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Will Wright's Spore => Spore: Roleplaying and Story Games => Topic started by: Daxx on June 27, 2006, 03:55:14 pm

Title: A quick guide to roleplaying
Post by: Daxx on June 27, 2006, 03:55:14 pm
OOC: I think we need a noobs guide to RP.

As requested, here it is.

Terminology/Glossary:

OOC - Out of Character. You shouldn't see this except to explain how a weapon or other such works, or to comment on the storyline.

IC - In Character. What you should mostly see here. Only used when switching between OOC and IC.

RP - Role-play.

Free-form - This is a free-form RP forum, meaning there are no dice. People describe their actions (and perhaps someone controlling the thread determines the outcome of the actions), using words, descriptions and explanations.

Fanfic - The term generally given to Spore-based fiction, written by fans.

GM - Gamesmaster, someone who controls a RP thread

Godmoding - see below.

Retcon - Retroactive continuity, the adding of new information to "historical" material, or deliberately changing previously established facts in a work of serial fiction.

NPC - Non-Player Character, a character controlled by the GM.

Storyline - A thread which is not intended to involve roleplaying, but details some of the backstory in the fanfic universe.

Wank - See this link. (http://ns.goobergunch.net/wiki/wank.html)

NG - New Galaxy, the second Spore Fanfic Galaxy. See this thread (http://www.gamingsteve.com/blab/index.php?topic=11960.0) for details.

How to Roleplay

Roleplaying is the simplest thing and the hardest thing to do. You take on the mantle of the character who you play, and you respond and act as if you were them. In roleplaying, you post to describe actions and things, thoughts and descriptions. You may want to roleplay the leaders of your race from a first-person perspective, and speak for the race as a whole, or you might want to describe actions and speak from a third-person perspective. These are all acceptable - indeed, most things are (though not everything, out of respect for others).
Now when you are roleplaying, it is not required to only roleplay interactions. Many people like to flesh out their characters by detailing their thoughts, and through their more menial actions. Similarly, a species is not always required to interact with others, it is just as acceptable to role-play an internal conflict or to explore parts of society.

The simplest way to learn is to follow the example of others. Find those who have been RPing for a long time and observe how they post. That will be a better guide than can be given here.

Conventions:

If a thread has a GM, ask them via PM whether you can join before jumping right in.

When writing messages between species (or other communications), it is conventional to place slashes either side of a message. For example: //message//, or \\message\\. Either direction of slash is acceptable.

Actions may sometimes be expressed by placing asterisks around the action. For example: *action*. This is generally applied to short generic actions which do not require description.

In character based RP, actions and speech are generally conveyed as you would see elsewhere in fiction - by the use of narrative, and speech marks. For example: John picked up his ball and turned to Jane, shouting, "Catch!" as he threw it to her.

RP threads are usually recognisable and distinct from normal creature threads because the first post or sometimes the thread title will contain "RP", or words to that effect. Alliance threads have significant amounts of RP and should usually be treated as RP threads. However, a fair amount of RP happens in creature threads also - use your common sense to work out what's going on in those.

OOC threads are sometimes used for RP threads which are getting cluttered with OOC comments. You post only IC in the normal thread, and OOC in the OOC thread. These are used infrequently, for the larger RPs. They are generally marked as such.
Hint for the clueless: only create an OOC thread if the original thread can't cope with the commenting. Otherwise, it's a pointless thread which takes up space.

Storyline threads are marked with an (ST). See the glossary above for a description of storyline threads.

New Galaxy threads are marked with the [NG] tag at the start of the thread title. See the glossary above for a description.

Issues:

There are lots of issues in roleplaying, especially in this board. We will take a brief look at each of these for the benefit of people who would like something to help them get started. Most of them are common sense issues.

The first of these is godmoding. Godmoding is a term derived from the cheat modes of games, whereby a person can make themselves invincible, or otherwise act as a God. In terms of role-playing, it means the controlling of other peoples' characters, creatures, species or other creations. It also refers to the practice of being unrealistic in terms of fighting others - this will be explored more fully later. This is usually unacceptable in RP because it is the controlling of someone else's creation. They might have their own story or manner of behaviour mapped out for their creation, and this is part of the creation process and so intrinsic to many people's RP experience. Now, some consider the smallest action to be unacceptable. Others may not mind at all. But, as in all things, it is better to err on the side of caution.
One of the key things related to this is impossible knowledge: knowing things you could not possibly otherwise know. If something is private, or OOC, don't have a character react as if he knows this. It is also generally unacceptable to claim that there is some mechanism by which your character can know these private things (eg. telepathy, listening devices, super-hearing) unless you detail them beforehand.

The second is adherence to the storyline and continuity of the story. For example, if someone has mentioned that there was a particular spaceship in a particular place, then it is not wise to pretend it is not, as this upsets the continuity of the story. Linked to this is a respect for the story's background. In these forums, the fanfic is generally centred around Spore-based science fiction. As such, things which do not belong in this background such as magic, time travel, fantasy and the like are frowned upon. Respect the universe that has been created and people will respect you.

Substantiation can a big issue. Out of respect for others and the story, you should substantiate anything you post. For example, if you create something, explain what it is, how you got it and why it works. This promotes both realism and adherence to the background and also cuts down on godmoding. Not only this, but it makes you look like you've put in much more work into your background and as such you are likely to garner much more respect. The key to substantiation is depth and consistency. In terms of promoting realism, this is often linked to infrastructure and supply - you might be a mighty space empire but someone still has to ship the food and materials around.

Changing stuff after the fact/Retconning: now, unless you're doing it to add more detail or to correct a mistake, you shouldn't change stuff that happened in the past to suit the future. This is a problem and is to be avoided because it can be used as a form of godmoding, and can confuse other people who you are RPing with.

Spelling, Grammar and Format: Basically if you want to be understood, you should make it easier to read for everyone else. It is important that you try to make sure that your spelling and grammar is reasonable, and your format makes it easy for people to read. We have a Spell Check function right next to the Post and Preview buttons, please use it. Firefox 2 also has a built in spellcheck function and there are many websites (including Google) which you can use to check words of which you are unsure. Now some people may not have English as their first language - this is perfectly acceptable, but as you are undoubtedly aware better spelling helps people to understand you and the effort will be appreciated.

Be reasonable: you are about to role-play a story which may end in some form of combat, or maybe even start with combat. However you canít assume that this is a "competition" that you can "win"; think of it as a cooperative storyline where you win by making the story as compelling as you can. Don't therefore assume that you will always win any combat. You are not invincible, and you certainly shouldn't be thinking of the roleplay in those terms. In space, or anywhere for that matter, you will find that the other people will have different weapons and different ideas on how effective they are. Hell, both of you are using fictional weapons in a fictional universe, so how about working out together how effective your weapons would be? This is essential to both avoid godmoding and to help the story out by avoiding petty arguments.

One very important thing to remember is that your character is not you, and you are not your character. Tempting though it may be to let your personality control your character, remember that the actions of a character are just being roleplayed. Other people might say or do things as a character, but this should not reflect on them themselves. Similarly, remember if another character insults your character, they are not insulting you.

Power and Strength in the fanfic universe are based on several things. The first and most important is respect. This is derived partially from other people's opinions of your race, and partially from the amount of time you've been around and contributing to the fanfic universe. Another important factor is the amount of effort you put into your detail, pictures, and your posts in the RP threads. The more of this, the better. Post in other people's threads, and not just your own, detailing diplomacy and the like - this will ensure that your race is more diplomatically active. If you can join an alliance, that's another way to be active. It's an established convention that new races have to spend time working their way up through the ranks of RP and get to the top through great contributions.


