hunger. This hunger for lifeforce is where Necromancers can command them at will, the means which they can train and control them.

     

    They have undead weaknesses, are weak to gold (the only thing that gives them physical pain, by which this pain is immense), are sluggish and weakened by rot, are susceptible to holy magic, and can be ruined by fire and damage to the head or neck areas. Ghouls are not friendly and cannot integrate into society, although they are trainable and controllable (by necromancers).

  12. Sahar slowly tilts her head to one side when the news of Amethu Denaseth reaches the snowy cliffs of Tal'Annak in Urguan. The cold breeze whips between the ramparts and about her as she makes a low hum in her throat.

     

    "Amethu walked into the sands? Surely, he was not so old as that. Not much older than myself." Her brows pull inward as she thinks this fact over.

     

    "Hmm."

     

    Her posture then straightens, and she goes to walk the walls towards the northern tower. "I suppose I should inform Aiantas as to the death of his former superior."

  13. MC name: Murdervish

     

    Character's name and age: Sahar Tha'un, 42

     

    Character’s Race: Human (Farfolk)

     

    What magic will you be learning?: Mental Magic

     

    Who will be teaching you?: Ayche Raven'kor (Draxagon)

    Do you have a magic you are dropping, due to this app? If so, link it: n/a

  14. Great guy. Intelligent, reasonable, measured, and since he actually enjoys forum moderation (I did it before elsewhere and shudder at the thought of it), you would be highly benefited by having him on your team since he will get it done well and with appropriate nuance.

  15. The curses are kind of just OOCly managed as it stands currently, at least in terms of elven and human curses. The elves manage around their curse by just existing without PC parents or "trying really hard", and the humans famously manage their curse by putting "real age 22" in their descriptions.

     

    This isn't to say that these things don't affect RP: humans make up for their convenient aging by allowing their characters to be more disposable in RP death events (though there's question about this being "forcing PK" sometimes), and elves place a high importance on family and purity of genealogy with the low birthrate being tasked as the reason. Indeed, the "not being an adult until 50" part for elves does make it unlikely to see pure elf children... because who wants to play a child for an actual year?

     

    But the reality still leaks through very overtly: other than the high elves, some elven communities would logically accept half-elves more as they'd be good boosts to their population (1 elf + 1 non-elf = 2x new "elf"; this is probably why Adunians are a thing, in fact), and they're not overly concerned with elves that leave the community for the most part, since they are a dime-a-dozen. And the "disposable" character aspect of human RP has, arguably, more deeply rooted their OOC culture of leadership, as they now base decisions of leadership more on the competence or favorability of the player than the character.

     

    Changing the curses is at least something to consider, but perhaps down the line.

  16. I did a thing!

     

    Wyr Kreem

     

    Ingredients:

    1 milk

    1 packed ice

    4 sugar

    4 cocoa beans

     

    Description:

    A creamy dessert made primarily in the mountains of Urguan due to the extreme cold needed to prepare and store it.

     

     

    AND I made a picture of the dessert being made! Basically, the process used here is for real life "Thai Ice Cream" which is made in minutes by street vendors by pouring milk and ingredients onto an icy surface, chopping them up and scraping them together until it makes a thick, cold paste, then spreading the paste into a sheet and scraping it up into rolls, as seen here!

    icecream.png

  17. I'd thought about making the title more accurate and respectful, but, to be honest, the people who would benefit the most from such a guide would likely pass over "How to Roleplay Eccentricities/Mental Health Disorders/whathaveyou" compared to the more brusque "insanity" term.

     

    And, yeah, I've left out some particular "bad RP" examples, but I wanted to focus mostly on content for them to work off of, rather than "DO NOT DO THIS". Besides, after a while of listing them out, it's basically going to come down to "DON'T BE EDGY", which is kind of counter-intuitive to the first rule. The way I see it, who cares if it's a little edgy if it's done well?

     

    Not to say I have high hopes for the grinning anime hatchet murderer, but if someone did that sort of character and managed to make them sufficiently deep, detailed, and chilling, I'd count that as a win.

  18. So, you want to roleplay an insane character, but you want to do it right. None of this "I'm the Joker if his parents were Dennis Rodman and Dexter". You're not an edgy. If you're called edgy, you might as well be a digital leper, because ain't nobody gonna roleplay with your mask-wearing axe-murderer.

     

    wmh7.png

     

    Well, if you'll accept my help, I've made a guide to help your purposes! Joy and rapture! Nevermore will you be called an edgy!

     

    Okay, sorry. That's a lie.

     

     

    Rule #1: Embrace the Edge

     

    You could make your mental roleplay entirely respectful, accurate, and subtle, but someone is still going to call you and edgelord, and if you came into this thread to learn how to not be called an edgy, you might as well go to a reddit subforum and ask how you can wear a beard and not be called a hipster. You're at a disadvantage coming out of the gate, and approaching by that angle will not help you or your fellow roleplayers.

     

    So, if you're committed to roleplaying a mental dysfunction, you're going to have to accept the "edge". You're a special snowflake by definition, and letting yourself be held back by trying to balance your roleplay on a standard that doesn't universally exist is just going to cause you pain. This isn't to say "Go ahead! Make Willy Wonka's serial killer clone!", but you'll be much happier accepting the title and going on with your life and not bashing your head on the conception.

