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Benor
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PA #162
A view from the street. (Opinions and guidelines for surviving and thriving in the NCD.)
      #510896 - Sun Aug 29 2004 09:38 PM

All right.

For those of you who don't know me....Hello. My name is Benor. Good to meet you.

For those of you who do, hey.

Now that we have that out of the way, I can talk about the point of this thread.

At the time that I'm starting this, the Dream has been closed to new people for several months, and will remain closed for another four. Now, that doesn't seem to be a very long time....but I've learned that on the Internet, like in politics, time is crucial. The events of one day can shade the next 8 weeks with ease. Being closed off has changed us a little bit-and how we open up again could change us a lot.

One of the things that I've seen recently is a tendency for...well, let's be honest, sloppy work. Characters that seem to be very simple or highly overpowered, players who don't exercise a lot of tact...things that rub me wrong. I name no names, because I've probably made the same mistakes. Hell, that's why some behavior irritates me-because I hate it in myself. But right now, that seems to be on the rise, and I wonder if the lack of new players might be causing some stagnation. And that set me to thinking on how to react.

What I came up with was simple: "Someone should tell us how to act, in their own words." Not in formal, do-it-right-or-your-banned-rules....mostly because I think the Dream Rules are pretty well thought out. If they were more specific, they'd start to become constricting, but they're general enough to give use the freedom we want. Instead, let's hear from one person, giving us a clear view of what they think is best. Since I'm partial to my own ideas, I decided to do this. I trust myself to keep things from getting personal; for example, I'll be using my own character ideas as examples, rather than pulling anyone else up for praise or ridicule. I also thought this might be a good thing for new members (when they start to come in again) to read as well; give them a taste of what might be expected of them. Emphasis on "might", because a lot of this WILL be my own opinions. Even if I had the authority, I don't want to speak for any groups.

Here's how it will work. I will try to post a new part to this thread every day, for a set period of time. These will each deal with a specific section of how I think people should operate on MZDM, both as characters and as players. I ask that any commentary or questions be sent as PMs, so I can keep the thread clear; I don't want to start posting 4 parts at a time to keep it clean. The only exception will be if a moderator moves this thread or deletes it-but I'm hoping that won't be an issue. I chose MEET because this isn't a DEBATE or a Reflection, and it's certainly not for LEARN. As for deletion-well, I'm not sure how that would come up. This first post will act as a table of contents, so that anyone who wants can zip to a specific post on an important/interesting topic-which also means that I won't have to do anything like ask for someone's post to be deleted.

[EDIT]-Since I've finished this whole thing, you can reply in the thread now. Comments are welcome, as long as it's not "you suck".

Section I: Character Creation
Part 1: The initial concept.
Part 2: Fleshing out the physical details.
Part 3: Fleshing out the physical details continued, and creating the personality.
Part 4: Finishing the initial creation, and testing the waters with the first version of your character.
Part 5: Your character's evolution, and proofreading to improve the character.
Part 6: Common character design mistakes.

Section II: Player Interaction
Part 1: Introduction.
Part 2: Common player emotions.
Part 3: Common player attitudes and behaviors.
Part 4: Creativity, and how to sustain and regain it.
Part 5: Common player mistakes.

Section III: Roleplaying
Part 1: Introduction.
Part 2: Basic rules for posting in roleplaying threads.
Part 3: Creating a roleplaying thread.
Part 4: Running a roleplaying thread.
Part 5: Combat in roleplaying.
Part 6: Common roleplaying mistakes.

Section IV: DEBATE, LEARN and REFLECT.
Part 1: Introduction.
Part 2: Posting in DEBATE.
Part 3: Posting in LEARN.
Part 4: Posting in REFLECT.
Part 5: Deciding where to place your OOC topic.

Section V: Miscellaneous junk and conclusion.
Part 1: The NCD Chat.
Part 2: Conclusion.

Anyway. Here's hoping that this will be of help-and whether or not you agree with me, I hope it makes you think. And, before you read any part of this thread, read or review the Dream Rules.

We'll start tomorrow.

--------------------


Thank you, Denise.
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Benor
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PA #162
Section 1, Part 1: The beginnings of your character(s). new
      #511068 - Mon Aug 30 2004 07:39 PM

So let's play pretend here. Let's say that you've just joined this forum. You agreed to abide by the rules...hopefully you read them too...and now you're ready to join in with everyone else. Only thing you need to do is make your profile. Or, you've decided that one character isn't enough, and you'd like a second one for more variety. In either case, we're at the very beginning of the character creation process. So: what are you going to make?

And before you make any smart remarks, you'll want a profile, even if you only intend to discuss things in DEBATE, LEARN and REFLECT. If you don't provide a description of yourself or your character, people will begin to assign you one based on how you act and what you do. So it's better to nail those down before they do it for you. Besides, you might decide to try your hand at roleplaying after a while....if this is your first account, that is.

Back to the real beginning. The character concept. Every character, whether they spring from your brow fully-formed or develop over several weeks, starts here. I won't go into the various sources of inspiration, because that could be counterproductive-and some could be harmful. After all, creating a mystic warrior with a sword of light after watching "Star Wars" a few times might raise some eyebrows. But here's an example of an idea: "A bounty hunter for heaven."

And....so far, that's all we have. That one sentence. So, we need to expand. The question now is how. Before any of that, though, we do some simple tests of that character concept.

1. Can the character interact with others in the majority of social situations?: Yes. In concept alone, they don't have any restrictions on dealing with others.
2. Can the character sustain themselves without interacting with others?: Yes. They will not need another character and/or player to be used or introduced.
3. Will the character have room to expand and evolve?: Yes. Interactions with other avatars could easily change them.
4. Is the character closely based on any copyrighted material?: As far as can be seen, no. Parallels could be drawn to several sources, but as of right now, the character is mostly or completely original.

With that out of the way, we decide on the species, to give us a clearer mental picture. It's tempting to make them into some kind of angel, but most bounty hunters are morally ambiguous...and sending an angel to do that kind of job doesn't fit with the 'paragon of virtue' ideal that angels have to deal with. So, something more mundane is in order. Since there's no compelling reason to use any kind of anthropomorphic species here, they'll be human; however, there's no compelling reason to keep them as a human, so that may change later on.

We've established that the character will be a human bounty hunter for heaven, but now we need some rationale for that idea. It's always possible to say something like "Because I think it's good", but that doesn't give the character as many motivations, which will be a hindrance when we try to use them to interact with others. The idea that we've come up with is that the person's soul was stuck in purgatory, where it could simply wait, or become reincarnated. For some reason, this particular soul was offered a third choice-to work for heaven as a loosely affiliated agent. Whether this choice was offered to them in particular, as part of a select group, or every soul in purgatory isn't clear right now; we'll fill that in later, when we give more detail to the background.

Now that we have some rationale behind the concept, we can take a look at the personality. Bounty hunters come with a variety of stereotypes; some of them will fit, and some won't. For now, we'll pick out "surly" and "profane" to tack on to the character. We'll need to give some reasons for the surliness, but the profane shouldn't require more explanation-at least, no more direct explanation. It's just a good character trait. More work on the personality will require more work on their background as well, so we don't want to do that right now.

Finally, we go with a quirk, to help the character stand out before we add a lot of the details that are being considered. In this case, the quirk will be a complete lack of powers and support. Normally, this wouldn't be particularly striking-but since the character is supposed to be backed or supported by Heaven, being without that support will require an explanation, and shape how the character thinks of others and of their 'job'.

For now, that should be a good sketch of the character. The details will come with the next installment.

--------------------


Thank you, Denise.
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PA #162
Section 1, Part 2: Filling in the physical appearance. new
      #511164 - Tue Aug 31 2004 11:08 AM

Last time, we took a very simple character concept and added some of the more crucial parts to it-the reasoning behind it, a simple sketch of the personality and background, and started to create the image for easy reference. Now we get to the hard part.

Everything else.

Technically, it's not that hard to put in something like "height: tall", "hair: long" and "gender: man". However, these aren't tiresome little details to be dismissed-these are important statistics that shape how the character will look, act and feel. So it's better to get these right from the beginning. Let's start with the physical details. If my order disagrees with the order set in the profile default, then tough luck: I'm going with what I feel is most important.

First: Species. That doesn't always mean something that fits into a known ecology-a vampire or a forest spirit can both be considered a species for the profile's purposes. If you're using a species that's not commonly known, or you've decided to modify, you'll want to list any physical features here....and even if they're commonly known where you live, people in other countries might not be familiar, so a quick description can be quite helpful. Whether or not they have wings, if they have antennae, hooves, paws, tails...this will give other players some background on what your character looks like, and a rough sketch of how other characters of the same species might look. If the species is completely new, this section may require a great deal of explanation, as you list their appearance; don't be afraid to reference other species to make things clearer. Our bounty hunter is still human, and permanently so now.

After that comes gender. If this is your first character, I recommend that you pick your own gender to start with....but there's no restrictions on that front. So if you think you can act like a guy when you're a girl, or vice versa, go for it. But be careful about falling into stereotypes. Also, some species may have significant differences between the females and males, so list any gender-specific changes here. For our idea, we'll make him a male, because that fits with my own gender-I don't think I could successfully impersonate a female.

Next, there's age. The measurement of this can depend on the species, but even if you say your character is "7 booldops old", you should follow that with an estimation of human years for other player's reference. Try to be careful about your age, too-someone with a lot of experience and wisdom, for example, will almost certainly be older than 20, and most 40 year olds don't run around and play pranks. Age will also determine a lot of the other physical features-in almost any species, children are significantly different from adults in appearance. And for some species, older adults look quite different from young adults. For our bounty hunter, we'll settle on 32-but in this case, since he was reincarnated, that will represent how long he's been working for heaven. So, we add a number in parentheses after that, such as (83), to say how long he's been 'alive'-including his life before he died and went to purgatory, and his life after accepting the offer to work for Heaven. Calculating how old he looks could be tricky in this case, so we'll just go with 32 as his appearance as well. We could put more explanation into it, but we've already spent a lot of time on the age.

Next is height-how tall your character is. The minimums and maximums here will depend on the character's species and gender. Used incorrectly, your character's height will just become a number....used correctly, it can make them intimidating or cause people to underestimate them, depending on how tall or short the character is. Humans aren't that tall compared to some of the people here, though being a male gives a little bit more in height. For now, we'll go with an average height, so he'll be 5'9".

And how about the build? Will your character be a mass of bulging muscles? Slim and svelte? Kind of pudgy and pear-shaped? This section covers what the character is predisposed towards, but also what their activities have made them. Someone who may be predisposed towards being muscular might sit around a lot and like fast food, making them chubby and flabby. And remember, muscles don't change in the same way for everyone-a jogger will probably not have big arm muscles. Try to remember the person's genetic disposition, their level of physical activity, and their most frequent activity for this section. Just like the previous sections and the upcoming ones, species will play a role too; someone who's muscular for a human may be quite thin for their species, and vice versa, which should be noted. For our bounty hunter, we'll make him physically fit but with an average build-he's too active to become overweight, but he doesn't try to build up his muscles.

Hair and/or fur color. Here's where you choose the color and length, along with the shape, of your characters hair and/or fur. Useful for building appearances, so you'll want to make this part clear, especially if the hair is unusual in some way-but for most avatars, their hair won't come into play often, so don't spend too long here. And some are completely hairless, so you'll be able to say they're hairless and move on. Our bounty hunter will have short, black hair that's usually straight, but only gets a comb or two every morning. That simple.

Eye color can be an important factor-if your character's eyes are strangely colored, multicolored, from another species/artificial, or colorless/monocolor. Some species might be missing eyes altogether, have their eyes placed somewhere other than their head, or use organs that can't be seen themselves. If not, though, a simple color will do. The bounty hunter has blue eyes.

A distinguishing feature. Ah, this can get complicated. The most common 'distinguishing feature' is some kind of scar or tattoo, and that's not a bad one. It's hard to miss someone with a giant eagle tattooed on their face. However, there are other options as well. The scar and/or tattoo may be in a covered location-such as the small of the back, or on the thigh. The feature could also be a birthmark or a strange texture to the skin...for example, a mammalian character with scaly arms. The feature could even be something that's noticeable but not necessarily physical in origin-such as a left hand that's constantly twitching when it's not in use, regardless of what the character is doing or feeling. However, something like cybernetic parts are not a distinguishing feature in my book-to me, a distinguishing feature is something that you notice as unique to the character, but is seemingly of little consequence. Cybernetic parts are usually more important that that, but it depends on the character; a cybernetic eye, finger, foot or hand could be a distinguishing feature, unless they have a large impact on what the character can do. At the same time, a distinguishing feature does not have to be unusual for the character's species. A character who has an extra eye could have been born to two parents with an extra eye, who came from a village where everyone has an extra eye. But here, that extra eye becomes a distinguishing feature, because it's not common for a character to have three eyes. The bounty hunter will have one distinguishing feature-a small, very ornate tattoo on the back of his neck, signifying his employers.