GM Guide

So what's a GM's Job then?

A GM is the background/the environment, and the NPCs. His job is to tell the story that the players create through leading the players into events and situations, and having them learn and progress in their goals.
As the environment, think of yourself as the narrator in a book. You will need to describe the situations that your players find themselves in, and you need to use this to help guide your players along your desired storyline. As a basic example, if you note in your description that a particular room has a door, then this gives the players an extra choice - to go or not go through the door.
As NPCs, you exist to help the players by talking to their characters - giving them information, allowing them to do certain things (e.g. a shopkeeper might be able to sell the characters something) and generally poking the players in the right direction.

Does this mean I should have a story worked out?

Most of the time, yes. You should have at least some basic idea of what will happen (or what you want to happen), if only to help you know how to help your characters. Most players playing an RP expect excitement, adventure and really wild things. A storyline can give it to them. The best GMs work out their entire worlds before going into an RP, so this allows them to keep the story going whilst the players can do more or less what they want. If you haven't prepared properly, almost certainly the players will do something that you hadn't expected.

Should a GM be flexible or rigid in his story? How much player choice is too much?

It's really the choice of the GM. A storyline can be as rigid or as flexible as you like; I personally prefer to have a set number of locations and scenes which I want to take people through and let people find their way to them, or I just drop them into it when they're just exploring. Occasionally you can give them prods, pointers and hints to get them to go in the right direction.

The key to flexibility is detail. If you know everything about your world, then you're prepared for anything the players do. Eventually, if you want a conclusion, you're going to have to wait for the players to find it themselves or you're going to have to prod them that way yourself with plot events. I find conclusions are easier to reach when you use the location-based method, because the conclusion can be just another location.

If you want to let the players decide their own storyline your job is to provide the backdrop. You need to give them as much description and detail as you can so that they have informed choices. For example, a map with prominent features marked gives them the illusion of choice but you're unlikely to have to detail anything other than what's on the map.

Rigid storylines are much easier to write, and you don't have to make up stuff on the fly. However, they do have the downside of the players trying to do something you didn't expect. The key here is to make sure that the players don't upset the story too much (cracking down on godmoding is very helpful here) and presenting them with clear options for progressing that seem obvious and take them to he next part of your story.
Title: Re: A quick guide to RP
Post by: Hydromancerx on June 27, 2006, 04:37:00 pm
don't forget terms like "GM", "Godmoding" and "Fanfic"
Title: Re: A quick guide to RP
Post by: Tesla on June 27, 2006, 04:41:20 pm
I thought GM meant "Game Master" as in the host of the RP?
Title: Re: A quick guide to RP
Post by: Yokto on June 27, 2006, 04:48:41 pm
May wish to change the title of the topic to "A quick guide to Role Play (RP)"

And Keep up the good work.  :)
Title: Re: A quick guide to RP
Post by: Daxx on June 27, 2006, 04:55:25 pm
May wish to change the title of the topic to "A quick guide to Role Play (RP)"

And Keep up the good work.  :)

Eh, it's in the glossary. But I'll change it anyway.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 27, 2006, 05:07:47 pm
Well i know it is but the problem is that a Newbie might not know what RP is acronym for and thereby jump over the topic that is made for them.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 27, 2006, 05:09:29 pm
Well i know it is but the problem is that a Newbie might not know what RP is acronym for and thereby jump over the topic that is made for them.

Too true. That's why I'm loathe to ask for this thread to be stickied. ;D
Title: Re: A quick guide to roleplaying
Post by: Xarionis on June 27, 2006, 05:53:52 pm
Was this guide directed at me :(?
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 27, 2006, 05:55:43 pm
Why? Do you feel like a Newbie?

Is a guide to help New player play better and not make simple mestakes that are common when one role play for the first time.
Title: Re: A quick guide to roleplaying
Post by: Xarionis on June 27, 2006, 05:56:40 pm
I'm very sensitive about my roleplaying, it's just that I haven't had enough time to flesh out my character in Arcadia, plus alot of people don't really give me enough stuff for my character to react on. Please don't brand me as a noob :(.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 27, 2006, 05:58:56 pm
I did not. And sometime you must look for interraction. I know that i can be very passive. A bad old habit.
Title: Re: A quick guide to roleplaying
Post by: Xarionis on June 27, 2006, 05:59:53 pm
But my character is shy :(.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 27, 2006, 06:01:34 pm
Well my character is also somewhat shy. But that dose not stop you from exploring and doing stuff on you own.
Title: Re: A quick guide to roleplaying
Post by: Xarionis on June 27, 2006, 06:02:32 pm
Well, I figure once we actually land we'll have more chance to actually interact instead of "So and So blinks. So and So goes to their quarters. So and So also makes a sammich."

Title: Re: A quick guide to roleplaying
Post by: Yokto on June 27, 2006, 06:04:54 pm
Also it will put a lot more strain on the GM. The early parts have not mostly bin about character interaction and setting the relationships betwine the crew members.
Title: Re: A quick guide to roleplaying
Post by: Xarionis on June 27, 2006, 06:06:34 pm
I'd be glad to interact with Redblood. I figure him and Quasqado will have to be working together, as they are both strong and labour-doing.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 28, 2006, 05:53:49 am
Interaction does tend to flesh out a character more, but it's easily possible to develop a character on his own. The easiest way is to describe him carrying out some activity, and detail his thoughts. Sometimes that can be more of an insight into a character than how he acts around others.

In other words, RP doesn't necessarily need to be all about interaction. It's certainly possible to develop a character in isolation.
Title: Re: A quick guide to roleplaying
Post by: Tesla on June 28, 2006, 05:55:13 am
I think Blinx is fleshed out enough, just don't look at her the wrong way and you'll live.   :D
Title: Re: A quick guide to roleplaying
Post by: SmileyMan on June 28, 2006, 07:52:05 am
time travel, fantasy and the like are frowned upon. Respect the universe that has been created and people will respect you.

*Cough*Hydro*Cough*
Title: Re: A quick guide to roleplaying
Post by: The Terminator on June 28, 2006, 07:52:37 am
I read it all and I still don't know what you guys are complaining about. I only took control of characters once, Necromonicon didn't like it so I deleted my post.

And hey, there's a WAY better chance that a sentient being would create a technology that interacts with ones mind first then a sentient being would create time travelling technology first. You guys complained about my creatures having a telepathic bond but you barely said anything about Time travel being god mode (Until now, look up and down). Is it because I'm a newby? Because I have low posts? What is it?
Title: Re: A quick guide to roleplaying
Post by: Xarionis on June 28, 2006, 07:55:48 am
time travel, fantasy and the like are frowned upon. Respect the universe that has been created and people will respect you.

*Cough*Hydro*Cough*
*cough*iconcurwholeheartedlywiththeabovestatement*cough*
Title: Re: A quick guide to roleplaying
Post by: SmileyMan on June 28, 2006, 08:01:11 am
I read it all and I still don't know what you guys are complaining about. I only took control of characters once, Necromonicon didn't like it so I deleted my post.

And hey, there's a WAY better chance that a sentient being would create a technology that interacts with ones mind first then a sentient being would create time travelling technology first. You guys complained about my creatures having a telepathic bond but you barely said anything about Time travel being god mode. Is it because I'm a newby? Because I have low posts? What is it?

I think it's because Hydro has a lot of drawings. That's what Krakow Sam's "respect" system i based on. The more work you put into your creature (Drawing), the more respect and god moding you're allowed to do.

