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Tue, 06/04/2013 - 21:58
Feline-Grenadier's picture
Feline-Grenadier

So as to help future roleplayers based on Spiral Knights.

[Okay, So we are arguing on rather or not we need a good reason to make a character, know, be able, etc. something. I would say that should be a given.

Nothing grates me more than obsessively convenient solutions.

Time is of the essence! The guards will soon make their rounds, but the party needs the Shard Scroll out of Jaya's chest. Unfortunately the lock is built in and the key is anything but out in the open. 

Just when we are building for the Climax, will they have to abandon their mission, or risk getting captured in a last effort to find the key or pry open the chest, BAM some scum says,

"My character can pick locks, he keeps the tools in his boot."

"Why?"

"Because it is useful and smart."

"Why does he know how?"

"Because it is useful to know."

"How did he learn it?"

"He taught himself because he knew it would be useful. Look I don't try to control your character."

LATER! It has come to this, the party has managed to lure an overzealous Jaya into their trap, but her capabilities prove greater than the party estimated. Now they are locked in lethal conflict. What will they do? Try to escape, regroup and replan, fight to their last, make a bargain? Nope, because, 

"I at last cast my greatest spell, stopping time allowing us to escape."

"How?"

"Because of fantasy."

That kind of 'roleplaying' is, pardon me, total bull. It's why I support stats and structure and all that. People all want to be the best, all want to solve all the problems, and like to ruin the tension, usually causing anti-climax. 

So yes, it is completely reasonable to ask 'why?' and expect a good answer. Heaven forbid something be 'inconvenient' for your fantasy characters.]

This was taken directly from the words of a guy on the other I site I RP at, and so I just wanted to put this up for future reminders. Will note more memorable advice later on.

Tue, 06/04/2013 - 22:06
#1
Waffleconecake's picture
Waffleconecake
AWW THWACCCK NAAWWHHH

I was hoping this was going to become a RP thread... still a good thread, just a bit disapoint.

Tue, 06/04/2013 - 23:12
#2
Feline-Grenadier's picture
Feline-Grenadier
The discussion of Overpowered.

The "power levels" of characters aren't exactly measurable, but there are definite differences between characters' powers.

[Example:

Meet Felicity, your run-of-the-mill, average girl. She has average human abilities.

Meet...
Theodore Crucio, a God-Eater.
He possesses a sword as old as time itself, powerful enough to pierce through all magic and technology.
When he consumes the flesh of a being, regardless of species, his power activates, which allows him to teleport, make his muscles strong enough punches to break through solid diamonds, and withstand the most potent of acids.]

Now, you can see the obvious differences between the two characters, but they are both acceptable within the same game.

It's about the interaction.

[Example 2:

Felicity, who frequents at her local bar, is about to enter the bar, when Theodore teleports right in front of her.

"Whoa!" she shouts in exclamation.

"Miss, I don't think you can pass..." he tells her.

"Eh?! Why not?!"

"I just don't want you to."

"H-hey, look, I'm a regular here, if I can ju-"

With a burning flame in his eyes, he bites into her neck, and activates his power. He then kicks her into the cement, effectively creating a crater in the ground.

Example 2-a:

Felicity, who frequents to her local bar, walks through the doorway. Immediately, she is confronted by Theodore, who had been behind her.

"Miss?"

"Hm? Yes, what's up?"

"I don't think you should be in this bar..."

"Um, I'm a regular here, why not?"

"I just don't think you should be in here. I don't want you here."

"Well, there's nothing stopping me."

With that, Theodore shrugs and walks back.]

The difference here is that Theodore refrains from abusing his power against weaker players, thus sacrificing his own power for responsibility as a more powerful player. It's an unofficial law, but allowing weaker players to do what they want may allow for some great roleplaying, especially when you have drama involved. If there's a hostage situation, try to see what happens in the absence of your character, if you know he/she's that powerful.

However, there is usually a power scope as to how strong or weak a character can get. In this case, do try to curb your character when you see prime drama opportunities, as well as parts for other players to shine. It's common courtesy, RP form.

Sat, 06/15/2013 - 09:09
#3
Feline-Grenadier's picture
Feline-Grenadier
Tilts of Power Play.

Now, most RPs will not allow powerplay, or to a very slight degree of tolerance. But what is powerplay exactly? and can it be used to everyone's advantage?

Bad Powerplay:

This is the most infamous form of power-play, where players decide to kill off enemies and other characters at a whim via illogical jump-into-the-cliff or freezing-in-fear-for-this-occasion. Mostly for the power-player's own advantage, and practically halts the story if the characters damaged / killed are important to the plot. It also reflects that one might just suck at being a team player.

"Meh" Powerplay:

Power play that is filler and has no point, good or bad, in being there. Just some inputted dialogue, or some monologues, or something of that nature. Doesn't really help nor harm anybody, save the fact that you might change a character's nature compared to what the original player wanted.

Good Powerplay:

Mostly GMs do this to prevent players from conjuring up things from nowhere, and to describe or emphasize key details to the scenario. It's usually helping a player find something, or to force an opinion about a certain thing.

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