Speaking of cybernetics and other body modifications, anything that does not fit your species' original genetic composition-assuming that the avatar is from a specific group-may warrant a separate section. However, that depends on the player. Describing said body modifications may fit into previous sections, such as the species or the build....but giving them their own space may clarify things for your fellow players. Since he has no modifications or cybernetics, this does not apply to our bounty hunter character.

And finally, clothing. Most avatars don't run around naked, since they can't really get away with it-after all, this is a PG-13 forum. So choose what the avatar wears carefully. Clothing might need to make room for wings or tails, and ideally should be easy to remove as well as put on. Also, be willing to describe the clothing in detail-saying that they're wearing 'jeans and a t-shirt" isn't as good as "faded blue jeans and a grey t-shirt, without any logo or letters". Finally, if you want to have more than one outfit for your character, go for it. Most people own more than one pair of clothes, after all. Our bounty hunter will wear grey slacks and a white button-up shirt, along with brown boots and a tan overcoat-the overcoat being added for the '30's detective' feel.

I had hoped to get past the physical details, but it seems that I've fallen victim to my own talking. We'll get into their skills, possessions, history and background tomorrow.

--------------------


Thank you, Denise.
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PA #162
Section 1, Part 3: Cult of personality. new
      #511463 - Wed Sep 01 2004 07:34 PM

Last time, we left off with my thoughts on an character's clothing. This time, we'll move onto the accessories...and hopefully plumb the depths of the personality and history.

The accessories section of the profile is a grab-bag of items, props and tools for every character. Some manage to go without, while others come equipped with every gadget imaginable. As the creator, you'll have to decide where your character falls in that spectrum. However, keep a close eye on what you give them-accessories usually refer to the items that a character keeps with them at all times. It's quite possible for the character to own more than is listed, but anything they regularly have should be listed here. Our bounty hunter comes equipped with a regular sidearm-and, to give him a hint of subterfuge, a few false or stolen police badges to let him assume an air of authority. Anything more would give him more options than the concept suggests, so we'll leave it at that.

Abilities, skills and special effects...now we're getting into a murky area. First, there's the fact that some people are unclear on what powers/abilities should go where; one person might list 'flight' as an ability, while another lists it as a special effect. My personal rule of thumb is that an ability/skill is something that anyone could technically learn and perform, while a special effect is special to that character and/or their species. For example, anyone could learn to use a sword, but only someone with wings could perform unaided, muscle-powered flight. So swordsmanship is an ability, while that particular form of flight is a special effect. But however you order this section, try to be consistent, and provide explanations if the placement is unclear or confusing.

Having said that on the subject of order, these are the areas that require the most restraint. It's tempting to make your character a master of something or another, and give them special abilities to defend themselves...but before you do, take a long, hard look at your concept again. If the abilities and special effects aren't suggested by the concept alone, then they're probably unnecessary. The bounty hunter is fairly skilled in marksmanship, intimidation and searches...but the concept does not suggest special effects, and in fact the quirk we previously gave them outright discourages. He does get one special effect-immortal youth. In his case, he won't die of old age, nor will he age at all-but any other cause of death is fair game. Though the concept doesn't suggest this, it's a fairly neutral special effect, and one that mostly explains his current condition of being in good health.

And, possibly the most important part of a character outside of the whole concept....their personality and background. This can be the most interesting part of a character's design....and the most annoying part. It can be a little intimidating. But a good personality and background will mesh well, and each will help to explain the other. Details are very important here. This determines how your character will act and react, after all, so you should do your best to make it well-rounded! And even mysterious characters need a little history and observed behavior. Extremes should be avoided, unless it's part of the character concept; they can limit your character instead of defining them. The same should apply to the history-a character can have a defining moment, but too many 'defining moments' weakens the whole idea.

To build our bounty hunter's personality and background, we'll want to rough out some of the details of the character's history. For example, our bounty hunter was a banker and sometimes-painter in his past life (though painting was just a hobby). He was married but had no children, and was a mostly pleasant man....though he could be snappish if he had a bad day, and was prone to complaining about a situation before doing anything to resolve it. Overall, a regular, uneventful life. Switching back to his personality, this gives us a foundation, as we can give him some maturity and some overall experience. We'll stick with the personality for now, and rough that out as well; he'll be surly towards strangers and have an unfriendly attitude, as he's suspicious of everyone and generally wishing his job was done. However, he's also fair towards others, and does want to do his job right.

Flipping back to history, we already know that he died, and was sent to purgatory before being revived. We won't give any fine details for his death, though we will say he died of a coronary-nothing particularly remarkable or unusual. However, while we won't reveal why he got the offer, we have a much stronger impetus to give the details of the offer and the bargain. He has been revived to serve as a quasi-freelance agent of Heaven, doing the dirty work so that higher beings (such as angels, cherubim, and what-have-you) aren't exposed to the danger. Any bounties that he brings in work towards his credit, so he can eventually go to heaven. However, any major sins he commits in chasing the bounty reduce his credit, since Heaven's agents are held to a high standard. After being revived and dropped into a city at random, he was left to his own devices, and has been on the job ever since-which doesn't pay at all, so he's had to obtain a second line of work to keep himself fed.

With almost all of the history done, we can flip back to his personality, and find that the rest of the history has given us even more ways to shape his personality. For example, he's world-weary because he's been on the job for a while, and isn't sure on how much more he needs to do before he can get to Heaven. His distrust of others has been solidified by the fact that Heaven never directly supports him, so he can't rely on anyone else to pull him out of trouble...and his job puts him in constant danger. To balance out the cynicism in his personality, we give him a strong sense of right and wrong and a decided tendency towards the former, which also helps explain why Heaven chose him-and why he's still working for them. Having gotten this far, we'll leave his personality and history alone for now.

A relatively new addition to the basic profiles, weaknesses is still an important section...and it's the one where people stumble the most. A good weakness can help define and limit a character, so they're not just showing off when they use their skills or abilities...they're taking a risk. That lends an element of drama to the character, and keeps them from being invincible-and thus, boring. At the same time, weaknesses shouldn't be tacked on because one is 'required'-they should be carefully thought out, just like the character's abilities and skills. Our bounty hunter won't have any specific weaknesses....if he could call on support, there could be a penalty, but he doesn't have any support.

Affiliations can exist before the character has been played, but most of them are created after the character is used. It's good to list these, but hardly necessary...it's best used as a good way to keep track of who the character does and doesn't know.

We've tackled the biggest areas left, and all that we have left is touch-up and review. We'll do that next time, and then consider how to toss the character to the sharks.

--------------------


Thank you, Denise.
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Benor
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PA #162
Section 1, Part 4. The finishing touches, and a leap of faith. new
      #511657 - Thu Sep 02 2004 05:56 PM

Okay. We're almost through the initial creation...all we need to do is address a few lingering areas. Such as the pets section.

The 'pets' area could be a very simple statement, such as "The character owns a dog of such and such a breed." Or they just don't have pets. Where it gets complex is with unusual pets...and with most highly unusual ones, or any sentient 'pets', it could become a whole mini profile in and of itself. If that much detail is needed, it's best to put the pet's description at the end....and to undertake some plotting for the pet as well. After all, if they're getting their own section, it's a good idea to give it some thought. At first, it seems that our bounty hunter wouldn't own any pets....but since he doesn't have any affiliations, he'll start off pretty lonely. So, we'll give him a regular old tabby cat, since cats are fairly independent. Since the cat is nothing out of the ordinary, that's all the description it will have for now.

And what about the character's occupation? Most characters have some kind of job, or did...even if they weren't employed, something like 'wanderer' or 'explorer' can fit just as well. Of course, this section isn't required-but it can be an important hook for roleplaying, and can make some characters more accessible. However, something like 'master swordsman' is not an occupation...'sword for hire' or 'mercenary' is. For our example, the character's job is part of the basic concept-so, he's a bounty hunter. 'Nuff said on that.

And finally, the ambition. As long as the character's personality and history is clear and consistent, this should be very simple. If not, then those sections might need some work-and we've already covered that part. And what is our bounty hunter's ambition? "To finish my job and be done with this bargain."

So, what do we have for him?

Age: 32 (physical), 82 (mental)
Gender: Male
Species: Human
Height: 5' 9"
Build: nondescript, but physically fit.
Hair: Short, straight black hair.
Eye Color: Blue
Distinguishing Features: a small, very ornate tattoo on the back of his neck.
Occupation: A bounty hunter for Heaven.
Clothing: A pair of grey slacks, a white button-up shirt, brown boots, and a tan overcoat.
Accessories: A handgun (8 shots) with moderate stopping power, and three badges: FBI, state trooper, and local police.
Pets: A pudgy tabby cat.
Abilities/skills: A fair shot, somewhat intimidating, and pretty good at detective work.
Special effects: Eternal youth. He can't die of old age. He can also call a certain number and get Heaven on the phone, which lets him get information on the available bounties worldwide and in his area.
Personality: Mature and experienced, he's rather surly and curt with strangers, but fair and dedicated to his job. His attitude towards life is best described as 'world weary'...but he has a powerful conscience, and usually tries to do the right thing. After 32 years working for Heaven and bagging a respectable number of bounties, he's rather cynical about his job...but is still doing it, and hoping to get his reward soon.
History: Originally an banker by trade and a painter by hobby, he was a genial man (with something of a temper) who lived for some time, and was happily married....but without children. However, he died of a heart attack at the age of 50, and found himself in Purgatory in the afterlife. he didn't know how long he was there....but suddenly, he was offered a choice. He could stay in Purgatory for as long as he wanted, or be reincarnated as a new human being-or work for Heaven. Unsure of his chances at a new life, and desperately wanting to leave Limbo, he took the third option, and had several things explained to him. He would work for Heaven as a quasi-free agent, picking and choosing targets to hunt, and bringing them in for credit towards an eternal reward. However, major sins were still judged against him. After hearing this explanation, he was dropped into a random city, several decades after his death. Since Heaven did not give him direct support, he's also become a private detective to feed himself and keep a roof over his head.
Affiliations: None.
Ambition: "To finish my job and be done with this bargain."

For those who've been reading the previous parts, you may notice that some of these details weren't mentioned before...because even at the end of the creation process, you can do some touch up and take care of details that went unmentioned before. For example, without the addition of the phone number, there's no mention of how he gets his information. So, it was slipped in. And that's a character successfully created.

Well, except for one thing.

He doesn't have a name.

So why did we wait until now to think of that? Because naming a character can be the most frustrating part of creating them. A good name can capture the essence of a character, while a bad one can be ill-fitting or suggest something they're not-and finding the right name can be purely a matter of inspiration, which is rarely induced. This is especially true for more outlandish characters, where names like "Zurprandir" may be feasible. But for this example, let's go with something a little more down to earth...like Jeremiah Wilkens. And now, he has a name.

Add some finishing touches such as an extensive spelling and grammar check, making sure all of our UBB/HTML tags are properly closed, and a quick review for any glaring problems we missed before-and there. The profile may be lacking some details, and could use more organisation....but now, it's created. So...how shall we introduce him to the world of the NCD, and see how it works out? Well, there are several options at the time of this post. The most obvious one is ENTER-which, in the case of new players, is the only one that involves the forum itself. We could post an introduction thread for him there, or join someone else's introduction, or enter the Welcome Center. That gives us more time to compose their first posts, which will let us show their personality. The other option that's currently available is the Official Chat, located on the front page. That lets us dive right into the action with other players, which can be much quicker than Enter. However, the official chat can also change in the blink of an eye, so it may not be for the faint of heart.

Either way, the best way to test your character is to use them in some way. Because as beautiful as a concept is, the reality can fall flat. For example, it may not feel right to play the bounty hunter as surly-we might decide he's just weary. Or that he should be more paranoid than the profile says he is. Maybe another player brings up an idea that we'd really like to include, or just didn't think about. Maybe something in their profile limits them a lot more than you expected, and more than you'd like. Until you actually use your character for the first time, you don't know what will happen. And for that reason, I don't want to suggest what to do if something unexpected comes up, because there are a million possibilities...except to say that when you first use the character, feel free to overhaul them if you need to. The beginning is the best time to experiment, because then they're still fresh and new. Changing them after 6 months is a lot harder, and usually less pleasant.

In the next part, we'll tackle some common mistakes in the character creation process.

--------------------


Thank you, Denise.
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PA #162
Section 1, Part 5: From Neanderthal to Cro-magnon character. new
      #511918 - Fri Sep 03 2004 10:28 PM

I had intended to start a new section tonight, since this post was originally the last part of the first section. But after hearing someone else's suggestion and giving it some thought, I've decided to address two minor topics concerning characters...how they evolve, and how to fix problems that got missed during creation.