 ???
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 28, 2006, 08:02:55 am
And hey, there's a WAY better chance that a sentient being would create a technology that interacts with ones mind first then a sentient being would create time travelling technology first. You guys complained about my creatures having a telepathic bond but you barely said anything about Time travel being god mode (Until now, look up and down). Is it because I'm a newby? Because I have low posts? What is it?

1. Sapient, not sentient.
2. Telepathy is magic. Making it technologically based is silly, and not in keeping with the rest of the fiction universe. Simply put - telepathy is godmoding.
3. I don't like time-travelling. I wish Hydro had never done it, but there you go. If he would reconsider, I would be most grateful. I would guess that the reason that he's been able to get away with it so far is that he's put a lot of effort in, and he hasn't yet abused it.
Title: Re: A quick guide to roleplaying
Post by: SmileyMan on June 28, 2006, 08:05:25 am
HydromancerX headshots Hina.  :D
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 28, 2006, 08:18:23 am
I do not like Time travel eather. To hard to get a grip on. A tool that is excellent for Godmoding. And boring in most cases. I hope that Hydro will try to stay away from time travel because of this.

(And i hate the time travailing part of Star Trek. It makes thing so compleated and can mess up the story a lot. Time travel only work well in comdies.)
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on June 28, 2006, 08:22:43 am
Wasn't The Time Travel only to smooth over something anyway?
Title: Re: A quick guide to roleplaying
Post by: SmileyMan on June 28, 2006, 08:45:27 am
Wasn't The Time Travel only to smooth over something anyway?

Hydro destroyed things that were owned by other people who had no idea that it was planned.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 28, 2006, 08:51:27 am
Wasn't The Time Travel only to smooth over something anyway?

Hydro destroyed things that were owned by other people who had no idea that it was planned.

And people were extremely pissed off, if I remember rightly.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 28, 2006, 08:58:00 am
And if someone get any problem with someone using Timetravel to Godmod just say that the ∆thirans temporial Guardian ate them.  ;D
Title: Re: A quick guide to roleplaying
Post by: The Terminator on June 28, 2006, 09:19:12 am
And hey, there's a WAY better chance that a sentient being would create a technology that interacts with ones mind first then a sentient being would create time travelling technology first. You guys complained about my creatures having a telepathic bond but you barely said anything about Time travel being god mode (Until now, look up and down). Is it because I'm a newby? Because I have low posts? What is it?

1. Sapient, not sentient.
2. Telepathy is magic. Making it technologically based is silly, and not in keeping with the rest of the fiction universe. Simply put - telepathy is godmoding.
3. I don't like time-travelling. I wish Hydro had never done it, but there you go. If he would reconsider, I would be most grateful. I would guess that the reason that he's been able to get away with it so far is that he's put a lot of effort in, and he hasn't yet abused it.

I didn't mean psychic if that's what you meant. They can't lift objects with their minds or read other peoples minds. If telepathy is magic then so is pretty much everything else. Such as travelling faster then light speed, having molecular transporters and time travel are magic. Telepathy would be the lesser of four evils in that case. If their wouldn't be any living beings with echolation (Ex. Dolphins and Bats), you'd think it'd be magic. Basically what I'm saying for my creatures is that they gained telepathy by using their advanced sonar systems. To sonar systems rebounce off each other carrying thoughts of the living-being. Why are they carrying the thoughts of them? It has to do with the neuro cells, their sonar system and their brainwaves. Now I have made explained my form of telepathy.

How they interact with their technology: You'll agree that in a hospital, there are vital signals for pretty much all of the body parts right? If technology is able to read the hearts and blood pressures signals, I'm sure that if it were more advanced it could send signals to the body parts. Plus they used technolgy for interacting with Dolphins sonars using frequencies and stuff. If it were more advanced in my creatures case, they could actually form a sonar bond. (Telepathy). So my creatures end up putting their brainwave signals into their technologies and receiving it by pressing a few buttons.

Now try to explain time travel, teleporting (Transporting) or even how we could go as fast as light speed to me and say that it is not magic.
Title: Re: A quick guide to roleplaying
Post by: SmileyMan on June 28, 2006, 09:25:15 am
Wasn't The Time Travel only to smooth over something anyway?

Hydro destroyed things that were owned by other people who had no idea that it was planned.

And people were extremely pissed off, if I remember rightly.

I was quite upset because I lost my best drone that was planned to be used later.
Title: Re: A quick guide to roleplaying
Post by: Krakow Sam on June 28, 2006, 09:29:07 am
Of teleportation, FLT, time travel and Telepathy, telepathy is actually the second worst of four evils. Anyway, with the ViS Ive made teleporting difficult (you can teleport through shields and it uses a buttload of energy)
Title: Re: A quick guide to roleplaying
Post by: Tesla on June 28, 2006, 09:31:03 am
Omic and Anubians made a weak form of teleportation, but it can't teleport very large items and not a long way away. I doubt it could teleport through a shield.
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on June 28, 2006, 09:32:56 am
As we are on a "Supernatural" topic, My Arcadia Charcter Tsem Muul, is an ex-priest and meditates alot. Does this allow him to withstand pain better? Or is this Magic?
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 28, 2006, 09:33:26 am
And hey, there's a WAY better chance that a sentient being would create a technology that interacts with ones mind first then a sentient being would create time travelling technology first. You guys complained about my creatures having a telepathic bond but you barely said anything about Time travel being god mode (Until now, look up and down). Is it because I'm a newby? Because I have low posts? What is it?

1. Sapient, not sentient.
2. Telepathy is magic. Making it technologically based is silly, and not in keeping with the rest of the fiction universe. Simply put - telepathy is godmoding.
3. I don't like time-travelling. I wish Hydro had never done it, but there you go. If he would reconsider, I would be most grateful. I would guess that the reason that he's been able to get away with it so far is that he's put a lot of effort in, and he hasn't yet abused it.

I didn't mean psychic if that's what you meant. They can't lift objects with their minds or read other peoples minds. If telepathy is magic then so is pretty much everything else. Such as travelling faster then light speed, having molecular transporters and time travel are magic. Telepathy would be the lesser of four evils in that case. If their wouldn't be any living beings with echolation (Ex. Dolphins and Bats), you'd think it'd be magic. Basically what I'm saying for my creatures is that they gained telepathy by using their advanced sonar systems. To sonar systems rebounce off each other carrying thoughts of the living-being. Why are they carrying the thoughts of them? It has to do with the neuro cells, their sonar system and their brainwaves. Now I have made explained my form of telepathy.

How they interact with their technology: You'll agree that in a hospital, there are vital signals for pretty much all of the body parts right? If technology is able to read the hearts and blood pressures signals, I'm sure that if it were more advanced it could send signals to the body parts. Plus they used technolgy for interacting with Dolphins sonars using frequencies and stuff. If it were more advanced in my creatures case, they could actually form a sonar bond. (Telepathy). So my creatures end up putting their brainwave signals into their technologies and receiving it by pressing a few buttons.

Now try to explain time travel, teleporting (Transporting) or even how we could go as fast as light speed to me and say that it is not magic.

Well just do not call it Telepathy. Call it Ultra sonic communication, Electormagetic Communication or something like that.

Teleporting works depending a little on what type we are talking about. We can use Quantum teleporters to day to transmit infomation.

