Jump to content

Tarquinus

Member
  • Posts

    961
  • Joined

  • Last visited

  • Days Won

    44

Everything posted by Tarquinus

  1. [quote name='Vaul' post='17654' date='Oct 2 2008, 11:51 AM']My question is about the "roles". Obviously this involves creating a fictional identity for your account. My interest is how exactly does one manifest this identity ingame? I myself have written a story about my character, Vaul, in form of the "comments on self" document. In accordance with this, I have chosen certain story options as well as magic principles that would coincide with my character, to that extent as it is possible given the game "limitations", or should I say "given oprions". I rarely get involved with a lot of chating on locations, but as I said, I'm very new to the game, I have no doubt that I will develop certain relationships with gamers over time... But is a statement on one's identity (and progressing through the story and building up the stats in accordance with it) enough, or is the "playing" part crucial? By "playing" I mean mainly the chat, as I see little alternative for inter-player interaction, short of battle.[/quote] This section of your post has been addressed numerous times, but I will recap: there are two basic methods of approach. One more or less disregards the "role" aspect of the game altogether; the other assumes the role in varying degrees of seriousness and skill. Neither is mandated by the game's system, though in recent weeks dedicated roleplayers have been rewarded for taking the latter approach. [quote]I don't have to say how this chating is conducted, it involves the : : and the "blabla" in between, and I have found that most players have fun with this in ways that are hardly in accordance with any profile that could exist in the MD world, such as it is. For example: "hi everyone :sits down, has an ale:" ... "you'll pay for your treachery! :fries your head with lightning from eyes:" The first one I can cooperate with, but the second one (which is clearly quite prevalent with a vast majority of players) is absurd, given the nature of the fictional world we're all in (lightning from one's eyes? I think not).[/quote] You are hardly alone in feeling this way. I wrote a post in the Loreroot forums for the purposes of discussing what I consider to be constructive or noteworthy roleplay and why. I note that I have probably made few if any friends by expressing these views, not least because I criticized the popular "pub" in Wind's Sanctuary, and I have no illusions that I will increase my fan-base by mentioning it again here. It is a long post, and I will summarize it for ease of discussion. In my view, successful roleplay in MagicDuel has four elements: [list=1] [*][b]Fun[/b] - Are you having fun? If not, to quote icanhascheezburger.com, UR DOOIN IT WRONG. [*][b]Engagement[/b] - This is tricky for a lot of players, but it's something that any GM will enjoy, and Manu is no exception. Similarly, other experienced roleplayers will appreciate it, too. In MD, this has two subsidiary elements: mastery of the system and engagement with the setting. Learn the system: become a talented duelist and learn spells that work in the game engine rather than between asterisks. Engage the setting: don't overwrite it, but take inspiration from it. Learn the history of the setting. Get involved with the world. You've got a story? Great. Now show how you fit in. When people do silly things between asterisks, they're not engaging the setting, but being self-indulgent. There's a place for that, but otherwise it detracts from the atmosphere. [*][b]Presence[/b] - Portray a character who really believes s/he is in this world. Limit your conversation to IC (in character) as much as you can stand it. If people need help or find you annoying, drop it - that's just common courtesy. Otherwise, BE in the setting, and you help to bring it to life. [*][b]Imagination[/b] - This is really crucial, because it often goes waaaay out of control. If you're a superbeing who can do anything EXCEPT affect the game events around you, you simply seem insane. The key to imagination in presenting a character lies in restraining the imagination enough to present something compelling. She's a goddess, but she's lost her power. He's a werewolf, but he can't seem to find anything to eat, and he's never seen the moon here. She's greedy, but gold in this world seems to breed itself and vanish periodically into the void, so she has learned to hoard something of [b]real[/b][u][/u] value: information. And so on. [/list] [quote]I apologize for the length of my post, I rarely express myself in few words. But given all the things I have said here, is involving with this kind of chat crucial to roleplay in this game, and is the chat important AT ALL to that effect?[/quote] If you are portraying a character with presence, it's absolutely essential. It takes patience sometimes to deal with the fact that so many people are being self-indulgent in chat, and discipline to chat IC in response to someone else's asterisk-mandated behavior. [quote]I'll repeat my question: [b]Is the CHAT [u]absolutely necessary[/u] for acting one's role?[/b][/quote] No; but it really helps. Without chat presence, you're an interesting cipher on the forum or a mysterious stranger. Such characters ARE playable, however. [quote]The "old guard" have their stories, their jokes, they seem to know each other's whereabouts at all times (as every second question is "where is XX?", and every second answer is "he's over at the paper house", or something similar)[/quote] You would do well to learn how they know this. It's important. [quote]and I'm not going to repeat the quality of the "RP", which I think is very poor. But be that as it may - it is dominant, it is established, it is a system that new players must conform to, under threat of being ignored completely. Sure, you'll get an answer or to, a few reactions, if you're persistent with your comments - but if you don't play along with the current scene...you get the picture.[/quote] Sort of. It is possible to play hard against the scene and make an impression. Do you have the guts, the determination? Is it fun? If not... what are you doing? [quote]I myself really don't want to participate in the chat - such as it is. I will have fun, and communicate, but my RP is unfortunately quite unwelcome in the current "system" of chatting. What am I supposed to do then?