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RPR Archive Diamond Institution: A Preparatory School for Role Playing Excellence

Discussion in 'Role Playing Resource Archive' started by LightSide_Apprentice, Apr 8, 2006.

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  1. LightSide_Apprentice Manager Emeritus

    Member Since:
    May 22, 2001
    star 4
    STUDENT POSITIONS VACANT: Three.

    (No more than 5 students will be accepted at present. Apply via Private Message or Post an expression of interest).


    TO THE WILLING STUDENT: It is important to recognise the value of learning. No matter how old or young, how strong your background or diverse your experience, there is a lifetime of learning available to you. This thread has been designed as a community, and modelled around a school structure, for the purposes facilitating learning.

    What will you learn here?

    The art that is Role Playing, the skills and knowledge that might help you to succeed, and those elements that will help to maximise not only your enjoyment, but to allow your experience to be more fulfilling and value added.

    This school is open to all, for the duration of its existence, though class spaces are limited and enrolment must be conducted via Private Message or a post expressing interest.


    Welcome, students. I have no doubt that some of you might consider yourselves wise, or humble, some as self proclaimed teachers and others as eternal students of life. I invite you all to join me in a school quite unlike any other, a class, unfortunately, where enrolment is a challenge, where class spaces are limited. But, where, above and beyond all else, those that graduate are among the finest and skilled in the area of Role Playing, whether it is in character play or game creation and management.

    I ask you to join this preparatory school, which offers classes for members of each of the areas of these Role Playing Forums, if your desire is to improve your own skills. Most welcome will be those people who possess a true and sincere intention to remain here and dedicate themselves to learning for the purposes of community enrichment, and not simply the advancement of self.

    Bring to mind your own primary schools and high schools, colleges, and universities. Merge them into one combined institution, and you will take your first step toward gaining some small measure of understanding for the scope and intention of this place for learning.

    I seek not only those who feel it is their place to be taught, but those, too, who feel that they might be capable and ready to instruct. For this is a place not for students alone, but for teachers, too. It is a place for leaders and followers, for mentors and mentees, for all who desire not simply a chance at attaining greater knowledge, but all that that knowledge, once acquired, might offer them.

    Should you wish to enrol at this school, or apply for a position in its staff, you need only ask.



    There is a single limitation in the opening, management, functioning and operation of this school, and that is that it has only one, for lack of a better word, headmaster or principal. This does not mean that classes will not grow, or that enrolment will not become easier with time, or less restrictive. If anything, it means that there is a strong desire for growth.

    More information will be revealed with time. For now, I will mention that there will be classes for all aspects of role playing, there will be some classes that offer homework, and some that offer examinations or practical assessments. There will be both teachers and students and both of these will face trials and tests. Report cards may be used with grades, and performance reviews may very well be undertaken. Mentor programs will also be offered. And, that's just the beginning.


    Referred to as the School of Hard Knocks by some, and as a college of Higher Learning by others, Diamond Institution is an establishment where both students and teachers are held accountable and responsible for their actions and futures. Success, or lack thereof, is within their hands alone.
    />/>/>
  2. Master_Valar Jedi Knight

    Member Since:
    Jul 17, 2005
    star 3
    I'm interested. I'd like to have more infromation LSA. Always looking to improve myself.
  3. LightSide_Apprentice Manager Emeritus

    Member Since:
    May 22, 2001
    star 4
    Classes within the Diamond Institution are diverse, with new courses and opportunities being adopted and introduced as times and interests change. At present, there are more than a dozen distinct classes, which are open to enrolment. Teachers may disallow enrolment into certain classes, or may issue entrance exams, background checks or assessments when considering student applications.

    Long time students, or students from other schools may act as mentors to newcomers, or as 'buddies'. Successful students, and mentors may apply for graduation from certain levels of the school upon completion of their enrolled program and through satisfying minimum attendance requirements. Graduates may then apply for positions as Teachers, with some class participants studying as Student Teachers in preparation for such a course.