FTL is a special case. We except Pseudo Sciences and other poorly understud areas of sciences as a way to explain how one can achieve FTL. Also FTL is a part of Spore therefor by defult is a part of Spore fanfic.
Title: Re: A quick guide to roleplaying
Post by: Tesla on June 28, 2006, 09:34:29 am
As we are on a "Supernatural" topic, My Arcadia Charcter Tsem Muul, is an ex-priest and meditates alot. Does this allow him to withstand pain better? Or is this Magic?

Well meditation is possible, and it is known to make you able to withstand pain better, so I would say that's ok, but it's not my thread.
Title: Re: A quick guide to roleplaying
Post by: The Terminator on June 28, 2006, 10:43:01 am
Well just do not call it Telepathy. Call it Ultra sonic communication, Electormagetic Communication or something like that.

I shall call it, UESW (Ultra Electromagnetic Sonic Wave) communication. ;D
Title: Re: A quick guide to roleplaying
Post by: TheNecromonicon on June 28, 2006, 11:15:08 am
The Necromonicon have teleportation technology they stole from a species called the Kitoru. So far, however, they only use it to bring back attack capsules that missed or bounced off their targets, and in SO operations.
Title: Re: A quick guide to roleplaying
Post by: Krakow Sam on June 28, 2006, 11:38:51 am
Well just do not call it Telepathy. Call it Ultra sonic communication, Electormagetic Communication or something like that.

I shall call it, UESW (Ultra Electromagnetic Sonic Wave) communication. ;D
Well, which is it? Electromagnetic or sonic?  ;)
Title: Re: A quick guide to roleplaying
Post by: Hydromancerx on June 28, 2006, 02:00:01 pm
(I'll add to this later, there's a lot more to come but it's quite late. Suggestions?)

Don't forget *text* means "emoting" or expressing an action. Such as *dances around* or *nods*. These are mainly used near sections of speech rather than descriptive narration. Such as "Yes sir!" *salutes* or "Nice to meet you" *bows*
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 28, 2006, 02:31:57 pm
No, this is not about realism. This is about fitting in with the universe. You can't complain that FTL travel is unrealistic, because in Spore they have it. It's consistant with the universe. Psychic powers, telepathy and the like aren't consistant no matter how much you try to justify it.

I'm sorry.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 28, 2006, 02:39:50 pm
But the ability to communicate Ultra sonic for example should be possible so thing that looks like telepathy is OK as long as it not really telepathy. But if someone have a creature that communicate in a unorthodox way that is hard to pick up by a other spices then that person should tell others how it works. This is best done as the creatures own Topic.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 28, 2006, 03:02:21 pm
But the ability to communicate Ultra sonic for example should be possible so thing that looks like telepathy is OK as long as it not really telepathy. But if someone have a creature that communicate in a unorthodox way that is hard to pick up by a other spices then that person should tell others how it works. This is best done as the creatures own Topic.

The key thing is that it should be ultra-sonic sound, and written as such, if it is. Ultra-sonic sound is still sound, and subject to the failings of the medium. Telepathy is magical and bad for RP in that it godmodes around any communication problems.
Title: Re: A quick guide to roleplaying
Post by: The Terminator on June 28, 2006, 03:13:17 pm
But the ability to communicate Ultra sonic for example should be possible so thing that looks like telepathy is OK as long as it not really telepathy. But if someone have a creature that communicate in a unorthodox way that is hard to pick up by a other spices then that person should tell others how it works. This is best done as the creatures own Topic.

The key thing is that it should be ultra-sonic sound, and written as such, if it is. Ultra-sonic sound is still sound, and subject to the failings of the medium. Telepathy is magical and bad for RP in that it godmodes around any communication problems.

Well I suppose that'll work too :-\, ultra sonic it is
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 28, 2006, 03:15:32 pm
But the ability to communicate Ultra sonic for example should be possible so thing that looks like telepathy is OK as long as it not really telepathy. But if someone have a creature that communicate in a unorthodox way that is hard to pick up by a other spices then that person should tell others how it works. This is best done as the creatures own Topic.

The key thing is that it should be ultra-sonic sound, and written as such, if it is. Ultra-sonic sound is still sound, and subject to the failings of the medium. Telepathy is magical and bad for RP in that it godmodes around any communication problems.
That is why i did say that the person should tell how it works and not call it telepathy even if it may seem that way.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 28, 2006, 03:16:09 pm
Well I suppose that'll work too :-\, ultra sonic it is

Thanks. :) I apologise if I sounded rude at any point, but I consider debating the issue to help the community out.
Title: Re: A quick guide to roleplaying
Post by: GrrrArrgh on June 28, 2006, 09:17:30 pm
But the ability to communicate Ultra sonic for example should be possible so thing that looks like telepathy is OK as long as it not really telepathy. But if someone have a creature that communicate in a unorthodox way that is hard to pick up by a other spices then that person should tell others how it works. This is best done as the creatures own Topic.

The key thing is that it should be ultra-sonic sound, and written as such, if it is. Ultra-sonic sound is still sound, and subject to the failings of the medium. Telepathy is magical and bad for RP in that it godmodes around any communication problems.

Seeing how my last argument didn't convince you I know this one won't either, but telepathy is not magic. And if it were to be implemented wouldn't be godmoding just because it was being used. Easy enough for people to device ways to prevent it, not the point. All I can say is that I've seen telepathy used in way more science fiction scenarios and based off of technology then some magical ability in a fantasy scenario. Same goes for telekinesis and most other forms of psychic ability. Not fantasy, sci fi. True there are instances of it to be found in fantasy as well, but overall it falls more into the realm of science fiction.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 29, 2006, 01:52:54 am
But the ability to communicate Ultra sonic for example should be possible so thing that looks like telepathy is OK as long as it not really telepathy. But if someone have a creature that communicate in a unorthodox way that is hard to pick up by a other spices then that person should tell others how it works. This is best done as the creatures own Topic.

The key thing is that it should be ultra-sonic sound, and written as such, if it is. Ultra-sonic sound is still sound, and subject to the failings of the medium. Telepathy is magical and bad for RP in that it godmodes around any communication problems.

Seeing how my last argument didn't convince you I know this one won't either, but telepathy is not magic. And if it were to be implemented wouldn't be godmoding just because it was being used. Easy enough for people to device ways to prevent it, not the point. All I can say is that I've seen telepathy used in way more science fiction scenarios and based off of technology then some magical ability in a fantasy scenario. Same goes for telekinesis and most other forms of psychic ability. Not fantasy, sci fi. True there are instances of it to be found in fantasy as well, but overall it falls more into the realm of science fiction.
The thing is that you need a reasonable Scientific explanation for us to except it. If you say is telepathy and do not give a explanation  then is magic in our world. It works without anyone knowing why and what is worse it works without anyone knowing what is limitations is. So suddenly the telepathy starts to read other peeps minds and intercept secret communications which to put it bluntly is imposable in world of Quantum Cryptography.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 29, 2006, 02:44:02 am
Furthermore, when people say telepathy, they invariably do not show its failings. They use it as a godmoding plot device. As long as it is used like that, it is wholly unacceptable.
Title: Re: A quick guide to roleplaying
Post by: GrrrArrgh on June 29, 2006, 03:13:40 am
But the ability to communicate Ultra sonic for example should be possible so thing that looks like telepathy is OK as long as it not really telepathy. But if someone have a creature that communicate in a unorthodox way that is hard to pick up by a other spices then that person should tell others how it works. This is best done as the creatures own Topic.

The key thing is that it should be ultra-sonic sound, and written as such, if it is. Ultra-sonic sound is still sound, and subject to the failings of the medium. Telepathy is magical and bad for RP in that it godmodes around any communication problems.