     

     

    Rule #2: These are Real Problems that happen to Real People

     

    A "crazy person" isn't a monster or the butt of a joke. Approach the role with some respect and empathy: there are actual people that have or have had these issues your character is going through, and some of them play on this server are or are their loved ones. I'm not telling you to not "trigger" them, but there are a lot of misconceptions about mental illness, and crude archetype caricatures predicate these misconceptions.

     

    They have a brain, a history, a personality. They have interests, likes, and dislikes. They aren't defined by their disorders, and so would be the case with your character. Even if the disorder is debilitating, they are individuals. The disorder impacts them and the people around them, but they will often try to not let it rule them, even if they may fail.

     

     

    Rule #3: Know the Disorder

     

    This isn't to say that you have to have the disorder in real life, be a well-read expert with a degree in Abnormal Psychology, or have a fully-mapped artist's rendering of what your character's brain would look like under an MRI. But, for goodness sake, read up a little on the thing you're roleplaying! So often I see people roleplay something that they absolutely don't understand. They mess up the observable behaviors, or they mix up the names, or they magically get the disorder for no reason, or become completely cured because friendship is magic or therapeutic FTB or something else dumb.

     

    Do some light research at least. Google the name of the thing you want to do. Read the Wikipedia articles concerning it. Maybe read a few case studies. A really great resource I'd suggest to you more scholarly types: Watch Crash Course Psychology.

     

    https://www.youtube.com/playlist?list=PL8dPuuaLjXtOPRKzVLY0jJY-uHOH9KVU6

     

    It's well-written and produced, covers a great deal of psychology, learning, treatments, history, and even goes into detail on specific disorders, what causes them, and how they work. Consulting the production team is Dr. Ranjit Bhagwat, Ph.D., who is an actual licensed clinical psychologist in New York. So, not only could you improve your roleplay by watching these, but it could help you study for an upcoming Psych quiz.

     

     

    Rule #4: Your Character has Coping Mechanisms

     

    When confronted with their issue, your character isn't going to necessarily go ballistic or completely shut down from the situation. If they are a fully-adult elf that gets really bad cabin fever, they aren't going to run up and down the halls like a toddler on a tantrum. They've learned better. But they're going to sweat, they're going to *****, and they might snap with more stress and scream at someone for the heinous crime of turning the fork the wrong way.

     

    If you're afraid of groups, you'll remove yourself from them, but you'll start with the most innocuous method of doing so before you just hyperventilate yourself into a faint or scream bloody murder. If you tend to jump in real life when you jump in your dreams, you might sleep in a sleeping bag instead of a bed. If you have face blindness, you will try to learn people by their clothes, hair, or voice.

     

    And sometimes the coping is what's disrupting their lives and not the initial problem. If they are paranoid, they may attempt to hermit themselves from their loved ones or their duties. Not as dramatic as screaming "treason", but a court would notice a paranoid king's disappearance quite quickly.

     

     

    Rule #5: It Isn't Always Bad, and It Can Get Better

     

    As your character progresses, they might be thrown further down the rabbit hole, or they may stabilize themselves in ways you didn't predict. The problems they once had may even be entirely conquered (or perhaps just thought to be conquered and have not arisen for decades). And they aren't always on "Crazy Mode". Sometimes they're fine. Sometimes they're in a balanced or reasonable mood.

     

    Even in this crazy medieval world of war and dark magic, there are therapists, mental abilities, medications, and people your character can reach to for support. You might find a defining mental problem to your character in remission or even turned entirely around. Sometimes it's a long, slow process. Sometimes all it took was a revelation. Sometimes it's a combination of things.

     

    Let your character grow as the roleplay wills. You might be pleasantly surprised, even if you lose a trait you enjoyed playing before.

     

    Rule #6: This Roleplay is Difficult

     

    If I haven't rammed that into your head already by talking about motivations, coping, and research, roleplaying insanity is not a walk in a park. There's a reason we're impressed by actors who can get inside the head of someone with a debilitating mental issue. And it’s the same reason that, in tabletop games, some storytellers for Vampire: The Masquerade don’t allow Malkavian players, and some Dungeon Masters don’t allow anyone aligned Chaotic Neutral. It takes a lot of thinking and turning things off, and you have to come to realize that your character's mental processes might be entirely different than anything you've ever experienced.

     

    So many people seem to think "acting crazy" is "throwing a temper tantrum in the middle of Wal-Mart when I was six", because we call it the same thing colloquially, but it's not the same thing. A psychotic episode, epileptic seizure, or anxiety attack isn't a temper tantrum. There's more nuance, more fear, and control is fluid or volatile. It can be difficult--and even scary--getting that far disconnected from a normal thought process.

     

    But, despite all that, the experience can still make for a very rewarding gameplay.

     

    If you feel this guide helped you, awesome and I'm glad I could be of service. If not, soz, but at least you have a link to a good, quick, online psych course for future reference if you ever need it.

     

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