    Professors may visit certain classes as guests into the school, or as expert visitors and specialists into the school in their own capacity as teachers for enrolled students.



    SUGGESTED CLASSES:

    1) Role Playing

    1.1 Role Playing for Beginners
    1.2 Intermediate Role Playing
    1.3 Advanced Role Playing Technique

    2) Game Creation and Management

    2.1 Game Generation and Ideas
    2.2 Game Operation and Management
    2.3 Game Mastership

    3) Elective Classes for the Player

    3.1 Characterisation and Character Creation
    3.2 Character Development
    3.3 Successful Confrontation
    3.4 Duels and Battles
    3.5 Knowing your Equipment and Attributes

    4) Elective Classes for the Game Master

    4.1 Story Creation and Game Foundation
    4.2 Scenario Creation and Background
    4.3 Sub-plots and Story Arcs
    4.4 Integration of Peoples and Events


    NOTE: Students are limited to one class each. At present, no more than three students may be present in any given class. Transfers between classes before completion of assignments and course requirements are allowed, though they are discouraged. Transfers after class completion, however, are encouraged as a path to advancement.

    CUSTOM CLASS: It is important to recognise the different needs and wants of different students. Those that wish to learn in an area that does not fall into one of the available classes are asked to contact the school headmaster with an expression of their wishes to that effect.
    />
  4. Penguinator RPF Modinator and Batmanager

    Manager
    Member Since:
    May 23, 2005
    star 6
    I'm interested. Hoping to enroll.
  5. agap_afima Jedi Knight

    Member Since:
    Dec 19, 2005
    star 2
    All right, I PMd LSA and he granted me a postition.
  6. LightSide_Apprentice Manager Emeritus

    Member Since:
    May 22, 2001
    star 4
    Welcome to the first semester at the Diamond Institution. I trust your stay here will be a pleasant one. Should you have any questions, please do not hesitate to ask them. Until such time as I retire, resign, am dismissed, or our school closes down, I will act as this institution's headmaster. And, like you, I will be a student that is willing to learn.

    As a first order of procedure I will ask those who have already expressed an interest to do two things, the second of which is tied to the first. The first is that you choose a class from those listed above, and, if you cannot find one to your liking, to ask for a custom or personalised class by posting as much within this thread. The second is to consider why you are here, and to use that piece of knowledge in making your decision for subject or class choice.

    If it is your purpose to become a better game master, you would want to choose a class that will help you in that regard, just as you would chose a class that relates to role play if you wished to become a better player. In the odd or rare instance that your reason for being here is to seek a purpose, some motivation or inspiration, then please express as much. I consider it my responsibility to help you as best I know how, now that I know you are willing to learn right along side me.



    NOTE: To those who have already expressed an interest in enrolment and/or participation within this school, you have been accepted. Thus far you will not be subjected to any obvious screening test or examination, except through your participation from this point forth. Should you falter, you will receive a warning. Should you struggle after that notice has been given, you will likely face some form of disciplinary action, executed through this school.

    There is no serious punishment or need for concern. This school is designed for the willing student, and those that are not willing are certainly free to find alternative arrangements. At the heart of this school there is a strong desire for enrichment of the community and the school itself through the excellence of its members. Any implied hardship is precisely that, and not at all actual.


    />
  7. DarthSeti5 Jedi Grand Master

    Member Since:
    Jan 6, 2001
    star 5
    I am now a full-time student here at the Diamond Institution, ready and prepared to dive in. I will be focusing on Character Development.

    ~ DS5
  8. Penguinator RPF Modinator and Batmanager

    Manager
    Member Since:
    May 23, 2005
    star 6
    Looking forward to 1.2, 2.2, and 3.2.