[/quote] This is where I tend to lose my patience and say nasty things. So I will simply repeat what others have said: find the players who play in a way that is acceptable to you. You will NOT find the bulk of them in the pandemonium of Wind's Sanctuary. [quote name='Red Dragon Lady' post='17795' date='Oct 3 2008, 05:30 PM']As you can see I'm new here too and I have to agree with Vaul, it's very difficult to anticipate for a new player. Would be great if the older players just invited new players in and tell them what's going on inthere, even if they have to tell it over and over again. I also think they could help new players get a role in the story by asking them what they are doing here and where they come from, so they can get their own role in the game. It took me a while to find out you could see their story in the papers, didn't know it wasn't there to attack or something, so tell new players where to look for it, it will help them to get into the game.[/quote] Many people are impolite in the game and worse, unhelpful. It helps to have a very strong conception of your character and a determination to present it. If you don't, you will likely fall by the wayside. If you do, you might well carve out part of the setting for yourself. [quote name='Glaistig' post='17804' date='Oct 3 2008, 10:39 PM']First things first, [b]no asterisks or double-colons or anything used to denote actions you want others to visualize by themselves[/b], except in light play. You cannot depend on explanations to characterize your role. You must communicate your personality through your words, or else the only thing you imprint in the mind of the other is third-person narration. Also, it ruins the atmosphere and credibility because you're demanding a person to work on your part, making them imagine rather than establishing things yourself. Honestly, if you're a good roleplayer, you don't need to magically make things happen with asterisks.[/quote] I understand why you feel that way, but setting-dissociated RP is also known as "weak" RP. I understand why it drives people away; I myself only play the game for the chance to interact with a very small number of other players.... but the quality of that interaction is superb. And I am among the snootier roleplayers you will ever meet. By the same token, though, there is no way to emote in MD chat, and I submit to you that there is a huge difference betweeen *sets Tassadar's tunic on fire with his eyes* and *bows to Tassadar in greeting*. In summary, and in response to all three of you, it is incumbent upon the strong roleplayers to lead by example. The duality you posit, Glaistig, I have managed to circumvent. And yeah, I annoy the daylights out of some people in chat, but it's my right to present a full and plausible character who is deeply engaged in the setting and to filter all extraneous data through the prism of that character's point of view. To Lucius Tarquinus, the asteriskers are mad, which makes perfect sense in a world where everyone was kidnapped by a godlike being, but now everyone has a magic purse, no one can really die, no one seems to get hungry, and the only thing to smoke is nightshade.
  2. [quote name='Harbinger' post='17881' date='Oct 4 2008, 05:50 PM']Peering. Ineluctable. Fading. The Angien Statue At The Gates Stay As A Vigil. It Holds The Seal. Bears Warning To Both The Unhallowed And The Meek.[/quote] Gods are easier to contain than mortals. Tread lightly, "angien," as some here contend against all who presume to narrow the sweep of space and time.
  3. [quote name='stormrunner' post='17729' date='Oct 2 2008, 09:32 PM'](laughs) yes weapons are great way of communicating across long distances your likely looking at the targeting system you need to aim a weapon after all, sorry but I'm not innocent enough to see a weapon as anything but a weapon[/quote] Innocent is an adjective, but not the only one that comes to mind.
  4. MP3: IkkoMachina Ice Wolf BoneShaman Pansel MP5: *ugauga* [color="#0000FF"]Edit: it occurs to me that *ugauga* may have attacked me as part of the heads contest, in which case s/he broke no dojo rules.[/color]
  5. A strict basis in myth was not meant to be implied; how I react to the symbol and how the character reacts to the symbol are not necessarily the same. That said, I think we must acknowledge the impact that all myth has had on human consciousness. The concepts of Marind's ghost, the shades and the angiens, the feud between Gabriel Wind and Daniel Raven, and especially the story of the founding of Marind's Bell are not new ideas, but rather familiar stories told through a different prism. I have argued in gaming articles that a properly constructed myth [b]must[/b] employ resonant archetypes and familiar stories. In my view, the legends of the MD world succeed in this kind of mythmaking quite admirably. Is the symbol at the Gates inappropriate? I think not; despite the frenzied jabbering of some about Enki and other Sumerian gods based on passages taken from the Simon [i]Necronomicon[/i], I doubt most serious players would credit a direct linkage between MD and earthly myth. The use of the name Yog-Sothoth is arguably a much bigger problem, for this is a relatively well-defined character with major implications for the cosmology of MD. Though I cannot recall where I saw them, I find the references to the gods of MD much more appealing. On the other hand, Lucius Tarquinus was a predefined character in another game setting before I signed on to MD, and it so happens that his enemy was Yog-Sothoth. I have had a [b]great[/b] deal of fun with this idea, having Tarquinus harangue the Gates from time to time. This behavior confuses and upsets other players, and I feeel that reaction adds to the setting's sense of depth.
  6. That question deserves an honest answer, but I would prefer that answer came from someone higher than myself in the chain of the game's hierarchies, both fictitious and practical. I can and will say that this event was not set in motion by parties unknown.
  7. Clever, loyal, and true. A hero in the best tradition of Gabriel Wind and Jack Willow.