Seeing how my last argument didn't convince you I know this one won't either, but telepathy is not magic. And if it were to be implemented wouldn't be godmoding just because it was being used. Easy enough for people to device ways to prevent it, not the point. All I can say is that I've seen telepathy used in way more science fiction scenarios and based off of technology then some magical ability in a fantasy scenario. Same goes for telekinesis and most other forms of psychic ability. Not fantasy, sci fi. True there are instances of it to be found in fantasy as well, but overall it falls more into the realm of science fiction.
The thing is that you need a reasonable Scientific explanation for us to except it. If you say is telepathy and do not give a explanation  then is magic in our world. It works without anyone knowing why and what is worse it works without anyone knowing what is limitations is. So suddenly the telepathy starts to read other peeps minds and intercept secret communications which to put it bluntly is imposable in world of Quantum Cryptography.

And I'm sure you all know exactly how things like time travel, teleportation, nano-technology, and intergalactic space travel work. There's also the whole advanced technology indistinguishable from magic thing. Go back into middle ages and show people something like a television set or digital video camera, then try to explain to them that it's technology and not magical. I think you individuals who are so opposed to the concept of telepathy are being just a wee bit hypocritical, and from what I've seen your only argument against it is: "We the majority don't like it and it's bad, people who use it are godmoders, so no one can have it." I understand where you guys are coming from, certain powers/capabilities need to be kept in check and not abused. It's the gross generalization I have a problem with, and the attempts to put reason and logic behind what's essentially a bias statement.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 29, 2006, 03:19:20 am
And I'm sure you all know exactly how things like time travel, teleportation, nano-technology, and intergalactic space travel work. There's also the whole advanced technology indistinguishable from magic thing. Go back into middle ages and show people something like a television set or digital video camera, then try to explain to them that it's technology and not magical. I think you individuals who are so opposed to the concept of telepathy are being just a wee bit hypocritical, and from what I've seen your only argument against it is: "We the majority don't like it and it's bad, people who use it are godmoders, so no one can have it." I understand where you guys are coming from, certain powers/capabilities need to be kept in check and not abused. It's the gross generalization I have a problem with, and the attempts to put reason and logic behind what's essentially a bias statement.

You can't make that argument, because we have already said why it's irrelevant. Have you not read the whole reason why we don't like telepathy and all that crap? Have you not read this and other threads? Or are you just ignoring it? Of course we're biased (notice the -ed) against it! The simple and irrevocable reason that it's unacceptable is because it's not consistant with the story's universe. At all. Therefore, it doesn't belong. The mere fact that it pisses people off should be grounds for it not being included.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 29, 2006, 03:21:34 am
Yes i know the basics of Teleportation (Depending on which type),Nanotechnology and Even some of the basics theory's about FTL.

(FTL is however a Special case in Spore. FTL is a part of spore so technically it do not need any explanation as mentioned before. It just works.  :P)

Time Travel should not be use even if Hydro metion it.


You may not need go in to to mush detail on how things work however. If you severally limit how it works then it may be accepted without explaining how it works scientifically.

Any more questions?
Title: Re: A quick guide to roleplaying
Post by: GrrrArrgh on June 29, 2006, 06:57:36 pm


You can't make that argument, because we have already said why it's irrelevant. Have you not read the whole reason why we don't like telepathy and all that crap? Have you not read this and other threads? Or are you just ignoring it? Of course we're biased (notice the -ed) against it! The simple and irrevocable reason that it's unacceptable is because it's not consistant with the story's universe. At all. Therefore, it doesn't belong. The mere fact that it pisses people off should be grounds for it not being included.

I've read most of them, and from what I've gathered you have absolutely no reason to have anything against telepathy other than the fact you personally don't like it and don't think it fits into the Spore universe. The rest is just bs trying to make it sound like you've got a justifiable logic behind it. If your primary statement is that it shouldn't be used because it isn't in Spore that's fine. Just stop trying to say it's magic and fantasy stuff, because it isn't. And that most people who use it use it to godmode, because they don't. And that people should be able to explain or know how something works to be able to use it, because they haven't.
Title: Re: A quick guide to roleplaying
Post by: stuck on June 29, 2006, 07:15:21 pm
Well, my Ptashki get a chip that intergrates into their brain in early ages, whichthey can use to interface with machinery and communicate.  They cannot, however, move machinery unless it is capable (like a car), an even then it is password protected. (Lol, I have to draw a Ptashek Brain Hacker). Also, I can not use it in single player plots (like Arcadia) because there is no one with a similiar chip, let alone programming.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 30, 2006, 02:23:45 am
I've read most of them, and from what I've gathered you have absolutely no reason to have anything against telepathy other than the fact you personally don't like it and don't think it fits into the Spore universe.

Well done. Give this man a hand. That's precisely why it doesn't belong. It doesn't fit. The fact that I don't like it is secondary, and I don't quite know why you feel it's necessary to harp on about that all the time. It doesn't make my arguments any less correct. The fact is, it doesn't fit.

The rest is just bs trying to make it sound like you've got a justifiable logic behind it. If your primary statement is that it shouldn't be used because it isn't in Spore that's fine.

Uh, no, not BS. There is a justifiable logic behind it, and my arguments demonstrate that. Unless you want to refute each and every one, which you haven't. It's bad form to call something bullsh*t unless you're prepared to refute it.

And that most people who use it use it to godmode, because they don't. And that people should be able to explain or know how something works to be able to use it, because they haven't.

Yes, they do. How much RPing have you done? I've done this a lot, and I know what happens when you let noobs play with psychic powers. And, yes, they should have a basic idea of how it might work, otherwise who's to say it fits in the story? Even if it's some pseudoscientific crap, it helps other people to RP and that's the key point. Otherwise it really is just magic.
Title: Re: A quick guide to roleplaying
Post by: Krakow Sam on June 30, 2006, 02:58:42 am
The big problem with telepathy isnt that it doesnt fit. Its that its a lame godmodish way of working round communication problems. Imprisoned by enemies and need to work out an escape plan? If you use telepathy they can hear you. Enemy jamming communications? Telepath it to your other ship. Its unworkaroundable.
Title: Re: A quick guide to roleplaying
Post by: Krakow Sam on June 30, 2006, 03:36:06 am
Dont forget explanation three:
LoL I so scyentifik! I red theirs quantam entanlgemnet an that cud make them think in telepaty brain. Lol.

Downside: A creature which exploits quantum entanglement could only communicate with being who have entangled particles in their brain... and thats even more stupidly improbable than electric field manipulation.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 30, 2006, 03:40:46 am
I don't think the first is telepathy at all, is it? And the second appears top reliy on action at a distance, which is nice. Heh. Krakow's hit the nail on the head with the third, though.

Let's just put an end to this. It doesn't belong, and it irritates people. No more telepathy.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 30, 2006, 04:26:33 am
The Echin do communicate using electromagnetic waves. (Can also speak somewhat well normally and change color like a octopus to show moods.) But their are several limitations. First the Echin hate other electromagnetic radiation that they can pick up on their frequency band as it sound like noises or is just very annoying. Is not uncommon for Echin in worlds with high electromagnetic radiation levels to be deft to electromagnetic waves because of that. Most of those that travel to worlds that have lot of electromagnetic radiation use technology to block and sort the signal. Luckily for Echin which are a subjugated race of the The ∆thirans Empire it that The ∆thirans Empire do not usually use broodcast communication so the noise level in the ∆thirans Empire is a lot lower then other civilized world. To send signals the Echin use their larger mandibles  like organs to produse a electrical current. It also use to ignite the Hydrogen gas which makes the the Echin float in air. The Echin spew forth a small amount of this hydrogen and use it as a flame thrower but doing so is taxing and can leave the Echin without enough gas to hover.
Title: Re: A quick guide to roleplaying
Post by: SmileyMan on June 30, 2006, 04:30:27 am
The Bloodmages of the Kaldri use biosonars to communicate with other creatures/Kaldri. The disadvantage of this is that it requires a lot of the Bloodmage's energy.
Title: Re: A quick guide to roleplaying
Post by: GrrrArrgh on June 30, 2006, 07:08:57 am

The rest is just bs trying to make it sound like you've got a justifiable logic behind it. If your primary statement is that it shouldn't be used because it isn't in Spore that's fine.