    ~P



  9. LightSide_Apprentice Manager Emeritus

    Member Since:
    May 22, 2001
    star 4
    Since both of you have indicated an interest in the class for Character Development, I'll begin with that as our focus for the moment. Penguinator-176, should you wish to explore those other two classes you mentioned, at some future point, please express your concerns when the time for doing so presents itself. Should you wish to drop this class and pick up another, you may do so at any point in time. Know that you may only participate in one class at any given time.


    CLASS 3.2: CHARACTER DEVELOPMENT [Session I]

    An Introduction: Character Development takes place when you have a character in mind, once you've thought up an idea, and a name and established a 'character sheet' or 'biography' (a bio). These things offer you information about the character, usually in relation to their description and their past, respectively. Character Development, however, is not the simple presentation of this information, but rather an extension of it. For further information on Character Creation, including Character Sheets and Biographies, please see or enrol in Class 3.1: Characterisation and Character Creation.

    As far as I see it, Character Development is everything that takes place after the character's 'birth'. The reason I do not include elements of character creation in character development is because I feel that the two, while similar, and definitely related, are both quite involved and require a different focus of examination when they are being addressed.

    The first step to character development, however, is to know your character. Not surprisingly, the best way to do this is to have a character sheet or a biography on hand. Once you know who your character is, it is easier to set them along a path that suits them. Character development is all about bringing the idea of a character to life. It is about using the information contained within character sheets and biographies to establish a credible, living, breathing being that is true to itself, that has feelings and thoughts of its own, just as we do.

    I want each of you to think of a character of your own, or a character that you know from a film or a book. If you can choose a character from one of the Star Wars films that is probably easiest to begin with, but try to consider a unique character, too, for this first activity. I want you to imagine that character in the phase of its creation. I want you to know the character. What does the character look like, what is their gender, are they human, what do they like, what don't they like? Think of them as real, living, breathing beings. The more you know about them, the better and more credible they will become as you develop them.

    Here you can probably see the benefits of an extensive character sheet or biography. Such references of information provide you with a physical guide and copy that you can follow and refer to at any given time. Without a good character sheet, you risk the chance of inconsistency. At the heart of it all, I will reinforce that knowing your character is of primary importance. The reason, quite simply, is because you have to know them to be able to play them.

    What would your character do if faced with a challenge? Would they rise up to it and face it head on, or would they run from it? Would they take a step back and assess the obstacle ahead of them before they consider how to pass it? These are all options, and even a single character might use every one of those options in a number of different circumstances. It is your task, as the player of that character, to know how a character would react, or act, in any given circumstance once that scenario or situation presents itself.

    I want you to call to mind the character I asked you to think about earlier. I want you to consider all of the things that have been said thus far, and I want you to get into your character's head. The first question I am going to ask you is this: Who is your character, and what makes them special? Post your answe
    />
  10. Penguinator RPF Modinator and Batmanager

    Manager
    Member Since:
    May 23, 2005
    star 6
    What Makes Tyler Durden Special

    Many characters in fiction are good, noble individuals. Tyler Durden is not one of these indivicuals. While at heart, his beliefs are, indeed, good and noble, the way he brings them around is not.

    Radically anti-establishment, Tyler has no qualms against using force to achieve his ends. These ends are often philosophical in nature, but range from incredibly deep to very immature (urinating in soup). Tyler displays a streak of masochism, and cares little for his own body.

    Tyler Durden is unique in that he goes his own way in everything.
  11. agap_afima Jedi Knight

    Member Since:
    Dec 19, 2005
    star 2
    1.3, 2.1, 2.2, and 4.1 look fascinating, to name a few.
  12. darth_nemisis Force Ghost

    Member Since:
    May 15, 2004
    star 6
    I have already expressed interest to you in the Game-Mastering and Game Operation courses. :)
  13. LightSide_Apprentice Manager Emeritus

    Member Since:
    May 22, 2001
    star 4
    CLASS 3.2: CHARACTER DEVELOPMENT [Session I][Continued]

    Students Present: Penguinator-176 & DarthSeti5

    To learn of a character with good and noble beliefs, but a questionable series of methods in living out those beliefs, I must admit, is interesting. We are commonly faced with characters that are either mostly good, or evil, or characters that have shades of both and can be referred to, in some capacities, as neutral. Perhaps the subject at hand, Mr Tyler Durden, simply believes that the ends justify the means, and his ends, his goals, are what he sees as noble ones.

