Warning: This is a VERY LONG POST.
Something I've noticed lately about Akanbar is that a good majority of our players seem to be without much direction. Some are content to simply
log in, and do one of two things: bash their socks off, or sit around and chat to whoever will listen.
There isn't anything wrong with this mentality. Akanbar is, after all, a game, and everyone is entitled to enjoy it however they want to (rules
permitting). I tend to log on and, if no one interesting is around I can engage in conversation with, sit around pointlessly and write up silly
things like this.
This does, however, tie into a recent problem that we've been having. We don't tend to attract many novices; the ones we do entice tend to leave
shortly after, more often than not. While there are a good many things that contribute to this, the one I've chosen to address is (as I feel) a core
concept within any roleplaying environment - character definition.
Everyone has their own ideas about roleplay. Some think that it can only be called roleplay if the gods are animating mobs and giving us all some
insane task to do. Others prefer a more personal approach, and try to mold every word and action on behalf of their character into the grand
scheme of things.
Things have been pretty dead, lately. This brings roleplay to a grinding halt, given that a lot of the time there are only a handful of people
logged in. But why not put this time to good use, and try to flesh your character out into someone interesting that will be remembered by that
novice that's on the fence about sticking around? If every player that we currently have could mold their character into one of those memorable
figures, a lot of good could come of it.
DEFINING YOUR CHARACTER
PART ONE: INSPIRATION
At the core of every decently-played role is the inspiration. It can come from anywhere, really; novel characters, historical figures, even
drawn from your everyday life. While you should never make your character a carbon copy of a real person, or someone else's fictional entity,
the best characters are the ones that you can 'slip into', that have some defining characteristic that you find enjoyable and easy to relate to.
Your character should be the personification of whatever it is you wish to bring to the world.
My character, for example, is a religious zealot that alternates between being overly-tyrannical and off his rocker to being completely silly and
somewhat embarrassing to be around. For the darker, more serious aspect of Dimetrius, I've often drawn from one of my all time favorite
fictional characters from the Dragonlance novels, Raistlin.
To me, Raistlin has always been that diamond in the rough. A dry and typically-mocking sense of humor, a sharp wit that never fails to lock
him in as 'that asshole' of the bunch, but also a profound sense of wisdom that comes from being the no-nonsense sort. He's dark, he's
mysterious, and he's enticing to a point.
The things that make Raistlin so memorable are close to things that I feel make Dimetrius memorable. While he's egocentric, blunt, and
sometimes downright rude, he's the sort of person that you would want on your side in an argument or battle. He has a strange sort of
charisma that makes him influential and almost admirable at times, even though he's utterly intolerable most others.
PART TWO: MOTIVATION
Simply saying your character is 'like XYZ' isn't enough, though. To really define and flesh out your character, it helps to defer to things
that are already in place within the game, such as the divine or your city. What drives your character? Why does he or she do all of the
things they do, or not do they things that they could?
Again, the best thing I can do to exemplify is ramble on about my own character. Dimetrius isn't just an ass for the sake of being an ass,
though some might have differing opinions. To Dimetrius, there is no greater good than the appeasing of his god. As far as he's concerned,
every mortal and god alike takes a back seat in his life - all that matters to him is the will of Xyrath.
Of course, with Xyrath currently (and for all I know, permanently) being somewhat non-existent, this makes things a little fuzzy. Without a
god to log in and tell you quid pro quo what you should be doing or trying to accomplish, basing your character around religion will require a
great deal of extra effort and inventiveness.
To remedy this, I bring in my favorite aspect of Dimetrus: his sense of duty to a silent god. If you were to ask Dimetrius in-game why he
follows a god that hasn't been seen or heard for quite some time now, you could get any number of answers. It boils down to a sense of
purpose. Dimetrius feels as though Xyrath is omnipresent, always watching his every move and relishing in his undying servitude. He
(somewhat desperately) tries method after method of catching His attention, and would go to the ends of the earth to be given some
indication of His favour.
Religion is but one of these resources, though. Your character could be motivated by a sense of justice, retribution, greed, anything at
all you can come up with. Where this part shines is when you can easily align it to something that exists within the game; a Templar
that battles to spread the good faith of the Light, an Assassin who lives to deliver vengeance to those who would harm his allies,
anything.
In fact, as far as I can tell, two of those examples are already being personified in Akanbar. They might come off as too commonly-done
or run of the mill, but that is where the next bit comes in.