Uh, no, not BS. There is a justifiable logic behind it, and my arguments demonstrate that. Unless you want to refute each and every one, which you haven't. It's bad form to call something bullsh*t unless you're prepared to refute it.

And that most people who use it use it to godmode, because they don't. And that people should be able to explain or know how something works to be able to use it, because they haven't.

Yes, they do. How much RPing have you done? I've done this a lot, and I know what happens when you let noobs play with psychic powers. And, yes, they should have a basic idea of how it might work, otherwise who's to say it fits in the story? Even if it's some pseudoscientific crap, it helps other people to RP and that's the key point. Otherwise it really is just magic.

Just to focus on the first two quotes here. I feel like I have stated things that pretty well refute most of your reasons, you just seem to be ignoring them or saying it's irrelevant. If you want we can break it all down piece by piece from the beginning, but I'm really kind of tired of repeating myself and it's apparent neither one of us is willing to budge here on their stance anyway. As for the RPing thing, I've been doing it for a good ten or so years now. And one of my main beefs is with the fact you keep saying telepathy period is godmoding and bad. Which just isn't true. Maybe you've only had the unfortunate experience of playing with people who do use it that way, but that doesn't mean everyone who thinks telepathy is a good idea is bound to abuse it.

I don't really get the "telepathy is a way of working around communication problems" notion either. If it's going to be used then you have to figure people will devise ways to stop it just like any other form of communication. Like machines or devices that can jam or scramble messages or detect it, force fields that can block it. And if it's being used correctly it's likely to have a limited range or take a certain amount of concentration to actually use. You act like it's some all powerful godly ability that no one can stop, it just isn't.
Title: Re: A quick guide to roleplaying
Post by: Yokto on June 30, 2006, 07:16:07 am
Telepathy is just such fuzzy word.

And to quote my self
Quote
You may not need go in to to mush detail on how things work however. If you severally limit how it works then it may be accepted without explaining how it works scientifically.
Title: Re: A quick guide to roleplaying
Post by: The Terminator on June 30, 2006, 08:15:05 am
The big problem with telepathy isnt that it doesnt fit. Its that its a lame godmodish way of working round communication problems. Imprisoned by enemies and need to work out an escape plan? If you use telepathy they can hear you. Enemy jamming communications? Telepath it to your other ship. Its unworkaroundable.

Not all telepathic communications work the same.
#1.Some (Well in some movies/series (Star Trek: Voyager ) creatures can only read and share the thoughts of another being that has telepathy. And that is IF they want to share their mind.
#2. In others, some beings can read the minds of others just by thinking about it at anyplace and anytime which usually includes levatation of objects and crushing things with their mind. This is pretty god moddish (X-men)

I really don't find a problem with #1.
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 30, 2006, 08:41:43 am
*stuff*

Since you're obviously not going to change your mind, there's not much point having this argument. Suffice it to say no-one has tolerated any psychic crap in all the RPs so far, and in anything I run this state of affairs will continue. I know that most all the other people who have been RPing here for a long time agree with me. Quite frankly we can do without little children running around screaming "i us my sykic pow3rzz on u, lolzorz!!!!!11oneone".
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on June 30, 2006, 09:02:07 am
Why argue about it? Telepathy requires long winded explainations when, in this futuristic age, it would be totally pointless. We already have incredibly small microphones/speakers, so communication really wouldnt be a problem in that time. In Arcadia, however, no-one has thought to bring any communication devices.......Just Anti-Bird guns so far.

Title: Re: A quick guide to roleplaying
Post by: Yokto on June 30, 2006, 09:16:25 am
Redblood had nothing to begin with anyway.  :P
Title: Re: A quick guide to roleplaying
Post by: Krakow Sam on July 02, 2006, 04:43:18 am
Why argue about it? Telepathy requires long winded explainations when, in this futuristic age, it would be totally pointless. We already have incredibly small microphones/speakers, so communication really wouldnt be a problem in that time. In Arcadia, however, no-one has thought to bring any communication devices.......Just Anti-Bird guns so far.


Dont worry, Liszt gave them all a communicator.
Title: Re: A quick guide to roleplaying
Post by: Yokto on July 02, 2006, 09:36:20 am
Why argue about it? Telepathy requires long winded explainations when, in this futuristic age, it would be totally pointless. We already have incredibly small microphones/speakers, so communication really wouldnt be a problem in that time. In Arcadia, however, no-one has thought to bring any communication devices.......Just Anti-Bird guns so far.


Dont worry, Liszt gave them all a communicator.
Yeah i forgot to add that to may inventory.
Title: Re: A quick guide to roleplaying
Post by: nuclearchinchila on July 03, 2006, 04:52:48 pm
Can someone make a thread(or add to this one) for the basic rules/a guide to being a GM cuz I'd kinda like to start my one RP thread but I'm not quite sure how it should go.  It would be very much appreciated.
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on July 04, 2006, 05:03:23 am
Just a little Headway, im gonna start my own storyline-y thing soon.

Same time as Necromonicon, a threat but not Like Halcyon/ Necromonicon.

The SWU might be interetsed.....

ALL HAIL THE GENESIS CO-ALITION!! ALL HAIL CASMUT TSULL!!!


Title: Re: A quick guide to roleplaying
Post by: Daxx on July 10, 2006, 03:37:06 am
Can someone make a thread(or add to this one) for the basic rules/a guide to being a GM cuz I'd kinda like to start my one RP thread but I'm not quite sure how it should go.  It would be very much appreciated.

I will soon when I have time, if there's anything specific you'd like advice on please PM me for now.

Edit: FP updated with a guide to Power in the fanfic universe, and details of what's to come.

Edit2: FP updated with a partial GM guide!!
Title: Re: A quick guide to roleplaying
Post by: Daxx on July 25, 2006, 04:22:04 am
Any more requests?
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on July 25, 2006, 07:22:52 am
There is a definition of "Wank". I request that is renamed.
Title: Re: A quick guide to roleplaying
Post by: Daxx on July 25, 2006, 07:30:09 am
There is a definition of "Wank". I request that is renamed.

Why? That's what the word actually is, and the page linked to from the definition not only uses the word wank, it is titled "wank". The word is a widespread one in RP communities. I'm not really sure how it's possible to rename it.
Title: Re: A quick guide to roleplaying
Post by: Hydromancerx on July 26, 2006, 03:06:51 am
RULE # 42 - NO TIME TRAVEL!!!

It is impractical and i am sorry i even did that with my Nauceans. However i have been able to keep the technology away from other species and then ultimately take out the Nauceans. So in a sense time travel doesn't exist anymore except in lore. So no more time travel plz. It just makes things all mixed up and people get mad. Its better of without it.
Title: Re: A quick guide to roleplaying
Post by: Beastmaker88 on August 07, 2006, 11:08:32 pm
is there an rpg thread?
Title: Re: A quick guide to roleplaying
Post by: Yokto on August 08, 2006, 04:23:09 am
is there an rpg thread?