    The thing that strikes me as most interesting of all is his affinity for both philosophy and immaturity. These two are rarely seen hand in hand, unless, perhaps we see the talk of what some people might refer to as a madman. Whatever the case, the example is a good one, and easily worthy of discussion and further examination.

    When developing a character of this nature, knowing the man's behaviours and tendencies as you do, I can only imagine that play would be not only challenging, but also amusing. Before I go on to suggest what approaches I would take on my own, I am curious as to what you have done in the past, or would do, as a step toward developing this character. Would you simply display some of his eccentricities, or would you give greater meaning to these antics and their polar opposites--those pondering moments of reflection?



    agap_afima, feel free to choose one of those classes that you have listed. We may very well be able to work through all of them, given time. Presently, it's a lot more manageable if we take it one step at a time.


    CLASS 2.2: GAME OPERATION AND MANAGEMENT [Session I]

    Students Present: darth_nemisis

    Since you may very well already have a potential game in mind for future release, I ask that you keep it in your thoughts as we run through this class. I will make no specific mention of the game myself, simply to ensure that it remains in confidence. In the event that you follow through with the idea, it is probably best delivered as a surprise, and not exposed to the risk of being stolen, unless it is a risk you are willing to take.

    An Introduction: Game Operation and Management refers to the running of a game, it comes after Game Creation and Design, and before Game Mastership, which is the final phase of acting as Game Master within a given RPG. Operation and Management of any given game is a combination both of starting up, maintaining and holding the game together. It involves keeping things interesting for the players, and the game master alike, and it also involves all of the day-to-day activities that might come in a supervisory capacity or as that of the guiding hand.

    I have often found that it helps to have a vision of sorts before you get too heavily involved in operation and management. The vision I refer to is the concept or idea that you have as to the way things will work. This is not a simple reference to game mechanics, though systems are certainly a part of it. More than anything it is what you see, through your own mind, as the game's foundation or structure. If your game were a building, this would be its blueprints, its concept art, and prototype model.

    If you do not already have a vision in mind, now is as good a time as any to work on one. Think about such things as how you want posts to be presented. Do you want a single GM acting as the scenario builder? Do you want two game masters, or even more, each one overseeing a particular faction or aspect of the game? Do you want players involved and encouraged to post in free-form, or will there be preferred styles of posting? Will the game master lead them along? These are all thoughts that you should consider as you work to gain some sight of what it is you're striving toward achieving.

    When you have a vision in mind, it becomes easy to build the machine, to begi
    />/>
  14. agap_afima Jedi Knight

    Member Since:
    Dec 19, 2005
    star 2
  15. darth_nemisis Force Ghost

    Member Since:
    May 15, 2004
    star 6
    I have a slight question that I am not sure you will have the answer, but it's worth a try. You know what I am planning on doing...so I want to ask, how many co-GMs do you think I should have? I am thinking one co-GM for each side, and then me as the head...Or would that not work?
  16. DarthSeti5 Jedi Grand Master

    Member Since:
    Jan 6, 2001
    star 5
    The first character that enters my mind is Leo McGarry. Leo is an elder statesman of Democratic politics and the President's best friend. Leo McGarry is an addict. Not only is he a recovering alcoholic, but he is addicted to his work. His wife left him because he felt that his job was more important that their marriage. He spends too much time at work, in fact, and has a heart attack because of his stress. He is addicted to politics--having worked in the field all his life. He is addicted to his friendships--his fierce loyalty forces him to put himself between the President and the Congress during a scandal involving the President's health.