Now, let's say that you've started to use your character on a regular basis, and they've made some friends, and met a lot of other characters. Some they like, and some they'd like to use for target practice. It's natural. They've probably picked up a few new skills, had their beliefs challenged, seen things they never would have believed and maybe picked up some new equipment. This kind of change is what I like to call "natural evolution"-the gradual change of a character over time. It's almost always a good thing....in fact, I can't think of a specific example proving it can be a detriment. For the most part, natural evolution works best when it moves at its own pace, though some gentle guidance isn't a bad thing. The pace can vary wildly between characters as well, so evolution is usually a case by case basis-for some players, the character is moving much faster than they expected. For others, the same speed seems as slow as molasses-and a third group may go through jumps and stops. It's up to the individual player to determine their ideal rate of character evolution, but a good rule of thumb is to make sure the pace never gets faster than you want to deal with, and becomes reasonably constant.

Now, let's say you've used your character for a few months, they've met some other characters, learned a few things....it's been fun. Then someone suggest a radical change for your character. You think it sounds cool, and say yes, because it could be fun. And you don't want your character to become stale, do you?

However, you might want to back up and think about this. Because this is what I call "forced evolution"-a deliberately planned and major change to a character.

First off, any kind of major change may sound cool for a character...but not work that well in execution. For example, you might be considering an infection of lycanthropy. That's something you may have considered during creation, but rejected. So why would it fit now? There may be a reason, but it's something you should be honest about-chances are that it still doesn't fit. Second, the change may contradict the natural evolution the character was taking before...and possibly make them more difficult to play. If that happens, it can be very hard to change them back, and the character often becomes less enjoyable.

I'm not claiming that forced evolution is inherently bad. It may be an attempt to accelerate what the natural evolution is already heading towards....or, if the character has not changed much or at all since they were created, it can act as a 'jump' to make them change. However, it's something that should not be done lightly, or to please another player. This is your character, after all, and you shouldn't feel pressured to change them if you're unsure or don't think it would be fun.

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Let's say that your character is giving you headaches now. Maybe you're getting flak about a section that people don't like, or you're spotting problems that weren't apparent or didn't exist when you created the character. Whatever the reason, you're starting to lose interest in them, and posts are getting harder to make. In this situation, it's a good idea to ask someone else for help with your character. However, it can be a little more involved than that.

First off, before you ask anyone else to look at your character, go over them yourself with a fine tooth comb. Are there any sections where you're lacking detail or the details are inconclusive? Are some of the sections incomplete, or desperately needing an update? Are people complaining about a particular section-and if so, are their complaints justified? Taking this step alone could solve the problem...but if not, it will at least prepare you for when you ask someone else to help.

The second step is pretty obvious-try to find someone else to go over the character. If you don't know anyone who you could ask, you could try my avatar tune-up thread. I can take a look for you on my own, or act as a second opinion. Yes, it's a blatant self-promotion, but this is also my thread. Deal with it. Overall, it is best to find someone that you know, that is willing, and reasonably objective (if the person loved or hated your concept before, they're probably not a good choice) about your character. There are also some things to keep in mind for both people involved.

If your character is being proofread by someone else, try to keep from being defensive. They may sound harsh when they talk about your character, but hopefully they're not trying to attack you or anger you with their words...they're just being honest. And while you may not have to take their suggestions, you did ask them for a reason....so make sure to consider what they say before you dismiss the critiques you don't like.

If you're proofreading someone's character, try to be tactful but honest with your assessment. Most people don't want to be told their character is flawed in some way, but they did ask for your help...and lying to them or covering up a problem is doing them a disservice. Always shoot for the constructive critique.

The third step is implementing the suggested changes. Now, no matter how useful or detailed these changes are, you shouldn't just add them to the character's profile. After all, you may know things about the character that the proofreader had no way of knowing, so some of their suggestions won't fit. Instead, take a close look at the proposed changes, and try to weigh each one equally-and determine if unfeasible suggestions can still be used. For example, one character might be skilled with two weapons, but hardly use them both. The proofreader suggested eliminating one of them. However, you (as a player) may know there's a reason that the character keeps the second weapon without using it. However, since that's not listed in the character's history, the proofreader couldn't know this. So, while removing the second weapon wouldn't fit with the character history, the critique shows you that the character history for that weapon needs to be written down so it's relatively clear to other players.

Even if you don't use any of the critiques (and if you don't, then you may be setting yourself up for a repeat of your previous problems), hearing how another player sees your character can be helpful in determining what you want your character to do, and how you want them to change.

Tomorrow, hopefully, will be the start of a new section.

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PA #162
Section 1, Part 6: Common character mistakes. new
      #512046 - Sat Sep 04 2004 08:09 PM

Now, I've covered how I think an avatar should be designed, and given a sample idea, which we followed all the way to the end product. Not quite a 'how-to' guide, but hopefully still of use. I've also dealt with letting them evolve. But now, I'd like to cover a less pleasant area....common design mistakes. Most of these are not inherently mistakes, but often they end up being misused. And the numbers do not indicate which is the worst mistake, or which one I see the most. I just like to use numbers when I make a list.

1. My avatar's a master of (blank).
This is not necessarily a design mistake...but when it's used to make the character seem powerful, then it's a mistake. Being a master of something means that you completely understand the subject, and bring a level of experience and training to it that few can match. That means it should be an important part of your avatar's past and personality, and should be treated with respect. If your sword master whips his blade out and tries to cut someone up just because they laughed at him, then they're not a master, because that's a beginner's mistake. And that means you need to rethink giving them that level of ability.

2. That player's original species is really cool. I'm going to ask if I can play one too.
Just like mastery of a chosen field, this is not inherently a mistake. You can make a good, solid character with a species that someone else created-and unless the species doesn't have much variety, it shouldn't be that hard to do, either. But it becomes a mistake when your character mimics the original character's attitudes, fields of knowledge, or personality....if that happens, then you're moving towards becoming an endorsed copy, and you should reconsider being the same species as well. You may have admired the character's overall design, and simply latched onto the species as the reason you liked them.

3. My avatar is 5000 years old/ the god(dess) of (blank).
Again, not inherently a mistake. But let's back up a little here. The average human lifespan, right now, is into the 70s. It is possible for a human to live for over a century. By our measure, that's a long time. Now, to compare that to a millennial life span...that character will probably have seen nations rise and fall, and advised more than one obscure person who became a famous figure. That's a completely different perspective from our own. Do I know how such a character should act? No. But I know that they should not act as though they've just happened to pick up a lot of experience. That much time alive would change your personality, and the character should reflect that. And as a god, the character has a specific purpose, and a great deal of inherent influence. Whether they fulfill their purpose, don't care about it, or specifically rebel against it, the purpose defines them. That should be reflected in their personality.

4. My avatar is a vampire-werewolf-dragon-fairy.
Aside from the sheer anatomical and genealogical concerns of this idea, anyone with so many competing natures would most likely be insane....and this is usually a sign of player indecision as well. As tempting as it is to fuse all of the 'cool' archetypes together, you'll usually get a much richer character by sticking with one archetype, maybe two if you think they can fit. And 'can' doesn't mean 'I like the idea', it means 'it could feasibly happen in a certain order.'

5. I want to make a werewolf/vampire/dragon, so I'd better go by the book.
It's admirable to know your sources when you're dealing with an existing mythological creature, but nothing says you can't leave your own mark on the design as well. You'll enjoy the character more when they feel like your creation, instead of being 'standard'. But....

6. My avatar is a fae who doesn't follow any rules and wears iron gloves because she feels like it.
...that doesn't mean you should just ignore the sources either. If you're going to make your character a mythological beast, it's assumed that you'll be following a good portion of the original idea...if not, why are you claiming the name? It would be more honest (and less aggravating for you in the long run) to say they were something new.

7. My character is the equivalent of a 7nth level wizard.
I enjoy Dungeons and Dragons. I plan to run a tabletop RPG later this year. But please, do NOT use those systems for your character here. There's no guarantee that people will know what the numbers will mean, and the freeform nature of the roleplaying is meant to encourage branching out. Using tabletop stats and definitions is an easy way out, when you might create a much more detailed and complex character by doing the hard work.

8. My avatar can cast powerful magic of a lot of different types. Next section.
On the other hand, you don't need to use a set of formal rules to cop out. Any kind of ability or special effect, no matter how important or obscure, needs some kind of details to go along with it. Simply saying someone can pick locks doesn't tell us how good they are, and simply saying someone can cast spells doesn't tell us how many, for how long, or how powerful the spells can be.

9. My character is the head of the Undying Chaos Blades.
Playing an entire organization as a character is a tough job, but it can be done. However, creating the organization just to supplement one character is usually meant as an easy source of reinforcements and equipment. This isn't something that should be done lightly, because it can remove a lot of the challenges for the character, and thus discourage other people from interacting with them.

10. My avatar is a waterbreathing sentient fish.
It does not matter how much planning you put into your character, how well you play them, or how cool the concept sounds. If you cannot interact with a majority of the existing characters, your hands will be tied, and you will quickly be frustrated. Don't set yourself up for a fall, and make sure the character can at least communicate without going to extraordinary means.

11. To summon one of his robots, the avatar must say the words "Klatoo Verata Nikto" and make the American Sign Language gesture for 'platypus' with his right hand, and the gesture for 'hello' with his left.
Easy mistake to understand: too much unnecessary detail. You can demonstrate the proper actions when he actually summons one of his robots, instead of describing it in the profile where it takes up space and distracts us from other parts. Remember, don't put everything about your avatar in your profile, because then you won't be able to surprise other players at all, and you'll just be repeating listed actions. Just make sure the important details are in there.

I may add more later, but for now, those are the ones that I see cropping up the most-or which seem to be the most serious. Tomorrow I hope to start a new section.

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PA #162
Section 2, Part 1: The face behind the mask. new
      #512291 - Mon Sep 06 2004 06:52 PM

I talked for a while about how to design a character, how to test them, and what you should and shouldn't do during their creation. I plan to come back to characters in another section. But for now, I want to talk about the players.

That's right. You and me.

Whether we're posting to a long roleplaying thread, sparring it out in Debate, or doing both at the same time, this place is made up of 'player gods'-or for a more generic term, users. And we are all, like it or not, human. At least, I haven't seen any evidence to the contrary at this point. For all the varieties of characters that we create-gods, demons, angels, vampires, kitsune, dragons, cats, dogs, and armadillos-at the end of the day, a human is typing up the actions for all of those various species.

"What's the point of that?", you might say. That does seem pretty easy to understand. But the point is that when we have problems here, it usually doesn't stem from the characters alone. It usually starts with the people behind the characters. So if we want to understand some of the issues that crop up here, and address them, we have to approach it from the standpoint that we all share some similarities. We all have outside lives, we all make mistakes, we all have emotions. It's that simple.

When you have to deal with a character who really pisses you off with their actions, or a character idea that just doesn't fit to you, you're dealing with the user as well as the character. These two can be separated, but it's hard...and some people don't want to be separated from their characters, feeling that any attack on their characters is an attack on the player as well. On the other hand, some users don't maintain an active character. They simply use their login to speak their own minds, and rarely if ever filter it through an in-character discussion.

I will discuss my specific thoughts on OOC debates in another section. In this one, I'm going to talk about what I think every player should do, and general rules of good behavior that we should all strive for. As in the last section, you may not agree with my thoughts on the matter, and that's fine. I don't mind a civil disagreement.

Tomorrow, I'll start to talk about a few basic rules for interacting with other players. All them point towards the same idea-treat others well. But I'll elaborate on that soon.

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Thank you, Denise.
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PA #162
Section 2, Part 2: Getting emotional. new
      #512686 - Wed Sep 08 2004 08:13 PM

Our characters can feel the whole gamut of emotions in the threads on this forum...fear, confusion, hate, love, calm, joy, greed, lust, contentment, hope, despair, anxiety, guilt and pity. As players, of course, we can feel just as many....but we usually feel several on a regular basis. So why not take a look at what can cause those and how to deal with them? Of course, these aren't the only emotions on this site....not by a long shot. But these are the ones that I see, deal with and experience the most.

Anger
Anger can have any number of causes. A hellacious day combined with an unwanted comment or three, someone not posting when they promised they would, seeing a thread go unnoticed...most of these cause irritation at any time, but stacking these together or having a horrible day can make us see red instead.

When that happens, the best thing you can do is step away from the keyboard, get a drink of water, go to the bathroom...something to let that initial flash of anger dissipate a little. You don’t have to be completely calm when you respond (though it’s a good idea), but it’s best to avoid going with any of your initial impulses. You may end up doing something you regret, or be misunderstood about who you’re angry at and why.

Annoyance/Irritation
This is usually a much easier emotion to handle than anger. It can still lead to bad impulses, but they usually aren’t as strong, so they’re much easier to resist. However, being irritable makes it easier for you to become angry, so it’s still an emotion to keep an eye on.

Depression
An unfortunate mainstay of the players on MZDM, it’s something that almost everyone suffers through at some point. And for those lucky few who haven’t felt depressed, spread some cheer whenever you can. Anyway, depression has one fatal effect for our actions on MZDM-it saps our energy. Posts that we were just about to make suddenly become arduous tasks, and even simple conversation can feel like a chore. Depression can also become infectious, as one depressed person vents to someone else and causes them to become depressed....and so on. It can be hard to resist feeling down when someone else tells you how bad they feel.