What do you  mean?
Title: Re: A quick guide to roleplaying
Post by: Flisch on August 13, 2006, 01:00:21 pm
RULE # 42 - NO TIME TRAVEL!!!

It is impractical and i am sorry i even did that with my Nauceans. However i have been able to keep the technology away from other species and then ultimately take out the Nauceans. So in a sense time travel doesn't exist anymore except in lore. So no more time travel plz. It just makes things all mixed up and people get mad. Its better of without it.

thats why my snepres destroyed the technology (or why i let them destroy it)

but who knows....maybe they research it...there are rumores that they never destroyed it cmpletely† ;D

but seriously...even if they research it...they wouldnt give it to other races...just to prevent a galaxy-wide war...
Title: Re: A quick guide to roleplaying
Post by: Daxx on September 25, 2006, 02:19:24 pm
Has anyone got any requests for updates to this thread? Things you'd like to see? Things you want me to expand on?
Title: Re: A quick guide to roleplaying
Post by: Crazen on April 02, 2007, 08:51:02 pm
I dont get this thread..............
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on April 03, 2007, 12:39:20 pm
I dont get this thread..............
Whats not to get?
Title: Re: A quick guide to roleplaying
Post by: Crazen on April 03, 2007, 05:32:27 pm
I dont get how this works
Title: Re: A quick guide to roleplaying
Post by: Daxx on April 04, 2007, 01:38:18 am
I dont get how this works

How what works?
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on April 04, 2007, 01:52:13 am
What is it supposed to do exactly? It's a guide about Role-Playing and it is very clear and informative. You read it. That's how it works...
Title: Re: A quick guide to roleplaying
Post by: Plank of Wood on May 01, 2007, 08:59:53 am
Alright! Roleplaying is the only thing I'm good at....
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on May 02, 2007, 12:04:01 pm
This may seem odd, but why do you have the medieval flag of Russia as your avatar?

Please don't reply with "Why do you have an amorous panda for yours?".
Title: Re: A quick guide to roleplaying
Post by: Plank of Wood on May 02, 2007, 01:11:51 pm
A) Because I'm decended from Scandinavians..... which is a people who live CLOSE to Russia

B) Why freaking hell not?


C) M2:TW.....




EDIT: I like your panda, like I said, why the hell not?
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on May 02, 2007, 01:22:36 pm
The only reason I recognised it was from M:TW II. ;)

It's stylish, slick and suave. Like my avatar. Let's be cool avatar buddies.
Title: Re: A quick guide to roleplaying
Post by: Plank of Wood on May 02, 2007, 01:24:37 pm
I rules as Russia


*coughRomeLeonParisConstaninoplecapturedcough*

The only thing stopping me from winning is those stupid elephants!!!!

Lets ignore my off-topicness lol.

The sexual harrasment panda rules lol.
Title: Re: A quick guide to roleplaying
Post by: Brandonazz on May 17, 2007, 01:05:22 pm
I rules as Russia


*coughRomeLeonParisConstaninoplecapturedcough*

The only thing stopping me from winning is those stupid elephants!!!!

Lets ignore my off-topicness lol.

The sexual harrasment panda rules lol.

*scoffs*

You need to capture at least 6 major capitals before I begin to care.
Title: Re: A quick guide to roleplaying
Post by: Kratok on May 18, 2007, 07:40:43 pm
I would say update a note saying that you should add a good BASIS before rping. It's sad how many pop ups are coming around. I don't even know what Brandonazz's creature looks like, and he 'leads' my 'alliance'
Title: Re: A quick guide to roleplaying
Post by: Daxx on May 19, 2007, 10:24:50 am
I would say update a note saying that you should add a good BASIS before rping. It's sad how many pop ups are coming around. I don't even know what Brandonazz's creature looks like, and he 'leads' my 'alliance'

This always used to be the cornerstone of the CC. Why are you letting these people do this?
Title: Re: A quick guide to roleplaying
Post by: Neoteric on May 19, 2007, 01:08:21 pm
I completely and totally agree with Kratok. I held off any remote thought of my creature RPing until they at least had some basics: biology, society and culture. Without those, you can't tell who you're dealing with or how to deal with them in any roleplay scenario.

I'm going to have to counterpoint something though; the Tal'po do have a few pictures lurking around. I should know, I drew one. In fact, I'll link you to out out of good will. It's not a great pic though, so I cannot guarantee your eyes will not bleed (http://i6.photobucket.com/albums/y210/chaos42/Talpo-1.jpg).

Another thing. What's with all the creature intro RP stuff? I say either do it in your main creature thread, or in a universal creature intro thread, where anybody who wants to can help get your creature into the galactic picture. Of course, that's probably not going to be a popular opinion.

On a different note, what's with the lack of posts in my creature thread? I mean, the (http://www.gamingsteve.com/blab/index.php?topic=9320.0) joke (http://www.gamingsteve.com/blab/index.php?topic=9289.0) creatures (http://www.gamingsteve.com/blab/index.php?topic=9278.0) get replies faster than mine.  :-\
... Sorry for ranting and going off topic and such.
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on May 19, 2007, 01:13:39 pm
New creatures always seem to come in waves, I've noticed, like 'generations'.


First generation: Naucean, Torpal, Viziera, ViS..

Second Generation: Auyuelcliads, Urshans, Icthians...

Third Generation: Yunimuis, Kangorians, Forthi...

Fourth Generation: Arkibals, Peskis..

Fifth Generation: Austians, Tal'po....
Title: Re: A quick guide to roleplaying
Post by: Kratok on May 20, 2007, 12:14:14 am
I'm so lucky nowone remembers when I joined =P
Title: Re: A quick guide to roleplaying
Post by: Mr. Consideration on May 20, 2007, 12:19:41 am
Some time after me, before the Third Generation, with your Kratok.
Title: Re: A quick guide to roleplaying
Post by: Josasa on May 20, 2007, 06:24:53 pm
New creatures always seem to come in waves, I've noticed, like 'generations'.


First generation: Naucean, Torpal, Viziera, ViS..

Second Generation: Auyuelcliads, Urshans, Icthians...

Third Generation: Yunimuis, Kangorians, Forthi...

Fourth Generation: Arkibals, Peskis..

Fifth Generation: Austians, Tal'po....

I thought the Peskis were older than me...

O well, i'm not complaining.
Title: Re: A quick guide to roleplaying
Post by: Netherflare on May 20, 2007, 07:19:33 pm
New creatures always seem to come in waves, I've noticed, like 'generations'.


First generation: Naucean, Torpal, Viziera, ViS..

Second Generation: Auyuelcliads, Urshans, Icthians...

Third Generation: Yunimuis, Kangorians, Forthi...

Fourth Generation: Arkibals, Peskis..

Fifth Generation: Austians, Tal'po....

I thought the Peskis were older than me...

O well, i'm not complaining.

haha, they are. And i am complaining!  >:( >:(



 ::) :P :D
Title: Re: A quick guide to roleplaying
Post by: Netherflare on May 20, 2007, 07:56:45 pm
so yeah, im definently in the 3rd generation:

Icthians - April 16th
Urshands - April 11th
Auyuelcliads - April 13th

Kangorians - June 30th
Forthi - July 4th
Peskitoriantais - June 16th

Arkibals - September 14th
Title: Re: A quick guide to roleplaying
Post by: Daan on May 21, 2007, 02:50:13 pm
Funny how the Second and Third have sort of merged when it comes to power/respect.
Title: Re: A quick guide to roleplaying
Post by: Crazen on May 21, 2007, 03:58:30 pm
thats kinda what I refered to in the entire 'real ranks' ranting a while ago... so I suggest we make an
index of it with the established members/creatures (yes I know there is a creature index), and when they came to be.