    Leo's addictions define his existence. If he wasn't addicted to alcohol, he would be able to indulge in it occasionally. By the same token, if he wasn't addicted to politics, he would be simply a cursory member of his party, not the powerful man he became. You see, it is not a simple love of these things that drive Leo's actions, it is a basic, unexplainable need. "I drank and did drugs because I'm an alcoholic and a drug addict." This idea can be applied to his work. He is in politics because he is addicted to them. They form an integral force in his life without which could not live. This is who Leo is. He is an addict.


    *(This post is dedicated to John Spencer, an amazing actor who left us before his work had been finished. You are missed.)*


    ~DS5
  17. LightSide_Apprentice Manager Emeritus

    Member Since:
    May 22, 2001
    star 4
    Please note that I have added agap_afima to Class 2.2: Game Operation and Management. When you have a chance, agap_afima, I would ask that you review the Class opening post above, as it will help to reveal the purpose of this session and the present direction we will be taking. I see it as an excellent class for current and future game masters of the RPF.


    CLASS 2.2: GAME OPERATION AND MANAGEMENT [Session I][Continued]

    Students Present: darth_nemisis & agap_afima

    In the case of a game where there are several factions, I do believe that it is a good idea to allocate co-GMs or faction heads, which, really, are much the same thing.

    darth_nemisis, like you, I would expect that one co-GM for each side, with yourself acting as the head, would be the best way to go. Regardless of the option you choose, you should remain as the head GM or primary leader and administrator from an OOC perspective. The reason I suggest as much is to ensure that the game follows the direction that you wish it to.

    The only difficulty with co-GMs, or sub-GMs is in their choosing. Obviously, their powers and authority should be limited to their faction alone, unless explicitly mentioned otherwise from the game's creator. Good game masters, and co-GMs, like leaders, are difficult to find. Some argue that leaders are born, not made, and there is much debate and discussion as to what qualities make a good leader, or manager, or game master. At the end of the day, it'll come down to the choice of the head administrator. You're free to choose any co-GMs you wish, and should also be free to remove them should they prove unable to live up to expectations.

    One of the biggest advantages of having co-GMs is that you have less to worry about from an 'admin' perspective. Co-GMs will be free to give players direction and offer you a greater degree of freedom so that you can focus on the overall scheme of events. At the same time, the fall back is that you will need to watch them to ensure they do not stray from the course you want the game to follow, unless it was always your intention to allow events to proceed free, and without your guiding influence.



    CLASS 3.2: CHARACTER DEVELOPMENT [Session I][Continued]

    Students Present: Penguinator-176 & DarthSeti5

    If past experience has been anything to go by, I can only imagine that Leo McGarry is a character with a very deep background and a likely course for the future already planned for him. That said, I know, or would hope, that any such future is flexible. All of this forms a part of the character's development, but, we have to start somewhere.

    When you develop your character, in this case someone with an addiction, where do you begin? Or do you not begin at the beginning? Perhaps it's best to start in the middle, or at any point between the beginning and the end, thus allowing the three to come together. The focus would be character development, so the timeframe would not matter. It could be used, as it often is, as a tool to help in development.

    />/>
  18. SmugglersDawn Jedi Padawan

    Member Since:
    Feb 21, 2006
    I would like to join class 4.2
  19. darth_nemisis Force Ghost

    Member Since:
    May 15, 2004
    star 6
    Unfortunately, I do not think my heart, or time would be in to making a game on my own. So, I have decided to drop the current class. In an effor to improve upon my skills, I will be taking up class 1.3 Advanced Role Playing Technique. :)
  20. DarthSeti5 Jedi Grand Master

    Member Since:
    Jan 6, 2001
    star 5
    Class 3.2: Character Development[Session 1]- Student Reply

    To start off with, I chose The West Wing's Leo McGarry because he is such a textured character. You can watch him throughout the series and really gain a deep understanding of him as he grows. For me, though, I always like to start out a character in the middle of their "development." Already possessing a history on which to build. In fact, as I have never RPed a character from cradle to the grave, I really don't know what it would be like to completely leave a character's development to fate would be like.

