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Messages - Tortuga

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Game Discussion / Re: How did you come up with your characters name?
« on: November 02, 2016, 04:25:17 pm »
I often use the 20000+ Names website and pick names that (supposedly) originate from the region their species usually lives in. Like, I use African names for lions, Native American names for certain kinds of wolves, etc.

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While complexity is relative, it sounds good to me as long as you can keep up with in-game events and they agree to your regulations. I can see you needing help with it if the player numbers get large, though -- keep that in mind. I know I'd be totally on-board with the system, at least judging by the basic concept!  ;D Just make sure you consider the merits of handling the system yourself vs. trusting the judgement of your player base.

The only other problem I can see so far is the potential for bias. Since the result is in someone else's hands, whoever was in charge of it would need to be impartial to the outcome; if they agree to it, make sure your players understand and accept that you'll be judging by the relevant stats alone and nothing else.

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Yo! I have a few tips about combat in freeform roleplay that might help you:

1. I find it useful to decide on the outcome with your partner ahead of time. That way, not only you can focus on writing an interesting fight, but having the same end goal your partner has makes it easier to know when you're going too far, lets you accurately judge what kind of damage your character can deal without going overboard and allows you to focus the scene towards a tangible climax. This approach is more focused on story building than the "game" aspect, as it's less spontaneous, but it's worked wonders for me.

2. If you use a novel format, don't write pretty in a fight scene. Write simple and fast. In creative writing, using simple, strong sentences and less description puts more focus on the action and "speeds up" the pace of your writing, both in style (by giving the frantic feel of combat) and output.

3. If you can get your partner(s) to agree, you can use online coin flips! You can use these to quickly and simply decide the outcome, whether or not hits land, etc. It doesn't involve complicated stats, so it might be easier to convince partners to adopt the convention.

4. Some RPers use  reply speed to determine what you can do, which is more... real time, I guess? Like, how many hits you get in or whether you can block is determined by whether you can post before the other player. But if you're on the slow side, like me, this convention... does not work. Heheh.

The important thing to remember in freeform RP is that communication with your partners is everything. Ideally, you should be able to judge how a fight would go based on what you know about the characters involved and write based on that. Freeform RP is a lot less like a game than RPGs -- it's closer to writing a story.

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Ooh! Good topic!

For RP, I tend to design characters according to significant personality traits, since I believe it grants a nifty "theme" and direction to their look. For instance, I'll make use  of soft, cool and/or muted colors for calmer,  controlled and quieter characters while using brighter, bolder ones for energetic, spontaneous and loud ones. Other times, I'll use markings to make statements about the character -- like my character, Oyoo, who has permanent cub spots meant to reference his more childish nature.

Otherwise, I just make what looks cool. Particularly for "sparkle" characters. Heh heh.

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Game Discussion / Re: Wolfspeak
« on: March 29, 2016, 05:19:53 am »
I certainly don't have a problem with people having different styles; I've seen lovely plays on words inspired by Wolfspeak! However, the excessive use of Wolfspeak, from a writing perspective, is prone to being counter productive for the same reason beating a thesaurus to death to force big words into a novel is; if only "the elite" can understand your writing, your meaning and message can only reach so many people. As roleplay-style writing relies on clear communication to be effective and fun, this can be a problem, depending on your audience.

As a general rule, most writers find that common, simple words are usually more powerful than high level, rare and/or elaborate ones. For example, the phrase "burning anger" has more punch to it than "ardent anger", since many of us have more vivid associations with the word "burning". In the same sense, the word "leg" has a more vivid and direct association to the body part we mean to describe than the word "pillar" is.

But if you really think about it, as long as your partners can understand you and you aren't a snotty grouch about it, it doesn't matter either way.  ;)

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Game Discussion / Re: Cross-Gender Rpers?
« on: July 27, 2013, 04:40:09 pm »
There is nothing wrong with these people. Although it can be quite confusing at times. And a bit frustrating. But i find no cause to hate them for it.

Really? How is it confusing or frustrating? O_O

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Game Discussion / Re: What do you think about TLK players?
« on: April 29, 2013, 10:30:54 pm »
I myself do not mind TLK roleplayers. It's as valid as any other roleplay genre. However,  I've never run into any good ones yet -- they've all been illiterate or powerplayers. XP

Quote
They surly aren't bad or annoying people, but I for one do not like when people take characters from books, movies, or shows because in my opinion it shows no creative and unique interest. Sorry if this offends ANYONE!!! I promise I am only saying my opinion on it, I love lion players. I have my own (Ryo) so I am not saying I dislike lion players.

 I don't know, I personally believe it is an excellent writing exercise to play as an existing character from books/shows/movies, taken you're playing in the character's established universe and not migrating them into original roleplays. It's a good method for putting consistency and character interpretation skills into action -- valuable skills for writers. Plus, it's fun! :D And despite enjoying and participating in fandom roleplays, I still create characters of my own with their own unique stories. So... that's that! XP

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Wow, it's so great how many people are willing to help a newbie out! The emphasis on staff is a definite new one for me; the thought of having one didn't even cross my mind until you guys mentioned it. Obviously, I have been a very blind floof. XD Seriously, thanks a lot guys. <3

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Excellent! It's awesome that you're being so detailed, too. And I'll change the color real quick, if it's hard to read -- I just really like blue. XD

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Hello~! I'm not sure if this is where a thread like this goes. Does it count as a help thread or a game discussion thread? I guess if this is in the wrong section, the mods will just move it, and I shall have no qualms. ;D

Anyway, I've recently been hard at work over the last few days designing a new map, and as I've worked on it, I've considered leading a long-term, semi-real lion RP on it. The thing is... I've never hosted my own RP before. XD Played in plenty, but never hosted. To my understanding, the RP host is a large part of a roleplay's vitality, so I'm wondering if there is anyone out there who can give me some advice. The ones that I've played in often die after the first two days when they're supposed to be long-term, so I don't have a lot of good role-models to go on, as you can imagine. XD

My main inquiry is as follows: In your experience, how do you as a host (or hosts you have observed) keep roleplay members entertained when things slow down? What kind of RP elements keep things interesting? Is there anything I should keep in mind when starting a roleplay? Just add anything you think makes a good RP tick! IC-wise, I'd appreciate advice geared towards a semi-realistic/fantasy lion RP in particular (ex. one that may have ranks, kings/queens, heirs, etc.). Thank yooou~

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