I'm in the last few generations, out of how many exactly?

seriously, organise this.
Title: Re: A quick guide to roleplaying
Post by: Netherflare on May 21, 2007, 07:12:12 pm
it would be nice if we did organize it in some way
Title: Re: A quick guide to roleplaying
Post by: Kcronos on May 21, 2007, 07:15:16 pm
What about the K'jalians?

Are they fourth or fifth generation?  I'm pretty sure I was before the Tal'po...



Anyway, this Summer I have free time, so I will be doing a ****load of updating.  If I can find the K'jalian thread that is...
Title: Re: A quick guide to roleplaying
Post by: gec05 on May 21, 2007, 07:34:46 pm
My Sombrerons are April 6th 2006. What generation does that fit?
Title: Re: A quick guide to roleplaying
Post by: Netherflare on May 21, 2007, 07:43:45 pm
I think with the second generation.

Im using generation like this:

First Generation: December 2005 - February 2006
Second Generation: March 2006 - May 2006
Third Generation: June 2006 - August 2006
Fourth Generation: September 2006 - November 2006
Fifth Generation: December 2006 - February 2007
Sixth Generation: March 2007 - May 2007
Seventh Generation: June 2007 - August 2007


So in the comming weeks we will be hitting the 7th generation.
Title: Re: A quick guide to roleplaying
Post by: Kcronos on May 21, 2007, 07:50:22 pm
Mine is fifth generation...

I hope the later the generation doesn't have an effect on how good it is...



Creativity wise...
Title: Re: A quick guide to roleplaying
Post by: Plank of Wood on May 22, 2007, 09:42:39 am
Would it ne alright if I posted an RP about a war against the Pirate Coliation?
Title: Re: A quick guide to roleplaying
Post by: microgta on May 22, 2007, 05:38:32 pm
Didnt you already ask this question? And didnt we already start that war?
Title: Re: A quick guide to roleplaying
Post by: Plank of Wood on May 23, 2007, 07:13:36 am
That was posted before the topic, I didn't get an answer for a while so I kept posting it, please ignore it.
Title: Re: A quick guide to roleplaying
Post by: aligon on May 24, 2007, 01:14:39 am
So I guess my Agnoculus are fourth generation (November 15).
Should relative activity (like RP'ing, general update, etc.) have an effect on generation?
The problem is, take my race for example, I haven't even gotten to the space age yet, but I was hoping to still start participating in the RP world a little bit...Is it ok to simply have some background info on your creature and then shape your general updates based on what happens while RP'ing? (it would be really cool if we could get our little spore universe organized enough for this kind of thing to work.)

I think there might initially have been a point to my post, but I seem to have forgotten what it was...
Title: Re: A quick guide to roleplaying
Post by: gec05 on May 24, 2007, 09:45:29 am
It's difficult to get everyone's creature on the same page. Everyone goes at their own pace. It just seems that nobody can be able to do one really great RP being that it's so difficult to be on the same thought. I had several ideas myself but I know they won't last or work out.
Title: Re: A quick guide to roleplaying
Post by: HanianKnight on May 24, 2007, 08:34:50 pm
Haha! Someone still remembers the Kangorians! Score 1 for Hanian!

Also, on a sidenote: This thread is actually a bit long, perhaps the name should be changed to "A Guide to Roleplaying". ;D
Title: Re: A quick guide to roleplaying
Post by: Daan on May 25, 2007, 07:17:06 am
Will the Kangorians be returning by any chance? :D
Title: Re: A quick guide to roleplaying
Post by: Xenomorph on June 04, 2007, 11:31:16 am
increadible! i didn't knew the snouts where second generation! i'm so happy!! :D
Title: Re: A quick guide to roleplaying
Post by: GCool on June 04, 2007, 11:35:30 am
Ah, my acertellum are generation 2, just out of generation one by 11 days XD

Corvala are generation 6 though D=
Title: Re: A quick guide to roleplaying
Post by: Daxx on June 05, 2007, 11:11:04 am
I think it's not really appropriate to list creatures in a generation if they weren't part of the ongoing politics of the time. These generations are a roleplaying categorisation.
Title: Re: A quick guide to roleplaying
Post by: Xenomorph on June 05, 2007, 11:52:07 am
the snouts aren't really part of the ongoing politics of this time, but thats because they are hippies! they try to stay out of this mess!
Title: Re: A quick guide to roleplaying
Post by: The Time Traveller on August 08, 2007, 09:03:44 am
Do you think you should add something about Meta-games? That is a rising fad, with Spore the Game and Things like Alien Evolution RPG.
Title: Re: A quick guide to roleplaying
Post by: Lualmoba on August 08, 2007, 12:11:30 pm
Why would you need to know the rules for a meta-game? Roleplaying has some defined rules, but you can do meta-games pretty much any way you want.
Title: Re: A quick guide to roleplaying
Post by: Daxx on November 27, 2007, 06:29:47 pm
Do you think you should add something about Meta-games? That is a rising fad, with Spore the Game and Things like Alien Evolution RPG.

As Lual said, there's no point. Metagames, besides being barely related to Spore, have rules which are specific to the game and defined in the thread. RP has centralised rules because it's spread over an entire section.
Title: Re: A quick guide to roleplaying
Post by: Daxx on April 08, 2008, 05:18:22 pm
Edited to incorporate New Galaxy conventions.
Title: Writing Video Tutorial
Post by: ADP on September 03, 2008, 03:10:28 am
[links removed]
Title: Re: A quick guide to roleplaying
Post by: Yokto on September 04, 2008, 01:03:15 pm
Interesting. This is very much based on a modern way of writing. Some good basic tips. But note that you can do it differently and succeed. But your more likely to fail if you do not know the basics. It like the ABCs of Film making (much of it is very smiler.) Normally what they teach you at school is the western tradition way of story telling and how to do basic photography. But there are other ways and later on as you get better at Film making you know when it is ok to bend or even brake the rules.
Title: Re: A quick guide to roleplaying
Post by: Yuu on October 25, 2009, 06:59:53 am
               I really think we should start posting the unwritten rules of of the "Spore: Roleplaying and Story Games" and "Spore: Creation Corner" in the OP. Specifically the ones that detail the difference between these sections and the real game.

               Any comments about the proposal?

EDIT:

               Also, this...

Quote
The second is adherence to the storyline and continuity of the story. For example, if someone has mentioned that there was a particular spaceship in a particular place, then it is not wise to pretend it is not, as this upsets the continuity of the story. Linked to this is a respect for the story's background. In these forums, the fanfic is generally centred around Spore-based science fiction. As such, things which do not belong in this background such as magic, time travel, fantasy and the like are frowned upon. Respect the universe that has been created and people will respect you.

               We should probably remove those bits by now.
Title: Re: A quick guide to roleplaying
Post by: mam72 on January 03, 2010, 06:20:05 am
I agree with Yuu. I've been yelled at twice already for making the mistake of mentioning Spode.
Title: Re: A quick guide to roleplaying
Post by: UFO King on January 03, 2010, 12:12:44 pm
Er, the last post was made in October. Perhaps you shouldn't reply to old topics like that.
Title: Re: A quick guide to roleplaying
Post by: mam72 on January 03, 2010, 05:05:54 pm
Why is there always something I forget to look at that makes me look like a total fool?