    I enjoy creating a character with a short history and a few foibles that I can use as tools in their development. A tick of mine is charting a "future history" for characters. In essence, goals for where I want that particular character to go. Now, some people might have goals like: have my character become a Grand Admiral, or kill the Dark Lord of the Sith and take his position. Myself, I have goals like: have my character understand and defeat his addiction, or find a way to cope with a life-threatening disease. At times, as a character of mine grows, I begin to have more specific aspirations for them (LSA, you know better than most that I can develop detailed plans for my characters); however, I do try to temper those plans and goals with the simple fact that RPing involves spontaneous reaction to events, not always the careful structuring of events. But, it is an on-going challenge to find a way to merge plans for developing a character with the day-to-day life of an RPG.

    By starting a character in the middle of their development, you have a steady foundation that (in my opinion) allows for a textured character right from their first post. However, by starting in the middle, you can develop them throughout the game. In doing this, you might find that you have a completely different character compared to the one you began with. A history is essential for any character, even if it is a few-sentences-long bio in the character sheet. I believe that it is impossible to have real, substantive growth with a character if you do not have a basis for that growth.

    So, if I were RPing as Mr. McGarry, I would start out mid-way in his life, knowing his past and his conditions, and build a character that includes his character "pre-birth" as well as specific development goals. But, also, I would keep some of his history dark even to myself. I find it a great pleasure not to know everything about my characters but to, instead, discover parts of their history and their mind as I develop them.

    ~ DS5
  21. The Great No One Force Ghost

    Member Since:
    Jun 4, 2005
    star 8
    i does be interested in the following class:

    1.3 Advanced Role Playing Technique

    i'll be watching for it to start.
  22. DarthSeti5 Jedi Grand Master

    Member Since:
    Jan 6, 2001
    star 5
    Class 3.2: Character Development[Session 1]- Student Reply Con't

    I'd like to continue this vein of thinking by taking Leo McGarry on as a "character" for a single post and describe my thoughts about him and myself while crafting a post in character as Leo. If you'll allow me a little digression:

    IC: Leo McGarry, The Department of Labor

    Pulling the heavy black wool jacket a bit tighter around his gaunt frame, Leo nodded to the unformed police officer at the entrance to the Labor Department. Lightly taking the steps, Leo rubbed his head hoping to get to his office and to a cup of coffee before he saw too many people.

    "Hi Jim, how's Beatrice?" Leo said, pausing before the large doors to greet the officer.

    "Good Mr. McGarry. She's retiling the kitchen..."

    "By she you mean..." Leo said with a wry smirk.

    "Yeah."

    "Yeah. Take care, Jim."

    "You too Mr. McGarry. You look a bit tired."

    "Aren't we all," said Leo, giving the older man a gentle pat on the back and opening the door./>

    Here is a simple introduction for Leo, but I think it's pretty textured as to a character introduction. It contains a brief physical description as well as an indirect implication of Leo's wealth. I also hit indirectly on Leo's addiction. While the audience may not know it, Leo's headache is from his hangover (this is something that I would, and will, hold back throughout most of this post).

    And, of course, the dialogue. I've lifted some of the style from the West Wing. Short bursts of speech between two characters. I intentionally left out much description in that section to replicate that style a bit in text.

    Continuing through the marble reception area, Leo loosened slightly his scarf. Born and raised in Chicago, Leo did not have a problem with cold weather...he just didn't like it. A rumble in his stomach. Leo stopped momentarily in the early morning light pouring through a sixteen-pane window. He steadied himself with his left hand for a second and then reached into an inner pocket for a bottle. Leo pressed one of the small blue pills into his mouth and swallowed. He continued down the rest of the hallway to an elevator annex and pressed "up."

    No one else was around. What did he expect at 5:41 a.m.. Cleaning crews were finishing up and a staffer here and there. No press. No aides. No stress. Leo enjoyed these quite moments, but longed for the busy days that he lived.