The best way to fight depression in the short term is to get up and do something. Get a drink of water, have a light meal, take a walk, listen to some music, call a friend-something other than sitting at the computer and staring at the screen. And if you can’t leave the computer, try to strike up a conversation with a friend online. Depending on how heavy the depression is, a quick burst of energy can start getting you out of it, or keep you from going down further than you already are. Long-term depression is trickier...and should probably be handled by professional help and careful medication more than your Internet friends. Though they certainly mean well, few people online have the skills to help you identify the source of your problems and treat them...and you’ll probably get tired of being offered “the red pill or the blue pill”.

Disappointment
It’s something we’d like to avoid, but MZDM can disappoint us sometimes. People can seem petty and small-minded, or interesting threads die out for no reasons that we can tell. The worst is when it feels that we can’t improve things, and we should just stay out of it.

But as ‘sensible’ as those feelings seem, letting things remain as they are means we set ourselves up for further disappointment. If new people seem to be getting ignored, give them some attention. If someone seems to be unfairly targeted by others for abuse, stick up for them and let them know they’re not alone. And if you notice a dearth of interesting threads, try to make a few of your own. It can feel like an uphill struggle, but just making an effort can help fight your disappointment.

Ennui
Sometimes it’s hard for us to summon up the energy for any kind of activity on MZDM. We’re not depressed, really, but we don’t have the drive to participate or post. Sometimes this is caused by a lack of sleep or nutrition, but sometimes it just comes upon us. In most cases, it’s a bad idea to make yourself act; you should participate because you enjoy it, not because it’s expected. When the ennui continues for a long time, though, you might try to ‘jump start’ your drive by forcing a post or two; sometimes the rest will follow.

Frustration
Something that’s closely related to both anger and annoyance. We usually encounter frustration when we’re denied something that we’ve been waiting for....most often a post that we need from someone else. Just like annoyance, frustration can lead to anger, and usually with ease. The worst part about frustration is that there’s only one real defense against it....developing patience. Anything else is usually denying or ignoring the source of frustration, which has a tendency of backfiring on us.

Sadness
Not to be confused with depression, sadness is relatively rare....but when people leave the Dream, whether by their choice or by necessity, it’s common to feel a little sad. In most cases, there’s nothing wrong with that. But don’t let the sadness linger. Remember the person, not just their departure.

Satisfaction
One of the best (if not the best) emotions to experience on MZDM. Whether it’s getting good feedback on your work, making a particularly good post in a debate, or slipping right into character and pounding out a nice post for an RP, feeling satisfied is one of the reasons to stick around on this forum. Because if things go well, you can feel satisfied a good deal. However, it’s hard to do something that won’t involve another emotion; a good RP post might also inspire frustration, as you remember how slowly the other person responds. Positing your work might risk depression, as you imagine (whether out of fear or experience) that it will be ignored or attacked. Those may be reasonable concerns, but don’t let them tinge your satisfaction with more negative thoughts. Savor the moment instead.

Tomorrow I'll look at a trickier section: common player attitudes and behaviors.

--------------------
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PA #162
Section 2, Part 3: All you pretty things.... new
      #516478 - Mon Sep 27 2004 08:57 PM

In my last post, I covered some common player emotions that you'll experience and see others experience. Not all of them by far, but those seem to be the most common. Today we'll tackle a related problem-common player behaviors. These aren't just different by terminology, but also by cause-any number of emotions (and combinations thereof) can cause certain behaviors. Some of the behaviors are good, or at least inoffensive; some of them are bad, and should be avoided or minimized. And some are just....out there. Like some of the other posts I've made, this one may grow after its initial creation, because there are a lot of things I might end up forgetting. But they're in no particular order...and are NOT meant to target specific players. If it's something I'm putting up here, then I've seen at least three people behave in this way, if not more.

"WAI! Happy shineys!"
This is what I call the "so exuberant that it warps space" mode of behavior. With some players, it's fleeting....with others, it's damn near constant. It's not so bad, unless you're a cynic or have a bad day, and then you want to strangle the person.

But as satisfying as that might seem, try to hold off on it. Most of the time, people who behave this way aren't trying to piss others off. In fact, they might be trying to cheer them up! If you're the person they're trying to cheer up, you can probably just ask them to stop, and calmly explain that it's irritating because of your mood. But let them know it's appreciated.

Just....not so much sugar next time.

"This is my character, and you can't tell me how to play them! I hate you!"
Honestly? This is a mixed bag. People can respond this way when someone rips their character up and down, or when someone simply asks if a particular power should work as the player describes. Whether this is justified or an overreaction depends on what was said, and why it was said. Of course, most of the people who react this way 'bolster' their objection with some choice insults, which means it quickly changes from a character discussion to a shouting match. In that case, either one or both sides need to step back, calm down, and try to discuss instead of shouting past each other. That won't guarantee a resolution, but it's a lot likelier in that case.

"Well, this person thinks you're stupid./But they said it here! Here's a link!"
Ah, internet name dropping. Since most of us don't live near each other, it's quite simple to hold very private conversations-as long as the other party doesn't say what you talked about with them. Conversely, it's very easy for your private talks to become uncomfortably public, as someone decides that your snide comment about person A should be told to person A, because it's just so true. There are numerous ways to deal with this when it already happens, but this is one of those behaviors that you should just avoid. Don't try to bolster your opinions and arguments by saying who agrees with you, especially if you're passing judgement on a character or another player. I don't approve of doing that in any case, but if you're going to, stand by your own words and don't drag others into it.

"I'm never going to make it. I should stop doing art."
This is hardly a unique problem to MZDM; I don't know why, but artists (and to a lesser extent, writers) seem to have a lot of self-esteem problems. Not all of them, fortunately, but a great majority of them will do very good work and then be ready to tear it up as trash. Other than telling the artist in question how good their work is when they aren't declaring it a disgrace, there's not much you can do. But artists who may read this, take heed-you're better then you think. Just accept it.

"You stupid conservative/liberal/Christian/Pagan/Independent/feminist/Martian."
This one is pretty self-explanatory. It's when politics overrides your good judgement, and you decide to insult someone based on their position. There's one simple thing to do here: Don't. The minute you dismiss someone's views because of their political affiliation (assuming they have one), you've weakened your own position by implying that you can't handle a sustained look at your own views and beliefs.

"Are you okay?"
One of the reasons that I'm still on this site. Showing concern and affection for your fellow players=GOOD. Keep it up, people.

"I want to post, but I don't know..."
This is one of the main reasons that threads die. Do you know how many threads in MZDM end without any kind of resolution? So many that's it not even funny. A vast graveyard lies in these forums, because people decided they didn't need to post....and kept deciding they didn't need to post...

Anyway. Don't slack off if you can help it, it doesn't help anyone.

"*snuggles* *hugs* *nuzzles* *fuzzles* *glomps* *pounces*"
And any number of variations on the same concept. We may not be physically near each other, but we still crave physical contact, and thus do our best to simulate it. However, not everyone wants that contact, since it does assume a level of familiarity with the person...so be careful in who you hug, snuggle or glomp, all right? And try not to take offense if someone reacts badly to it.

"Please. You couldn't touch my character."
Pride goeth before a fall, they say....but more importantly, respect goes first. When you declare your character to be greater than another, or greater than the ones that are gathered at that time, it's hard for the other players not to be annoyed by you. And yes, I am referring to the player saying this, not the character. Simple advice: don't do it.

"You don't like my thread? You must hate me."
Quick thing to note-not liking your characters, or your threads, does not mean another player does not like you. In fact, they might like you a good deal, and wish you did better/thought you could do better. Don't draw your conclusions too quickly, or you may end up alienating the person when they could have been a friend.

"Man, I'm horny."
Almost all of us have libidos, I know....but please don't announce it for everyone, okay? The internet is full of horny teenagers, and you may be invoking powers greater than you can understand...especially if it's known that you're a woman. So please, don't announce that you're horny in public. It usually leads to bad things.

"I really don't like their character ideas. I should punish them for it."
Stop RIGHT THERE. It is not for you to attack another player because you don't like their ideas. You're free to say you don't like them, of course, but attacking the player themselves is going too far, and it's not going to prove a damn thing about whether or not their ideas are bad. In fact, it's going to go pretty far towards invalidating your argument against the idea. This is, in case you can't tell, a big offense in my book. So when you get the urge, curb your tongue and think about what you're going to say first.

"Hey....I've got an idea for a thread. What if-"
Always a good impulse. Encourage it. Even if your threads keep failing, you shouldn't let that stop you from trying others, because the whole point of this place is to give you freedom to express yourself. Unless you're breaking one of the Dream Rules in the process, let yourself go, and don't let anyone-including yourself-stop you.

There are more, of course-there always are-but these seem to appear the most to me. Besides, I didn't want to get into too many combinations of these attitudes. If I did that, I'd never stop posting new ones! As for the next post, we'll be taking a look at that most elusive of subjects for players....creativity.

--------------------


Thank you, Denise.
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Section 2, Part 4: Come on, come on, I just thought of it a minute ago! new
      #516708 - Tue Sep 28 2004 07:57 PM

Creativity is....well, it's pretty damn random, that's what it is. Anyone who says otherwise has never had a story evaporate on them in the middle of writing it, or seen their great picture idea suddenly shrivel up and blow out of their mind. It is one of the most satisfying yet frustrating things to experience, and those who've experienced it a great deal know how capricious inspiration and their own minds can be.

I disagree.

You see, we are somewhat unpredictable beings at heart, but that doesn't mean our behavior is explained or excused when we don't immediately understand it. The same thing applies to creativity. It may be hard to understand why we do and don't have it, but there are reasons.

For example, stress. Let's say that you've been working on a short story for a while, and it's going pretty well. Suddenly, someone where you work quits, and you have to pick up some of their hours. Kind of rough on your stress levels, but the story is still going fine....but three weeks later, a replacement hasn't been hired, and suddenly your creativity cuts out and gives you some major writer's block. When it happens, you don't know the reason....but putting it in perspective, it looks like the stress of having to work extra hours, combined with the stress of not knowing when you'd be back on a regular schedule, killed your creativity. Conversely, another person can be in the same situation....but before having to take more work hours, their story is languishing. After they start having to deal with this addtional stress, the story is still going badly-but two weeks later, the writer's block is gone, and words start to pour out. For that person, stress kicked off their creativity for some reason. Maybe they can handle more stress than the first person, or writing is a form of stress relief-so until they had some stress to begin with, it was rough going for them. It depends on the person.

The same applies to leisure activities. Where one person gets distracted from their art by watching a movie, another gets inspired again by the visual designs. Music might inspire someone to write a poem, or make them frustrated as their poems just mimic the song lyrics. Everyone is different when it comes to creativity, and one solution won't work for us all. On MZDM, the situation is a little more complex, since creativity can impact whether or not a player posts at all. Someone who is 'uninspired' may not want to make a post in a chosen RP/debate/reflection, because without that inspiration, it feels like an uphill struggle. And since everyone's different, some people will just post after you push them a little, and others dig in their heels and yell about how nothing is coming to them.

But take heed, dear reader, and do not to slug those who can't bring themselves to post. There are some basic guidelines for regaining overall creativity, and many of these apply to posting as well.

1. Get a good night's rest and eat on a regular schedule.
Just keeping your body regular can help so much in getting your creativity back. An unbalanced diet, sleep deprivation, or dehydration can all keep you from doing what you like for lack of energy. Not everyone needs the same amount of sleep, food or water, of course, but don't try to prove you can do without them.

2. Look at the situation when you are inspired and try to find a pattern.
Do you feel more creative when it's quiet? When music is playing? With the radio on? How about when it's bright outside? When it's raining? When you're relaxed? All sorts of factors affect your mood, and seemingly little things like the temperature or the time of day can be what holds you back from posting more or posting at all. Some of this can't be directly controlled, but it can be adjusted for.

3. Never force yourself to feel 'inspired'.
Trying to force a story, a picture or a post usually leads to substandard work, and can be quite discouraging when it does....which can extend a dry period even further. That doesn't mean it can't work, but in my experience, it usually won't.

4. Don't let yourself get overwhelmed.
When you're trying to post for someone else, it's not that hard to psych yourself out about how they're frustrated, and waiting on you, and Oh My God you needed to post yesterday they're going to kill you!! But stop, and take a deep breath. The more pressured you get, the harder it can be to post. Most people on this forum will not hound you to post-at worst, they'll gently remind you that they're waiting. If you don't think you can post on time, it's better for you to let them know so they can try to work around you, rather than melting down and still not getting it done. So when you feel pressured, try to take a step back and relax.

5. Take small steps.
No one is asking you to return with three complete stories, 20 pieces of art, or 4 new RPs at once. If your creativity is returning, try to encourage it on a small scale-maybe posting in the RP that's been waiting the longest, or doing a picture that you promised someone else a while back. And then, build from there. You'll probably do better with those small steps than a grand reentrance-and you won't be setting yourself up for as much disappointment, either.

