Avatar of BlessedWrath
  • Last Seen: 6 yrs ago
  • Joined: 11 yrs ago
  • Posts: 345 (0.09 / day)
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    1. BlessedWrath 11 yrs ago

Status

Recent Statuses

7 yrs ago
Current For the same reason it was able to gather its power, I will not bow to it. Freedom is for everyone; not just the loudest voice.
1 like
7 yrs ago
In the wise words of Ebeneezer Scrooge: "Bah humbug."
1 like
7 yrs ago
Sometimes, "cheap" is the most expensive thing you can do.
2 likes
7 yrs ago
Back in the RP Pool. If you have an idea (and it's not 100% smut) messag me! ^_^
2 likes
7 yrs ago
If you can't support your argument...you don't have an argument.
3 likes

Bio

I return from a long hiatus, in the hopes that roleplaying has once again returned to the art of inclusive storytelling. Prove me right and I will stay. Prove me wrong and I will go.

Most Recent Posts

1x1s are definitely a completely different animal. When you have just two people cooperating on a story, it allows for NPCs to be in flux. I had a roleplay which lasted well over two years, with over 50 characters between the two of us. The secret of our success was that either of us could introduce content, and either of us could alter content, but we both had to be okay with the changes. Most times, the person introducing new content was the one who had primary control over it, but that too was flexible.

When you get it right, you really can go the distance. That "give and take" you mention is necessary in any roleplay. I just think it's a little easier to deal with NPCs and how they should be handled when you're in a 1x1, versus a group play.
I'll have a post up soon, then.

Folks, be thinking of what you can do to progress the primary story at this point. I know some of you are out of it at the moment, but even a post describing a KO'ed character can help inspire others. We need to handle the current conflict and get back to the story. I know you can do it.

I will be available for brainstorming if anyone wants me.
Lillian Thorne said
But then the lines are blurred sometimes.


Rarely are the lines so crisp and defined that we know when we've crossed them.
I agree with you, HeySeuss, but I'm having trouble wording it correctly. I can't quite explain my opinion on what the differences are between a GM running NPCs and a GM running "his" characters. That's a deficiency in my ability to elaborate. If it coalesces into some kind of valid point, I'll be sure to come back and voice that point.
My intent was not to censor any critique, hence why I have not tried to do so with you. It was to squash the second type of negativity which you pointed out. I believe that was also OP's point. A critique is the non-confrontational mention of a flaw or a presentation of a logical counter-argument, which you have provided. I don't see much hostility in that critique, thus I do not term it as the kind of negativity mentioned earlier.

I respectfully submit that you may have misinterpreted the intent of the pledge to report inappropriate behavior.
That's an interesting way to handle things, Arsenal. I'd never heard that before. I will concede that there are characters unimportant enough that it really doesn't matter what happens to them, or who controls them. Further, content introduced by a player really should be their responsibility and their privilege. If you can get to a point where people are posting responsibly, then it shouldn't be much of a problem to allow limited NPC control...to a point.

I haven't tried that yet. Maybe I should.
First, I'd like to commend your interest in attempting to create some community involvement. I hope it goes over well. Community is something I feel like this site needs more of, and not just for "the in-crowd". Everyone should feel welcome.

Next, I will say that I have absolutely no inhibitions about reporting inappropriate behavior to administrative staff. Have your opinion, please. Voice it. But do it in a way which is respectful, non-confrontational and productive. I would like to see this conversation serve its intended purpose, not get shut down for peacocking and posturing.

As for the topic, this is one subject I've had lots of experience with over the years. It can be difficult to know how to handle NPCs. The topic is subjective, and can vary from situation to situation. In many cases, it really depends on the style of roleplay management the GM wishes to employ.

In my experience, Non-Player Character is a term which only means that the character is not assigned to a player. It does not necessarily mean that the character is unimportant, or is free for use by the players. I tend to restrict access to NPCs by players, because it is too easy for a player to "win" a conflict if he has full rights to post reactions from his opponent.

NPCs in my roleplays tend to be completely off-limits to players, unless specifically stated. Even then, it is situational. There are minor and major NPCs, but in every case I treat them as separate entities, with their own rights and backgrounds. The conflict of interest is just too great a temptation in my eyes. A player posting a reaction from an NPC he's fighting is (in my opinion) no different from posting a reaction on behalf of another player's character. I see it as just the same.

I also believe in minimizing the involvement of NPCs in a roleplay. Too many of my roleplays ended up fizzling because I had too many NPCs helping the party. Nobody wants to play second fiddle to a character that isn't even a real member of the party. Even less do players want to be "saved" by NPCs. These days I tend to only employ an NPC where necessary or warranted, despite my great love of creating them.

In short, they are a valuable tool, but are easily misused (or overused). It can be difficult to know when to employ them, but if you figure it out, an NPC can make the difference between a successful roleplay and a dead one.
Realizing that holiday stuffs have had everyone's schedules out of sorts, I am still eager to resume posting. I have some ideas, but will wait a little while longer before pressing the issue. As I'm not directly involved in the conflict, I personally feel as though continuation of posts will not hinder that effort at this time.

If anyone is stuck, needs some ideas, or just wants to brainstorm, please contact me through PMs or Skype. I am more than happy to help.
In Is RPGuild dying? 10 yrs ago Forum: News
Well, I'm not exactly popular here. I just know a couple of people, and haven't been in the publc eye very much. I was here before guildfall and have stayed from the time the site got brought back. I don't think it's necessarily accurate to say that popularity and relationships are the only reason old members have stayed.

I do take your point, though.
In Is RPGuild dying? 10 yrs ago Forum: News
I encounter that attitude frequently. "I'm doing you a favor, so don't complain." Ok, that only helps me if this "favor" is actually what I need. If a friend offers to fix your car's brakes, and instead changes the oil, that's not helpful. By the logic presented, you shouldn't complain, because it's a favor. Well...you're still just as dead at an intersection.

I will always be grateful for the site. I have had some of my best roleplay here. To point out flaws is not to be ungrateful. To offer suggestions and constructive criticism is not to be selfish. It is just people giving feedback. That he doesn't "have to" provide this place does not invalidate the flaws it has. To point out that there are ways in which it could be better does not mean we're biting the hand that feeds us; especially when that information is provided not as a personal attack, but as a means to help make this place better and help make it serve its intended purpose.

What would help is if such suggestions were made in a way which does not come off as an obvious personal shaming, or an attempt to dress down those responsible for the site's upkeep. We don't know why the promises weren't kept; just that they weren't. We can't assume it was intentional.

I find a helping hand to be much more productive than a pointed finger. It's harder, certainly, but the benefits cannot be argued.
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