    Leo's office was a bit Spartan. A flag in a triangle-shaped box lay behind his desk on a display table near his degree and several awards. The desk was mahogany with several stacks of paper on it. Most of them were reference material that would be shifted about by his staff as he needed it, but the blue folder that lay in the center of the piles was something to be addressed today. This minute even.


    Was it a "pill" or was it simply a painkiller? Ah, even I do not know that answer. Only Leo does, and he is not talking. The pill is one of the many occasions that I write something that only the character "knows" and that I may or may not discover in time. By veiling this information, this character gets some more texture. I see this problem often with character writing.

    A lot of the time, people will write action for a character without giving those actions meaning. Characters will get up, answer the phone, and pick up a glass and there's really no reason for them to do that except that's what the author decided. I find it best to make myself the character for the duration of my writing. So my character's "actions" get tied up with what I am thinking as the character in addition to what I, as an author, want to get across to the audience. So, when Leo puts his arm up against the wall to steady himself and then takes a pill, it's not just because his stomach hurts, it is also because I want the audience to (at this point or later in their thinking) to wonder what that pill was. How stable Leo really i/>
  23. LightSide_Apprentice Manager Emeritus

    Member Since:
    May 22, 2001
    star 4
    CLASS 4.2: SCENARIO CREATION AND BACKGROUND [Session I]

    Students Present: SmugglersDawn

    An Introduction: As far as playing the role of game master goes, Scenario Creation and Background is perhaps one of the most important elements that contribute to attracting and securing interested players. It is focused entirely on events, present, past, or future. Scenario creation can be multi-layered or one-dimensional, with the best of creations coming from the former angle. The purpose of this area is to create events and 'scenes' or 'settings' from which you can build, just as one would develop a foundation before constructing a tower, or other structure.

    Many of the best scenarios that I have seen and been involved with are those that carry great potential, or offer some sense of mystery and opportunity for discovery. This can often be acheived in a variety of ways. Great potential usually comes from a scenario that is open-ended. That is, one that encourages a great deal of development and allows for diverse opportunities or possible paths for further exploration.

    A sense of mystery or chance for discovery can also be created by having a solid setting and a list, or vague idea, of some of the possible future courses that the scenario can take. It is the merging of the scenario's background with its future possibilities. The more developed the background the more chances there are for future exploration.

    It is also important to develop scenarios that will attract a wide, or specific audience. Certain stories will attract certain types of people, some will want excitement and adventure, others will want learning and puzzles. It is your role to accomodate all types of players, either by creating a scenario that will appeal to them all, or creating a number of scenarios so that all desired player types can be accounted for.



    CLASS 1.3: ADVANCED ROLE PLAYING TECHNIQUE [Session I]

    Students Present: darth_nemisis & Trimaj

    An Introduction: Due to the seriousness of this class and its nature, some criticism will be offered. Part of being a respected and elite player requires that you accept constructive criticism and build or learn from it. That does not mean that I will seek to be unnecessarily harsh or cruel, for doing so, or acting in any such manner, would be counter productive. Instead, this class is designed and intended to be a path and course toward perfection. It is a goal that may never be reached, but still one worth seeking and striving toward.

    I will begin by revealing one of my own big weakenesses. My characters often seem 'too good' or otherwise lack credibility. Recognising one's own areas for improvement is the first step to identifying ways to develop and grow into a better player, and a better person. No character is flawless, and no character is able to survive or surpass every challenge they come across. It takes as much skill to role play a 'successful' character type as it does to play a 'failure'.

    As a further note, I will remind you of the critical nature of spelling. Dictionary.com is an excellent source for words if you're ever in doubt. As trivial as it might seem, spelling actually does make a difference. A well crafted post can appear either in misery or as a piece of inspiration, just for the vocabulary, general spelling and word usage contained therein. Correct spelling gives the illusion of perfection, and radiates excellence. It never hurts to re-read or preview a post before posting it, or to post and then re-read and edit any obvious errors. For those of you that have MS Office, and in particular MS Word, run a spell check before delivering your posts. You'll be surprised at how often you might find errors within them.