6. Real life takes priority.
If you have a choice between doing your homework and posting here, do the homework first. Real life can suck away a lot of your creativity, but it's also something that you'll always have to deal with, so you better practice those coping skills. People on these forums will miss you, but they'll also understand why you're not around as much-remember, they have to deal with real life too. Besides, you'll probably post better after the homework is done, because you won't have to worry about doing it later.

Those are my thoughts on creativity. Next will be a reposting of the player mistakes section-hopefully with some editing-and then, a new section begins. We'll be returning to characters and RPs in depth...hope you enjoy the ride.

--------------------


Thank you, Denise.
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PA #162
Section 2, Part 5: Don’t make me turn this forum around! new
      #516714 - Tue Sep 28 2004 08:16 PM

In the end of the last section, I pointed out some common mistakes in creating your character. Here I’m going to point out some common mistakes players make about how the forums work...whether you’re guilty of one or two minor trespasses or nearly got banned, you’ve probably run afoul of these at some point or another.

1. I'll say what I want to that little prick, because I don't respect him.

Sounds like a simple mistake to avoid, right? But it’s hard to avoid getting on someone’s case when they seem to have said something really stupid-you don’t respect them anymore, so why should you care? But exploding on other players rarely convinces them that you're right; in fact, it usually convinces them that they are right, and you're overreacting. But....I digress. Try to respect your fellow players, even if they don't respect you. That will often make a good impression on others, if nothing else.

2. You dared to attack my opinions?!? MUST REPLY NOW.

Hold that thought. You don't have to immediately respond to someone in these forums. Even in the official chat, you have some time before you have to respond. Which means that if someone says something that pisses you off, you don't have to dash off a reply to make sure it gets through....you can take a moment to step back, take a deep breath, and thinks your actions through. That simple action can save you a lot of grief, and let you make clearer points.

3. It’s just like home, so listen to me.

If I start to talk about American politics, my particular state politics, or some strange feature of my town, that doesn't mean everyone will know what I'm talking about. MZDM is fairly international with its player base, and you should keep that in mind when you talk with other players. Someone from Sweden might have a very different take on American democracy than an American-and someone from Brazil might have an interesting take on Sweden. Keep that in mind, and remember that focusing on your specific country might put off others.

And keep the bathroom clean, all right? You may be able to leave the toothpaste cap off at home, but here we all have to use that sink.

4. I can say whatever I want, no matter how you feel about it.

If I start to talk about how I love meat around a vegetarian in real life, and don't stop when they ask me to, then I'm being rude. The same applies here. You may not be intending to disrespect or anger someone when you bring up a certain topic, but that doesn't mean others will like it. And while you may not be breaking any rules to push the topic, don't expect everyone to stick around whether they like it or not. You have the freedom to talk, but they have the freedom to leave.

5. They started it.

It's true that some of us are younger than 18, but we can all act with some self-restraint and maturity. In fact, I highly encourage doing so, because it's the best way to get respect from other players. Throwing a temper tantrum and demanding respect is counterproductive, and rather ridiculous. And if you get into a real fight with someone else, it probably won’t matter who was originally at fault-a good moderator will shut you both down, and then find out the details after the ruckus has settled.

6. I’m going to rip you a new one, you little piece of-!

When you're angry about something or with someone, it's a lot harder to keep from doing something rash. But restrain that feeling and try to be rational, so you don't make a big mistake. Does that mean you have to stop being angry? No. But it does mean that you should focus yourself, decide whether or not the anger is justified, and how to express it without playing a mean trick or cussing the other person out.

7. They can’t possibly know what I’ve been through.
Since we’re on the Internet, it’s a good idea to have a healthy skepticism about what others say and claim to know. 50 year old guys can claim to be 15 year old girls, after all, and may be able to pull it off. But healthy skepticism means that if you’re given reasonable evidence to support the decision, you’ll accept it and give their claims more credence. So when someone says they understand how you feel, or have had similar feelings, there’s a good chance they’re telling the truth.

8. Oh, so your dad beat you? Well, my dad AND my mom beat me. Top that.
You can be telling the truth when you say things like that, but it’s still childish to try and one-up someone when they talk about why their life has been hard. If you’re saying you understand some of the pain they’ve had, that’s good. But don’t try to invalidate or belittle their pain, because (a) youre not helping, and (b) there IS someone out there who’s been through more than you. Don’t make them bring it up by trying to get the most sympathy just because you can.

That’s it for Section II. Tomorrow we’ll try to start Section III, but there may be a break so I can keep up my school work.

--------------------


Thank you, Denise.
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PA #162
Section 3, Part 1: Lights, cameras, avatars, action! new
      #516958 - Wed Sep 29 2004 09:11 PM

So far, I've talked about character creation and player behaviors in depth. Now I'd like to hit the IC end of things again. Specifically, how to behave and post in roleplaying threads here on MZDM.

I know this topic sounds redundant-it's easy to post, isn't it? Well, if you're talking about the actual post, then yes. It's easy to do. But making any post and making a good post are two different things. And that's the point of this section: saying what I think you need to do for good roleplaying posts. I'll try to avoid repeating what I already talked about in the character creation section, but I may cover some of the same material because it's related. But if that happens, I think we'll live.

We'll start in on the complex stuff tomorrow. For now, let's cover how we can ease into more serious posting.

It's relatively safe to assume that you've made a few posts, even if you haven't joined anything serious or on-going. Your own introduction thread if you made one, a few comments or brief appearances in another thread...nothing major. But now someone has invited you to join a long-term thread, or you've joined one of your own volition. This is the big leagues, man. Don't choke. Don't choke.

Well, you will choke if you think of it like that. Before you start to overwhelm yourself with the importance of your posts, get a little perspective. It's a roleplaying thread on a forum. People won't be happy if you don't keep up, but few of them will hound you for it. So just relax, and have fun. And if you're having trouble following the order or end up getting lost, PM the GM for a little assistance. It's the rare GM who'll blow you off or not try to keep you in the thread. Try not to call for help unless you need it, though. You've got to get used to things without making others carry you, after all.

Sounds pretty simple, doesn't it? That's because at heart, it is pretty simple. Most of what I'll cover from here won't be strictly necessary for your posting, but it's meant to help you make longer, clearer, and ultimately better posts.

Next time, we'll look at how to improve your posts by adding color and flavor. Not literally, though.

--------------------


Thank you, Denise.
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Section 3, Part 2: What's my motivation? new
      #517744 - Sun Oct 03 2004 07:57 PM

In the last section, I already extorted players not to panic about joining serious RP threads. Having done that, maybe we should look at some of the basics for posting in those threads, eh?

First, try to get a definite idea of what your character is doing in each post. Are they attacking someone? Trying to explain an idea? Searching for a person or object? Think about what they're doing, because that's the point-you want people to know what the character is doing in each post. Once you have that, it's time to factor in...everything else. What does that entail?

Why, accounting for your location, your character's mood, their physical condition, the other characters, their moods, their physical conditions and locations, the current situation, and the GM. Yikes. That's kind of a long list. But hey, you can handle it! And if you can't, we'll break it down. So what's the most important of those?

Well, that would be the situation. The current situation will impact every other factor, so account for that first. For example, the current situation might be that you're all on a ship, and it's just started to sink. Try to keep that in mind as you take everything else into account. The next thing to account for is the GM. Have they said anything about your character in particular that you need to keep in mind? If not, good. If they have, it's probably important. Next up is....the other characters' moods, actions, physical conditions and locations. Why not yours, you say? Because the other characters may be doing something that directly affects your character, which would affect their actions and mood. In case you haven't noticed the pattern yet, we're trying to work our way down, so we don't have to constantly go back and change what was planned. Finally, your character's previous moods, actions, physical condition and location come into play. Of course, even with that order, this sounds kind of confusing....so let's give a more concrete example.

Situation: On a ship that's started to sink.
GM: Nothing specific has been said about your character.
Other characters' actions: One character has tried to grab your character's hand in response to the sinking.
Other characters' locations: One is right next to your character, the rest are nearby.
Other characters' physical conditions: Unharmed.
Other characters' moods: Mostly worried, two are frightened; one of the two is the one trying to grab your character's hand.
Your character's mood: Worried.
Your character's previous actions: Not applicable now.
Your character's physical condition: Tired but unharmed.
Your character's location: Near the center of the deck.

And in a retrograde action, the point of this post is for the character to try and keep his balance as he looks for a way off the ship. All of that is an example, of course, but it's the sort of things that you should keep track of so you don't miss anything when you first make the post. So, let's go down the list and see how it matches up.

Since the ship is sinking, it'll be hard for the character to keep his balance-but unless the GM says otherwise, he'll keep it for this post, since the ship has just started to sink. As a player, I decide to let the other character grab my character's hand-and in fact, we'll use that as part of the reason he doesn't fall over. The other character's physical conditions and moods don't directly affect the character's actions, but I decide that part of the reason he's looking for a way off the boat is an indirect reaction to the other character's worrying and fear. Right now, his physical condition and location don't affect his actions. So, with all of that in mind, the post might go something like this:

"As (blank) reaches for his hand, (player character) reaches out as well to grab hers. Barely keeping his balance as the ship began to list, (player character) looks around the deck, hoping to catch sight of a lifeboat that he and the others can use to reach safety."

That's a pretty basic post, but it conveys the point of the thread, while acknowledging the other characters. But we can do better. For example, we could insert the character's thoughts into it:

"As (blank) reaches for his hand, (player character) reaches out as well to grab hers.

This thing isn't going to last much longer...we have to get off!

Barely keeping his balance as the ship began to list, (player character) looks around the deck, hoping to catch sight of a lifeboat that he and the others can use to reach safety."

We could also elaborate on the character's actions-maybe he doesn't just look around the deck, but frantically searches. Or staggers as he tries to take a step towards the sides to look further. There are a lot of ways to lengthen a post and elaborate on it, so I won't go into all the ways you can do it here. However, I will note that you shouldn't lengthen a post because it seems short-as long as you get the point across, long posts are not inherently better than short ones. The main reason to elaborate is to get your character's personality across better.

I think we've covered the basics pretty well-I could be wrong-but there are two things I'd like to say before we get to the next section. One, every action that you initiate is an attempt. If you're trying to find a lifeboat, that's just it-you're trying. The GM will say if you succeed. In the same vein, Listen to the GM. What they say goes. If you want to discuss one of their rulings with them, a polite PM will probably get you an audience. But do not contradict them, because they are the ones in command of the thread.

Next up, we'll start to look at creating and running a serious RP of your own.

--------------------

Thank you, C.G.
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PA #162
Section 3, Part 3: Playing God. new
      #517951 - Mon Oct 04 2004 10:17 PM

In the last section, I talked about how to post as a player-at least, I talked about the basics. I'm not yet finished there. Now, we'll be getting into being a GM. For those of you who don't know or remember, GM can stand for one of two things: God Moderator, or Game Master. Pick whichever one you like or, or makes more sense.

Anyway, on to the nitty gritty. If you're going to be a GM, then you're probably going to be creating a thread, and that's what we'll start with. The first part of the process is pretty simple-what's the basic idea? Most good ideas can be summed up in a simple sentence. For example: An alien invasion. Dungeon crawl gone wrong. A science fiction horror story. That may not get the complexities across, but it's a good summary. Once you have that, you can begin to sketch out the basic plot. Most plots revolve around a big secret or two, a pivotal character, an important event, and so on. They can have more than one thing at the center, but the more pivot points you add, the more confusing things can get...so if you're making an RP for the first time, try not to overload yourself. And if you're making an RP for the first time, there are a few common subjects to avoid: returns home, villians out to crush the Dream, and parodies tend to be done a lot. That doesn't mean you can't do one along the same lines, but think long and hard about it first.

Once you have the basic plot (alien appears on the ship, begins to kill crew members and sabotage ship, plans to kill everyone and hibernate), look at some details you can add in. NPCs, interesting objects, shiny things....don't be afraid to experiment! Of course, experimentation only goes so far, so don't toss a spaceship into your fantasy setting just yet.

So, now you've sketched out your story and added some interesting details. We're ready to start, right? Well, not really. Because here's where the hard part comes in-trimming it down.

Of course, that sounds pretty harsh. "Trim it down? My ideas are perfect!" Well, it may be perfect as a summary, but just imagine a rampaging horde of dirty children added to the mix. Also known as your players. Players can, and will, do things you don't expect and haven't planned for. So if you have their meeting with the Grand Counselor planned out to the nth detail, you might be a bit crestfallen when one of them tries to kill the Counselor and they all wind up in jail.

So, you trim. Are there elements of the story that take precedence over others? Put those in the front, and take a hard look at the rest. Anything that doesn't add to the story or explain it can be cut down, or cut out entirely. The same applies to characters-Bob the Guard doesn't need his own post to explain how he was forced to join the army at 16. Unless Bob becomes part of the plot, that is. And even among your major plot points, you can do some trimming-maybe not as much history for the Sacred Grail, for example.