  8. There is more than one. That's the only one I can think of at the moment, and he is flagrant.
  9. MP5 Jesus Faction
  10. So it is often said by those who would sow fear and despair. You warn us of... something. I am not afraid of Something. I am not afraid of you, either. As to what I deserve, what care you about that, who will not even tell me for what I should prepare? Many have said I deserve worse than doom, and one of my own acolytes once exacted just that upon my head. I have been destroyed before: many, many times. Enough bluster: speak plainly or be silent, harbinger of fog, chaser of shadows, prophet of...nothing.
  11. [quote name='Nex' post='17138' date='Sep 22 2008, 08:06 PM']i wonder what .morpheus. would say...[/quote] The Shaper is known to me, though I have not yet met him in this world. I threatened him on my arrival, as I recall; well, my nickname (Superbus) is apt, and it was not meant to be flattering. In another world still, the Shaper prompted a woman - a rat-speaker, if memory serves - to observe that "everyone is dangerous." And it is so.
  12. I will give you my guess: I doubt it. Remember the creature who handed you the cube? You have faced it, and you are here to tell the tale. You have died, yet you are here. If these 'sleepers', who sound an awful lot like peasants awed into silence by liturgy, have worse to offer than that, let them come. One grows bored after a few thousand years.
  13. Happy to help. Bear in mind - the more powerful the creature you sacrifice, the greater the reward.
  14. Good for them; it is better to be awake than somnolent. Therefore I am moved to ask: have we as much to fear from them as they from us?
  15. The altar anyone can reach is in No Man's Land.
  16. You're not far away from an altar only some can reach, as well as an altar anyone can reach. The latter is somewhere in No Man's Land.
  17. [quote name='Morrel' post='11673' date='Jul 21 2008, 06:15 AM']Hi, Crimson Games 200 : No voting link Browser MMORPG Exclusive list : No voting link I think these vote automatic, depends on browser or settings ? i'm not sure Games Top 100 : Invalid Link thanks, Morrel[/quote] Hot RPG Games: Click voting link Crimson Games 200 & Browser MMORPG Exclusive List: as reported above Eternal Game List: this site sometimes opens erratically in IE. Top Game Sites: No voting link Apex Web Gaming: Word check and voting link Not exactly crises, but I thought I'd mention these because I keep noticing them.
  18. Precocious, entertaining, and kind. A great Legend Teller, too.

  19. A thoughtful player, a cunning warrior, and a good friend.

  20. Don't be deceived; little in MD is what it seems, and that is especially true of this naturally gifted writer and roleplayer.

  21. An underutilized resource. Watch this one - I have a feeling he will do great things.

  22. Cunning and friendly; often overlooked, which I think is just how he wants it.

  23. It's rare that someone is nicer on the Internet than most people are in person. A marvelous asset to the game.

  24. Ebullient and versatile. A good player to have on your side.

  25. An underrated roleplayer - I noticed her when she walked into Wind's Sanctuary, and have kept an eye on her ever since.

×
×
  • Create New...