    I suspect you are both familiar with the 'tag' system. It is another sign of advanced role playing. I'll put a question to you. As far as post structure goes, can you think of anything else that displays some sense of veteransh
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  24. The Great No One Force Ghost

    Member Since:
    Jun 4, 2005
    star 8
    i am most definitly open to criticism, and actually i appreciate it. i did have a master in the rping adoptions program, but by the time i was adopted my adoptee thought i was as good as them, and never really had training. i had learned through trial and error rather than instruction. i look forward to the instruction i will be able to garner through this course.


    well, always having something like IC: Character Name/ Location is something that the best do, as well as going into even more detail in many instances. the time of day being added for instance, or giving the planet you're presently located on as well as the location on that planet. details are what the veteran's seem to go into far more than those who aren't considered among the best.

    bolding speech during a post is another thing i have noticed, it makes it easier to skim a post, when you don't have time to fully enjoy one, if names and the speech are put into bold, colored or highlighted. i have seen all three employed at various times. the same goes for thoughts, putting them in italics helps immensly to identify them, otherwise it can be confusing.

    another thing i've noticed several of the better players doing is putting they're post in a quote box so that it is more evenly presented. those posts just tend to look better, for whatever reason. again, it's just going to greater lengths to make your post look good as well as actually being good.

    not having monster paragraphs that can be hard to read. the really good ones go into details without being wordy, which results in posts that don't have hugs paragraphs. that would be one of the biggest things that is also looked at in the fanfic forum, making the post easy to read by breaking paragraphs down as much as possible without going to one-liner level helps everyone involved.

    and as you said, having correct spelling and grammar. these make things easier on those who don't speak english as their first language, and those that do. one of my biggest pet peeves is when you have spelling errors, or things getting sloppy in grammar. if you are doing it on purpose to help your character stand out when they're speaking, giving them an accent, or some such, that is another thing entirely. but in the descriptions having correct grammar and spelling are indeed a must.

    another thing is they give the character personality by varying the way that the characters speak. it gets really boring having a game where everyone speaks the exact same and they're from different planets, as well as different species. when you have characters that range from the speech modes of han solo to grand admiral thrawn then you have a game that is far more enjoyable to partcipate in, or just read if that's what your doing. i have one charcter, deimos odai (in clans 2), who is one of the three kings, and he speaks with a scottish accent. another of the kings speaks in more plain terms, while the third uses upper class english. it makes it more interesting to write, as well as, i hope, read.

    so mainly the biggest difference is going into details that others either overlook or don't even realize need to be addressed in some manner.
  25. darth_nemisis Force Ghost

    Member Since:
    May 15, 2004
    star 6
    I, too, am welcoming any constructive criticism from you, or anyone else who might be willing to give it. :) I look forward to any given in the coming weeks.

    As far as post structure goes, can you think of anything else that displays some sense of veteranship or 'advanced' role playing?

    Hmmm...the TAG system is a good way to identify the "veteran" RPers. I notice that new players usually just post simply: Tag: All while older players usually post the actual usernames of the players. I do this, as I enjoy when others do it because I know it is easier to spot a post when you do this. I want to help out my fellow RPers.

    There is also the blockquote. I notice some veteran players do this, but quite a few of them do not. I also use this because I believe it is a better looking post. Also, sometimes, it makes the posts look bigger. :p

    The bold faced names are widely used too. I see more and more people doing this, and I love it. It is very easy to recognize your own characters name when it is posted in bold.

    Many vets' also post the location of their character either underneath it or beside this. I find it useful when a GM does this, especially, because you absolutely know the location of the post.

    IMO, the structure of a post is made to appeal to the other players and readers, and make it easier for them to play. At least, that is why I post in the way I do. :)
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