Take that reduced form, and begin to make stronger plot connections. If the players are asked to retrieve said Sacred Grail, construct several likely paths for them to take towards finding it. Detail what each path will lead to, and what will be happening while they're on one of the trails. Now, it is true that you don't have to put all of this down....but even if you drastically change your plans from the outline, it's good to have one so you know what you're deviating from.

After you nail down some of those details, begin to look at what you cut out, and see what you can reinsert. Certain elements may find a new life here, such as covering plot holes or adding entertaining (but skippable) elements for the players to deal with. For the most part, anything that gets reinserted is on shaky ground, so don't take this as an excuse to bring back all the stuff you trimmed.

You'll also want to do a few dry runs to make sure you don't have any glaring holes. Try to imagine yourself as one of the players at this point-in other words, someone who doesn't know about your delicate story but wants to find out. If you get into the proper mindset, you might spot some holes ahead of time, which can save you a lot of aggravation. This step can be skipped, and usually is, but it can be helpful for you.

Now that you've imagined yourself as one of the players, it's time to consider something important-how powerful you'll let your players be. A world-class telepath might be able to pry the plans from the evil vizier before they can even start, and someone who can throw fireballs like golf balls will probably decimate the evil army that's threatening the kingdom. At the same time, making everyone a mere mortal might get them slaughtered by a small group of space pirates. You want the RP to be challenging for the characters involved-which means setting limits on how powerful the characters can be-but you don't want to unnecessarily neuter characters, either. Try to give the characters a little more than the average NPC if they have it, but don't be afraid to limit how much a character can have. It's your thread, after all.

Finally, decide on how many characters can join, and how you'll get people to join. Will it be an open sign-up, or even a completely open RP? Will they have to PM you to join in? There are a lot of options here, so try to look at them all. I personally don't recommend limiting it to people you know, but making people sign up and PM you with additional information can make sure the players understand what they're entering. On the flip side, a completely open RP encourages people to join after it starts, which can be a good way to get fresh blood if it starts to lag. Choose what fits the story best.

With all of that, making an RP sounds a good deal more complicated than it did at the start, doesn't it? Don't worry, a lot of this actually fits together when you get some practice. Tomorrow, we'll take a look at actually running what you just made.

--------------------
I'm alive. The rest is just detail.
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Section 3, Part 4: Smiting. It's fun for everyone. new
      #518511 - Thu Oct 07 2004 06:58 PM

So you made a kickass plotline for your RP. It was going to span words, times, and all that, only ending in the mind of this really cool character. It was, in short, going to change the whole damn forum.

And then the players started to enter. Behold your works, o GM, and despair.

Seriously, the best laid plans for an RP can change in a heartbeat. No matter how much you anticipate, at least one of the players will probably try something else, either because their character would do that or because they want to see what will happen. Despite what you might think, they probably aren't trying to torment you. But, regardless of their reasoning, players can change the course of your RP in only a few posts. So what are you supposed to do? Simple. Improvise.

That may sound hard, but it's a good skill to have anyway, so you might as well get some practice here too. When a player does something unexpected that doesn't wreck the RP, try to roll with it and give them some reward for having a strange solution. That doesn't mean they have to succeed, but maybe the bad guy is surprised by their ingenuity, or you'll let them notice something that points in the right direction. However, that doesn't mean you have to reward them just for doing the unexpected. If one of the characters tries to kill the king that wants to hire the group, feel free to smack them down.

On that note, something to keep in mind as a GM: you are the authority for that thread. Bar none (unless you run afoul of the Dream Rules). If you don't want a player to succeed in an attempt, they don't succeed. If you want to infect a player with a crazy flesh-transforming virus that makes them change shapes early, often and painfully, you can do so. This gives you a lot of authority, of course, which means you shouldn't abuse it-suddenly switching things on your players, for example. They won't be that happy if your relatively lighthearted RP suddenly becomes a bloody horror story. But, you do have that authority. Keep that in mind as you run it.

Of course, your players have a kind of authority too. For the most part, they don't have to follow your paths, unless you just force them to do it. Heck, they might say they're travelling, and spend the next 30 posts just talking with each other. Now, you shouldn't crack down on that immediately. After all, most people will see that kind of roleplaying as fun and character building. However, you don't want the thread to be taken over by two people talking and ignoring the rest of the party. Be ready to say 'okay, enough'-or just throw something unexpected in their path, so they can't continue to speak without ignoring you as well.

A much more serious problem, though, are player absences. These can crop up for all kinds of reasons, and they can kill your RP if you don't respond. For this reason, you should do your best not to center it around one character, or a particular set of characters. Depending on the nature of your RP, you may be able to work around the absence without any problems, but try not to be dismissive of the character in question-hopefully they will be returning.

Something else to watch for are player mistakes. I don't mean character mistakes-if a character screws up, let them. But a player might make a false assumption about the situation, or not read some necessary information. If that happens, make sure you correct them...otherwise they might do things that derail your plot, or just don't seem to make sense.

Of course, there are players who are going to do their best to derail your plot because they feel like it, or think they could do better. Or they'll 'innocently' insist that their characters still have godlike power, even when you made it clear what the limits are. These are the problem players, and you shouldn't coddle them. If you think someone is intentionally sabotaging your plot, throwing around powers they shouldn't have or didn't list, or angering the other players, confront them on it and make it clear that you have the final say on what happens. And if they continue to act up, just throw them out and tell the other players to ignore any future posts of theirs in that thread. It may sound harsh, but it's the best way to keep your RP from grinding to a halt of them, without exploding over their behavior.

In the best case scenario, you're now reaching the end of the RP. Whether you had to stop and start over more than a year, or smoothly moved through the thread in a matter of months, it's the end. Be proud; most of the RPs in these forums are never concluded. So if you get to the end, make sure it's something to remember. Don't skimp on the details of what happens, make sure everyone who's still in it gets a good deal of attention at the end, and enjoy the credits. Or something.

Next time, I'll be dealing with a subject that's near and dear to my heart: how to roleplay combat.

--------------------


Thank you, Denise.
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Section 3, Part 5: No, no, no. THIS is a punch. *THWACK!* new
      #519085 - Sun Oct 10 2004 07:44 PM

Today, we'll be covering a part that's near and dear to my heart....combat.

Long before I did any kind of character interaction with roleplaying, I was a combat junkie. Loved the stuff. The long descriptions of how you attacked, the visceral thrill you got when you made a particularly well-done post and crushed your opponent....it was good. Of course, I've branched out since then. But combat's in my roots when it comes to roleplaying, and that's why I want to see it done well.

There are a couple of things that need to be established with any kind of combat post. First off, the point of the post is not to show that your character is the baddest thing around. It's to accurately reflect the situation and how they react to it. In other words, it's not all about winning. This is the hardest lesson to learn, but it will have a profound effect on how well you post in combat situations. Second, combat is very much a sequence of 'give and take'. If you dodge or block every attack, and so does your opponent, it's frustrating and boring-if you take every attack, and they dodge every attack, then you're just a glorified punching bag, which is really discouraging. If, on the other hand, their inventive trick gets through where their regular attacks haven't, it will help both of you enjoy it more. Suddenly the situation has changed, which means you need to match their new level of thought-but matching it is still feasible, not a herculean task. Finally, fancy powers do not a warrior make. It doesn't matter that your avatar has huge levels of telekinesis if the other person manages to surprise them and punch them in the jaw. Do NOT claim they were 'shielded' or dodged the attack just because they have powerful ability 'a'; make sure you have a reasonable basis for it.

Anyway. In purpose, combat posts are much the same as any other in character post: taking stock of the situation, and responding to it in character. In fact, the same checklist I used in part II of this section applies here.

Other characters' actions
Your character's previous actions
Situation
GM
Other characters' locations
Your character's location
Other characters' physical conditions
Your character's physical condition
Other characters' moods
Your character's mood

Notice any changes between the two? If you said order, then you hit the mark on the head. This is where things start to change between the regular post and the combat post. You are not primarily dealing with the situation, you are dealing with the other character(s) actions. The situation is right behind those actions in importance, but it is no longer the first thing to check.

The first thing to check is what the other character(s) are doing. There are almost certainly actions regarding you, but don't take them as generic attacks; are they punching or kicking? If so, with which arm/leg? Are they using another part of their body? Are they using a melee weapon, and if so, how? Are they using a ranged weapon/attack, and if so, how? What are they targeting with their attack or attacks? You have to understand all of this to effectively and accurately respond. If someone tries to kick your character in the head, and your response is to jump over the kick, then you just got kicked in the side because you didn't pay attention to the details of their attacks. As long as you pay attention and the other person was relatively clear, this should be straightforward.

In the same vein, what were your previous actions that will affect your latest post? If your character jumped into the air, for example, and got attacked in the air, that will affect what they can do. The same applies if they dive underwater, duck and go for a low attack, duck behind some cover...and the list goes on. Then we deal with the situation. Is the ground around you crumbling? Is the fight in the middle of a larger battle? Account for anything that could substantially affect your post (don't go too far; having slightly more oxygen in the air usually doesn't count).

Whether or not the GM comes into play depends on whether you're fighting a PC or an NPC, and if the fight is a disruption or doesn't fit in the RP. If you're fighting another PC, and the fight is not a disruption or improbable, this probably won't come into play-unless one of the combatants asks for a GM ruling.

Location, location, location....this is a big deal in a fight. It's a little hard to hit someone with a punch when they're shooting at you from the balcony above. Keep a close eye on where the other character(s) are moving, or else you might get lost on where they've gone and make a mistake in your post. Also keep a close eye on where you are, in case someone affects the location you're in. It might be hard to defend a bridge if someone is trying to collapse it under your feet.

Physical condition. For individual posts, this won't seem that important, but keep track of it for both players! From a player standpoint, you need to make sure you know how your character is feeling, and how much they can do. Things like dislocations, broken bones, or triggered pressure points can hamper the character's abilities, and general fatigue and wounds, such as light cuts and bruises, can accumulate and become serious. Keep an eye on that, and make sure it factors into your posts. From a character standpoint, it's a good idea to look for weaknesses in the enemy to exploit, such as broken bones or dislocated limbs.

Moods probably won't play into the fight, but they can be a factor. A character who gets raging mad will tend to make mistakes, where one who keeps their cool will keep their focus as well. If your character is getting mad, either let them do something hotheaded or make sure to point out when they refocus themselves.

Now that you've taken stock of the situation, it's time to actually compose the post. This is where things can break down; in your mind, your avatar pulls off a really cool backflip to kick the other character in the face. In your post, your opponent is wondering what the hell you were trying to say. Here's an excellent rule of thumb: read your actions to yourself as though you were another player. If anything seems unclear, revise it for clarity. Remember, you're not going for the overwhelming post of doom, you're going for a post that is clear and descriptive. I'll use my own character for this example, since he's supposed to be skilled with fighting: "Benor smiles, then takes a step towards [blank] and tries to punch him in the gut with his right fist. The blow is powerful, but the human is holding back for now; the worst it should do is knock the wind out of [blank]." Though that's probably not enough for a full post, it's clear and descriptive-he's throwing a punch using his right arm, and it's aimed for the person's stomach. He's using a good deal of his strength, but not all of it. That takes care of all the relevant details for that action. Of course, that doesn't mean your posts should be completely straightforward; a good combat post will have some flourishes, to help emphasize the style of the character in question. But don't let stylistic touches obscure the actual actions.

Now, I've spent all of this time emphasising how you should post, and what to pay attention to...but I'll say this, too. This isn't just a way to make good posts as a player. It's a way to make good attacks as a character. The more attention your character pays to the situation, the opponent or opponents, and their own condition, the more effective they can be. While I advocate accurate roleplaying, most characters who get into straight fights probably have some experience. If so, show that! They're not just going to go 'kick-punch-kick', they're also going to notice terrain they can use and weaknesses to exploit. At the same time, there are different levels of experience....in other words, a bar brawler probably won't be planning that far ahead compared to a special forces member.

And finally, if your character is tied to a specific style of fighting, try to show that in their attacks. Someone who's proficient with a staff probably won't use a sword that well, or may use their hands only because they lack something to emulate a staff. That applies to unarmed styles as well, so don't just say "my character uses a judo move on him." You better know what the move is, and what it does, to say anything like that, and you probably shouldn't say it anyway. Your opponent probably won't want to decipher it for you.

Before we finish here, I have to hit another important note, which I briefly mentioned before. For the most part, any fights will be between players, occasionally with a separate GM involved. That means that if a problem comes up between you and your opponent, such as who hit when and whether or not power "X" can work, it's best to PM them and straighten things out directly. Even when you have a separate GM to make rulings for you, you should try to talk directly with the other player first; calling for the GM to rule on it without consulting is a quick way to irritate the other person. Combat posts are give and take, remember, so you shouldn't bypass the other person. And if you're the GM but posting as a player....never act as the GM for your own fight. That simple.

Next time, we'll wrap up the section.

--------------------


Thank you, Graham.
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Section 3, Part 6: When GMs go bad. new
      #519162 - Mon Oct 11 2004 09:03 AM

Well, it's the end of the section, which means it's time for something that's becoming a theme....common roleplaying mistakes for players and GMs. These are the things that seem to pop up a lot, in my experience. I won't be specifying when it refers to GMs and when it refers to players; it should be pretty obvious.

"Look, my character can crack titanium with his pinkie, so that wall should break!"

This one is pretty simple: GM says it doesn't work, so it doesn't work. You can complain about it, but don't expect that to fix the problem. If you really think there's an issue, you're better off PMing the GM to talk it over with them; they probably already understand your character's abilities, and made the ruling with those abilities in mind.

"I don't care that your character was watching the road, the caravan gets by them. Deal with it."

"But wait," you might say. "I thought that GMs can say whatever they want?" Yes, they can, but that doesn't mean they should. A good GM won't overrule someone just because they don't like the fact that the player did something unexpected; they'll overrule the person when it's necessary for the plot, or the action assumes too much. They'll also know that things don't have to be in absolutes. A character may not see the signs of an ambush in time to warn everyone else, even though he said he was watching for one....but the GM can let them see it right before the ambush starts, because they were watching, which keeps them from being surprised like their comrades. In that case, the intended attempt wasn't successful, but it still affected the situation for that character.

"I better not ask the GM about this before I try it, they might try to stop me."

If they might try to stop you, maybe you shouldn't be trying it, eh? Seriously, most GMs might not let your outrageous attempts succeed...but a good one won't just slap you down. They'll let you try it-and if they have some warning and explanation for it, the attempt might succeed. Don't try to hide things for fear of getting caught, because you'll usually get caught in the end anyway.

"[blank], you get to see a glimpse of the target....he seems to be running now. Everybody else....?"

Sometimes it's hard to get everyone involved in an RP. Certain characters (and possibly their players) may be looking for someone to give them a cue, while others seem content to talk with each other instead of engaging in the main plot. However, don't let that lull you into giving one or two players the majority of your attention. Yes, it's good for a player to take charge and push the plot, but other players want to stay involved-maybe they'd like to move ahead too, but don't want to break character to do it. Or they're already feeling pushed aside because someone else moved ahead. For those reasons, and others, make sure to keep everyone involved. Even if they don't take the bait you're hanging out for them, make sure it's there. And stays fresh.

"You know what? Screw this. My character starts to steal everything in sight."

If you're getting frustrated at not being involved, don't become destructive. Take a look at your own posts, and see if you're not responsible for part of the problem. Then, talk about it with your GM. They might not realize you're feeling left out, and most will probably be willing to talk it over and see how they can include your character more.

"Obviously the others aren't doing much, so I'll forge ahead on my own."

That attitude may fit in character, but as a player, you should acknowledge your fellow participants. if someone feels superfluous, you should try to include them in your posts-even if your character doesn't care, noting that he isn't really paying attention lets the other players know that you, as a player, have seen their posts. Of course, even in character, it's a risky thing to just ignore the other characters, so if you catch yourself doing this, pause for a moment and make sure it really is an IC decision.

"I know! I'll have an RP that spans two dimensions and takes 40 players! No, wait-it'll be completely open and span galaxies!!"

This is not necessarily a mistake....but unless you've got a lot of planning in the works, and some people to help you GM the whole thing, it can quickly become a nightmare. The more people you have in an RP, the more that can get into conflict with each other, argue with your decisions, start to feel left out....and so on. Do NOT do this lightly, or else you risk your sanity and mental well-being.

"Sure, my character didn't DO anything, but I posted. That's enough, right?"

Not really, no. You shouldn't post just to say you're still there-you should take some kind of action as well, even if it's a minor one. Otherwise, you risk being ignored, as your post says nothing except that nothing's changed.

The fourth section will start soon, where we'll be talking about a different way of posting....

--------------------


Thank you, Denise.
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Section 4, Part 1: And in conclusion, I hate you all. new
      #520020 - Fri Oct 15 2004 07:07 PM

Since this will probably be the last organized section, let's look at what I've talked about so far. I've covered making a good character, being a good player, making a good RP and posting well in said RPs. So let's get to the last part: posting in OOC threads.

Now, since that technically covers every other thread, I won't be talking about every kind of OOC threads you can post in...I'll mostly be focusing on Debate, Learn and Reflect, possibly in that order. Interesting tidbit-did you know that MZDM was originally dominated by discussions? It's primarily a roleplaying forum now, but it wasn't always that way. Anyway, each of those three forums has a different purpose, so each one demands different things when you post. Pretty simple in theory.

However, there are places where the line blurs. For example, would listing the voting record of a politician go into Learn, because it's made up of facts? Or would it go into Debate, because that politician is running for a higher office? Or for another example, maybe someone begins to list how they're disgusted with all of the politics they're having to deal with. Does that fit into Debate as a discussion on whether or not politics needs some kind of reform, or does it fit into Reflect as a rant? If you're not careful on how you word your topic-or if you're unsure on what you're trying to say-people might get confused, and the thread might even be moved. That's why this last section is, in some ways, the most important one. It's relatively easy to find someone who roleplays well, and not much harder to emulate them. But Debate, Learn and Reflect are a little fuzzier, especially Debate and Reflect. Imitating one of the people in there might give you a skewed idea on how to post-and since you're talking as players, not characters, it's very important to be clear on what you mean.

Now, does that mean every single post in those forums must be OOC? Not necessarily. You could stage an in-character debate on an issue that's relevant to the Dream but not to real life. However, the vast majority of posts in those three are out of character, and deliberately so.

Of course, some people may be dedicated to the idea that MZDM is a roleplaying forum, so they'll never set foot in Debate or Reflect, and rarely in Learn. I say those people are missing out. One of the best parts about MZDM is the fact that it's more than the sum of its parts; limiting yourself to roleplaying is cutting yourself off from some very interesting topics. It's also keeping others from any interesting topics you might have to share, or might get inspired by preexisting topics. And so on.

For now, that's all I'll say. Tomorrow I'll take a look at the first of the three, and how to approach it. Guess which moderator will be angry with me first correctly, and I'll give you a cookie.

--------------------


Thank you, Denise.
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Section 4, Part 2: I'm out of order? No, YOU'RE out of order! new
      #520475 - Sun Oct 17 2004 08:23 PM

Ah, Debate. A shining beacon of peaceful discussion....

Wait, that's not right.

Ah, Debate. A seething hellpit of ire and hatred....

No, that's not right either.

So what is Debate, really?

Well, for MZDM at least, it's the place where players get to butt heads on important and not-so-important issues. And for that simple reason, it's a place that tends to catch a lot of flak. Most of us want things to be somewhat peaceful here, so we take any kind of discussion forum that's combative as a bad thing. However, I think that's a little near-sighted. As much as I like peace and quiet most of the time, sometimes I just want to start talking about how I see politics these days, or why I think welfare is good/bad. It's not because I think I need to teach everyone else the 'right' way, it's because I want to share my views and bounce them off other people. And if you're not happy with those discussions, would you really want Debate to be eliminated so they spill into more 'peaceful' forums? I don't think so.

However, that doesn't mean Debate should be a purely combative place. The point is to air your views on controversial subjects, not beat others with your opinion like a billy club. Sure, you may want to hit the "stupid" conservative or the "idiot" liberal for saying things you don't agree with, but let's be realistic. You don't convince anyone by insulting them, you just make them defensive. So try to show more restraint, and see if you can't be civil as you disagree. You'll be more persuasive to the other side if you keep a calm tone.

Having said that, let's take a quick look at how to make a good Debate topic, so you can butt heads over something interesting. First, of course, you come up with the idea. That's simple. Next, examine it and see if it's viable. A topic defending the right to kill in a moment of passion, for example, will probably lack supporters, if it's not just closed by a moderator. This doesn't mean you should steer clear of controversy-but a topic should have more going for it than controversy alone. Third, see if there are any active threads on that topic. If someone recently made a thread on religion, and that's what you're considering, you might just want to post in their thread instead of making another. Of course, another thread might be better if the previous one has gone off-topic or covers a fairly specific area of religion. Fourth, consider common positions on the issue you might run into. While they might not come up, it's a good idea to keep track of what you might have to deal with. Finally, take the time to not only compose the topic, but carefully pick your words. The words you use can have a big impact on how people read the thread, and you don't want to spend your time explaining your position when you could be defending it.

Of course, you might not be that enthusiastic about making threads, so you'd rather just reply. Nothing wrong with that. Of course, there's a way to make a good Debate post as well. First, consider your position. Which side are you agreeing with, if any? (Hint: being neutral in Debate usually defeats the purpose.) Second, decide who you're talking to. Are you primarily addressing the host's original topic, or will you be responding to other replies? Third, compose the post and put it in. Sounds deceptively simple, of course....but since you're talking about a topic that's already been created, it's usually simpler to reply.

Of course, that's how things go in the ideal Debate. Unfortunately, some people seem to insert additional steps, such as deciding how the other person is wrong from the beginning. Not if, but how. Or deciding how best to express their righteous indignation, so the other person will feel ashamed! SHAAAAMED!

People, that's not a debate, that's a grade-school argument. If your first course of action is to attack the other person, you're already losing. If you honestly disagree with someone, you should be able to say why you disagree with their opinion. But when you go for their character, or claim they're attacking you because they disagree, you're not actually rebutting their points or responding to their opinions, you're trying to tarnish them or build yourself up. But you are not your opinion. Yes, you hold your opinions, but they should not completely define you, and they usually don't define the other person. Grow up, and try to learn some anger management, or else you might get tossed from a thread, either by the thread's creator or by a moderator.

On that note, not everyone who attacks someone else in Debate does so out of habit. Sometimes, you just lose your temper and want to shove the other person's opinion up their ass. But curb that righteous fury, and try to calm down before inflicting any rectal injuries. The best way to deal with someone who's irritating you with their posts is to calm down, and make a coolly reasoned post that hits all of the relevant points. Flying off the handle and slamming the other person just makes you look ill-tempered. And if they still annoy you, or act childish, you can ignore them. Now, that's not something you should do lightly-while you feel the other person is being a jerk, others may believe you're overreacting. But if someone is deliberately trying to anger you, or not listening to you, then don't respond and don't give them something to do. It's far more effective than scuttling a thread by getting into a heated argument.

So, Debate is one of those forums that really varies from topic to topic. Sometimes you'll be in a thread that's just interesting as hell and everyone is behaving, so you can't wait to see what comes up next. And other times you'll find yourself running from a thread that's degenerated into character attacks. It's a mixed bag, really. But it's not all that bad, as long as you can keep a cool head.

Next time, we'll see what we can Learn.

--------------------


Thank you, Graham.
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Section 4, Part 3: I did my homework, but the forum ate my post. new
      #520956 - Tue Oct 19 2004 06:51 PM

Last time, we looked at Debate, a place where facts can quickly go by the wayside and opinions rule the day. Now we're looking at Learn, where facts are stubborn and you are expected to-well, Learn. Sounds pretty simple, right? For the most part, it is. Learn is one of the most straightforward forums, if not the most straight-forward, in all of MZDM. You post in there with interesting and useful information, or ask for said information if it's not already posted. For example, if you need help in your geology class, you would ask for that help in Learn, so everyone can see the answers you get in case they end up needing it. Or if you've been learning really interesting stuff in geology class, Learn is where you post it so everyone can see without having to attend class with you. Very simple, right?

However, that doesn't mean Learn is a repository for any random thing you want to point out. Talking about how your dog makes a weird yowling noise when he wakes up really isn't significant information-sorry, dog lovers. It's not just meant for facts, it's meant for useful facts. That's why your epic thread about the history of lint removal will probably be ignored.

"But wait", you might say. "How useful do the facts have to be to count for Learn?" A very good question. It's easy to say what isn't useful, but it's much harder to say what is. My own personal rule is that useful information is going to be applied outside of MZDM, whether that's in class or in daily life. It does not have to be applied at the moment it's written-a thread about how to drive in icy weather doesn't have to be made in winter-but it will, at some point, be applicable. Another good rule of thumb is to make sure that your facts can be verified. Don't just rely on 'common sense' ideas on what will and will not work, because common sense is anything but. Check your facts, and list your sources. That doesn't mean you need your own bibliography-we're not evil college professors here-but on the Internet, it's easy for people to claim something is true when it's not. If you have reliable and consistent sources, though, most people won't need to check the sources word for word. Just the fact that you have them is enough to allay fears of misinformation.

Also, Learn is one of the forums where you really want to check past threads to see if your request or idea has already been covered. If you're asking about geology and there's already a geology thread, you'll probably feel pretty silly when someone posts the link in your thread. In the same vein, you might find that your interesting discovery was already covered 5 months ago. While new threads in Learn are certainly welcome, you might want to do some research to avoid covering old ground.

Since Learn is probably the clearest OOC forum on MZDM, this part is pretty short, especially compared to the Debate part....that may seem like I'm neglecting it, which isn't the case. On the contrary, I quite enjoy browsing through Learn for interesting topics I can contribute to. But since Learn is so straightforward, there aren't many things to say about the overall forum. And the threads are meant to speak for themselves.

Next time, we'll step through the looking glass.

--------------------


Thank you, Denise.
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Section 4, Part 4: Let us start with your mother..... new
      #521431 - Thu Oct 21 2004 08:26 PM

So far, I've already talked about Debate and Learn. While both of those forums have their own complexities-Debate more than Learn-both of them also have a relatively clear goal. But the last of the three forums, Reflect, isn't as clear cut.

Reflect is...well, it's meant to be a place where you reflect on things in a philosophical way. That doesn't mean it's a place of cold logic-far from it-but it's the sort of forum where troubling thoughts and personal problems best fit. The intention of Reflect is to give everyone on MZDM a place where they can vent about their problems and their private thoughts...and where others can respond, whether it's with a solution or just sympathy.

Of course, that's something of a simplification. For example, Reflect still has to keep the PG-13 rating the rest of the site does, so private thoughts can only go so far-no one has made a "favorite fetish" thread yet. There's also a good deal of overlap between Debate and Reflect; some threads might have elements that belong in both forums, making their final destination hard to call. I'll be covering that next time, so we'll move on.

So if Reflect is for reflection, what does that entail for your thread? Does that mean you need to have a clear philosophical point to make a thread? Well, no; things don't always have to be put into specific terms. You could talk about how a clear autumn day makes you feel, and just ask if anyone feels the same way about them. At the same time, you should try to be somewhat mature in Reflect...fluff topics like "How do marshmellows make you feel?" usually irritate more than they amuse. But don't think that humor doesn't fit! You could discuss what makes you laugh and what doesn't, or how often you use humor in a given situation. But even then, there's a mature approach and an immature approach. Shoot for the mature one.

With all that in mind, we hit a familiar question: what fits in Reflect? Once again, there's a rule of thumb for what would be appropriate. Reflect threads should cover a personal subject that affects you. That subject can affect others as well, but it doesn't have to. Whether it's serious or lighthearted is up to you.

Replying in Reflect isn't much different, except that you need to keep a close eye on the initial post and try to be respectful of it. When someone talks about their troubles, it's in poor taste to make flippant or dismissive remarks. That doesn't mean you have to agree with them; sometimes people need to hear what they don't want to. But most attempts at "tough love" end up translating as "Your problems aren't important," so be careful in what you say. Even when the thread doesn't focus on a person's problems, but their views, they probably won't appreciate their serious attempt being laughed at.

Of course, from the way I've been talking about this forum, it sounds like Reflect is all about venting over your bad days and horrible families, which isn't the case. You could talk about how you deal with bad days, or ways to destress after getting back from work. Maybe you've thought of a strange concept that just won't leave your head, and you want to see what others think about it. The forum is meant for reflection, and a lot can fall under that heading....something to keep in mind the next time you visit it.

Something else to keep in mind is that the people in Reflect might want to help you, but it's best not to post expecting to get the solution to your problems. It's a great thing when someone does find the answer to their troubles in the forum, but it's not that common. Of course, simply talking about what's bothering you can help a great deal, which is part of the point for Reflect. But if you have a serious issue that's bothering you, there's only so much that can be done by other people online, especially if said issue is an emotional or mental one.

There's more I could say about Reflect, but I've said what I can as a regular member. Since I'm also the moderator for that forum, it's hard to talk about it without letting that come up a lot, so we'll leave it here for now. Next time, we'll be rounding off this section with a compare-and-contrast of the forums three.

--------------------

Thank you, C.G.
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Section 4, Part 5: Wait, what am I saying again? new
      #521444 - Thu Oct 21 2004 09:35 PM

We've already talked about all three of the OOC forums: LEARN, DEBATE and REFLECT. Each one has a different purpose, with its own difficulties, complexities and priorities. With that in mind, it's easy to tell what post goes in where, right? Not always....

For the most part, it's not that hard to tell what forum a topic should go into. Something that talks about a new scientific discovery belongs in Learn, since it's concerned with teaching other people and reporting facts and hypotheses. A topic that asks whether or not that scientific discovery should be used gets filed in Debate, since it's asking a definite yes or no question. And a topic that asks if science is going in the right direction would be in Reflect, since it's a discussion with many answers.

But what about a thread where you're asking for definite information on whether or not a candidate supports abortion? You could put that in Learn, since you're not discussing the position yourself....or it could go in Debate, if the candidate hasn't been that clear about his thoughts on the subject. Or you want to talk about religion in Debate, and whether or not it should be involved in government. But you spend a lot of the thread talking about how you see religion, which makes it a likely candidate for Reflect instead. And what about a thread where you ask for what can stress you out? That seems like a good Reflect thread...but when people start to talk about the scientific effects of stress, it suddenly seems like a better Learn topic.

Though all of those examples depend on how the thread is composed, all of them are plausible topics that might fit under multiple headings. But there are few threads that actually need to go into multiple forums; most work better in one forum. So how do you decide where to put your cool topic?

The first thing you'll want to do is consider where you'd like to put it. Fortunately, it's very hard to create a topic that really can fit in all three of the forums, so you'll usually be deciding between two of them. Do you want to fit it into Debate, Learn or Reflect? That part should hopefully be easy to decide. After that's decided, think about how you'll structure your topic. The way you talk about the subject, and how you structure your post, can have a lot to do with where the thread ends up. And that's where a few more rules of thumb come into play; if you haven't noticed already, I'm quite fond of such rules.

If your topic is concerned with finding out the facts-not with what you believe to be right, but what is actually true-then it's best suited for Learn. The third example probably best fits in Learn, because even though it could be a Reflect topic, it's not citing a specific example of what stresses you out. It's simply asking for what can cause stress, which fits into facts. Learn is the clearest of the three OOC forums, which makes it easier to decide when something should or shouldn't go into Learn.

Debate and Reflect, on the other hand, get a little hairer. The second example is a prime example of the problem-the topic can easily go both ways, depending on how you word and structure it. My personal rule for whether a thread goes into Debate or Reflect is actually pretty simple. If a topic has two clear sides, it's better suited for Debate. If not, it's better suited for Reflect. Though there is the occasional exception to this rule, it usually cuts to the core of the matter. By that rule, I would say the topic in the second example goes into Debate. Even if there's a lot of personal reflection in the post, it's asking a question that has two sides.

Of course, as I said, sometimes this doesn't always work. You can't make a rule that covers every possible thread for these three forums, and there's the rare topic that seems to straddle the fence without even trying. But those are, as I said, rare.

That's the end of this section. I'll be trying to start the next one soon, so we can come to some kind of a conclusion for this whole shebang.

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Thank you, Denise.
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Section 5, Part 1: They've gone to plaid! new
      #521560 - Fri Oct 22 2004 02:22 PM

Let's see what's been covered. I've talked about making your characters....how to behave as a player...how to make roleplaying posts....and how to make OOC posts. Not a lot left for MZDM, is there?

Well, there are a few things that didn't really fit into any of the previous categories for their own reasons, and that's why we have this last section. It's where I'm putting those last few things that just don't fit anywhere else, As such, this will probably be the smallest section, but hey. To keep things small, I'll knock out the one thing that didn't fit anywhere else in this post-the NCD chat.

At the time I write this, MZDM's latest addition (though it's not that new by now) is a tagboard chat on the front page. It's modest but useful, and lets players do a lot of things-chat about various topics, hold impromptu roleplays, be completely silly-basically, anything that can happen in a PG-13 chat. In theory, simple. In execution, not so much...there are a few things that make it complicated.

First, of course, is the fact that posting in a chat and posting in a forum are two different things. A chat is by nature faster than a message board, as people can immediately respond to what they see. And it's more open, so anyone with a registered character can come in and begin to speak. That doesn't sound too bad, but think of the downsides. If someone says something that pisses you off, there's no delay between thinking they're an idiot and saying it. You can't go back and edit what you've said, so misstatements and mistakes will stay up there. And you don't have any control over who is and isn't in the chat, so you can't tell people you don't like to leave just because. Yes, there's a system to show who's moderating the chat, but it's mostly an honor system....without certain moderators in the chat, there's not much that can be done to stop someone who's breaking the rules. Of course, you can be banned from the chat on a temporary or permanent basis, so it probably won't become anyone's private stomping ground.

All of that paints a pretty nasty picture, and I'm sorry for that. For the most part, the PG-13 rating holds, and it's rare to see a dispute in the chat where everyone is involved. But those can be problems in the chat.

With that in mind, how should one behave in the chat? It's pretty much the same as in the forum, but with more immediacy. You have to get used to the quicker pace, or at least recognize it's there; fortunately, the chat isn't always blazing. But something you'll need to toss is the insulated nature of most forum threads. Even if it's open for everyone, there's almost always a fixed moderator for threads, who can say if someone can stay in or not. The chat is much more fluid, and truly open (except when it's down). You can ask people not to disturb you in the chat if you're having some serious roleplaying going on...but you can't ask a moderator to step in and toss them out for you. Unless they're actually harassing you, they have just as much of a right to be there as you. the same applies to discussions-if you're having a great talk about how the EU could develop, and someone starts to hand out pancakes, you'd better be prepared to hold a plate of flapjacks. And so on.

Of course, the NCD chat is a little...different. Unlike most chat channels, we have something called "scheduled chats", where you get to reserve the space and do what you want. That brings it much closer to a forum thread, where you can say who's and who's out-you can also say what the setting is, what the topics/challenges are, and all that. But you can't just reserve the space to lock others out-a scheduled chat has to be approved.

So what's a good idea for a scheduled chat? Good question. It all depends on what you can pull off. But most scheduled chats should take an hour or less-but not much less. They should be clearly defined, since they need to be approved; the admins don't want to approve chats that go nowhere. And they should be interesting. You might be able to occupy an hour by ranting, but it could be pretty damn boring for everyone else. Try to make sure people have a chance to get involved, and have some kind of plan before you start. Improvising in such a tight timeframe can get messy.

To wrap it all up, let's take a look at what you can do when there's a problem in the chat. Maybe someone said something innocent, and another person took great offense to it. Or two players are getting into a shouting match over a personal dispute. Or someone's disrupted a 'serious' roleplaying session in the chat, and the offended party is laying into them. How do you handle it, as a regular member? Well, it's mostly a question of whether or not you should get involved. And unless you're involved already or the acting moderator for the chat, you probably shouldn't get involved in chat disputes, because they have a nasty way of dragging everyone it. It's unpleasant to see two people going at it in the chat, but it's far worse for the majority of the people to be sucked in and arguing with each other. That may sound fatalistic, but it's mostly a matter of preventing a snowball effect.

Since we've knocked that out, next time will be the wrap-up.

--------------------


Thank you, Graham.
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Benor
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PA #162
Section 5, Part 2: This is the end....beautiful friend... new
      #521628 - Fri Oct 22 2004 08:29 PM

So. Here we are. Still with me? Good.

Nearly two months later, and I'm done with this thread. Finished. Out of here. It's been a good ride....though I wasn't nearly as good about updating as I wanted to be. Blame it on life.

I should probably say something profound or thought-provoking here, but I doubt that'll be what happens. I'm just glad I saw this through to the end, and didn't let it linger or fade away. I stuck by it, and managed to get it all done. Can't say it's all that good, but it's done. A lot of things here....well, they don't see a real ending. They just stop midway, and the people who ran it tell us how it would have ended if it all went through. Kind of sad, really. So, I'm a little proud of what I've done here.

But as egotistical as I am, I didn't do this thing just because I like to hear myself talk. Despite what my post count indicates, I don't like to hog the limelight...even though I enjoy it. I really did intend this to be helpful for people who're having trouble making characters, relating to other players, making roleplaying threads.....all that. It's for you guys. I just did it in my own way, because trying to be official and completely friendly wouldn't have felt right to me. I know I try to be a nice guy, and this thing is meant to be an aid, but occasionally I want to act like a tough guy. Now, I won't say this thing is completely done-I'm sure I'll be thinking about some revisions, and I need to go through the posts with a spell check-but the form, and most of the body, ends here.

Anyway, I'd like to thank all you people who read this thing as I made it, and enjoyed it or found it helpful. I'd especially like to thank Master Flare, who acted as my unofficial (and possibly unwitting) muse for this project. Yeah, I'm also thanking you to embarrass ya. And you can't stop me.

I guess I have to say something to end things, so here it is: the whole purpose of this place is to enjoy yourself, meet new people, and grow. It's not here to crown you the master anything, or validate your life. Other than the three things I said, everything else is what you bring with you. So have fun, all right?

Oh, and you're welcome to reply now. Say whatever you think about what I've put here...what you liked, what you didn't like, what I left out. It's all fair game.

And that's it, folks.

"See you around."

He picks up his coat, slings it over his shoulder, and walks out into the rain, disappearing into the distance.
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