PART THREE: PERSONALIZATION
Anyone can jump into a half-built role and claim they're the next big thing. You could create a Templar, and harass every Golgonian citizen
you come across because you're hard-coded to be their enemy. But when the day is done, what have you accomplished? You've filled your
role, but was it memorable?
I would have to say no! The best part about roleplay is that you can literally be anything you want to be. You could create that
Templar, sure. But instead of following the status quo, what if you were to be a knight driven not by a sense of justice and duty, but by your
own internal conflict that tempts you to align yourself with the darker forces?
Obviously not everything needs to be so dramatic, which is where moderation comes into play. Some are content fulfilling their expected
role to the best of their ability, and I can name a handful of people who do this exceptionally well. But providing your own personal quirks
and story to your character is what makes them -yours-. It's what separates the generic "I do this because it's what I'm supposed to
do" from the "I do this because my character is...". To fill a role, you can't simply do what is expected. Your character is yours to steer
and control, for better or worse, to strive to meet any goal you can plan out for them. Make it easy for them, or make it hard,
but always try to make it memorable!
IN CLOSING...
The single most important thing you can do to flesh your character out is to commit to it. If you want people to remember you as being that
flighty Warden who tends to lose his staff, BE that flighty Warden that tends to lose his staff. Saying once and done will have very little
impact.
Instead of sitting around chattering the hours away, create a little story for you and your fellow players to go through. Have your character
strike up a conversation with someone they normally wouldn't, without immediately jumping into the "You're an enemy, go away" mindset.
You'd be surprised how much you can learn about another character, and the things that drive the associated player to fill their role in the
way they do, by just taking the time to interact with them.
Make Akanbar fun again. Think up a role, and play it!
Something I've noticed lately about Akanbar is that a good majority of our players seem to be without much direction. Some are content to simply
log in, and do one of two things: bash their socks off, or sit around and chat to whoever will listen.
There isn't anything wrong with this mentality. Akanbar is, after all, a game, and everyone is entitled to enjoy it however they want to (rules
permitting). I tend to log on and, if no one interesting is around I can engage in conversation with, sit around pointlessly and write up silly
things like this.
This does, however, tie into a recent problem that we've been having. We don't tend to attract many novices; the ones we do entice tend to leave
shortly after, more often than not. While there are a good many things that contribute to this, the one I've chosen to address is (as I feel) a core
concept within any roleplaying environment - character definition.
Everyone has their own ideas about roleplay. Some think that it can only be called roleplay if the gods are animating mobs and giving us all some
insane task to do. Others prefer a more personal approach, and try to mold every word and action on behalf of their character into the grand
scheme of things.
Things have been pretty dead, lately. This brings roleplay to a grinding halt, given that a lot of the time there are only a handful of people
logged in. But why not put this time to good use, and try to flesh your character out into someone interesting that will be remembered by that
novice that's on the fence about sticking around? If every player that we currently have could mold their character into one of those memorable
figures, a lot of good could come of it.
DEFINING YOUR CHARACTER
PART ONE: INSPIRATION
At the core of every decently-played role is the inspiration. It can come from anywhere, really; novel characters, historical figures, even
drawn from your everyday life. While you should never make your character a carbon copy of a real person, or someone else's fictional entity,
the best characters are the ones that you can 'slip into', that have some defining characteristic that you find enjoyable and easy to relate to.
Your character should be the personification of whatever it is you wish to bring to the world.
My character, for example, is a religious zealot that alternates between being overly-tyrannical and off his rocker to being completely silly and
somewhat embarrassing to be around. For the darker, more serious aspect of Dimetrius, I've often drawn from one of my all time favorite
fictional characters from the Dragonlance novels, Raistlin.
To me, Raistlin has always been that diamond in the rough. A dry and typically-mocking sense of humor, a sharp wit that never fails to lock
him in as 'that asshole' of the bunch, but also a profound sense of wisdom that comes from being the no-nonsense sort. He's dark, he's
mysterious, and he's enticing to a point.
The things that make Raistlin so memorable are close to things that I feel make Dimetrius memorable. While he's egocentric, blunt, and
sometimes downright rude, he's the sort of person that you would want on your side in an argument or battle. He has a strange sort of
charisma that makes him influential and almost admirable at times, even though he's utterly intolerable most others.
PART TWO: MOTIVATION
Simply saying your character is 'like XYZ' isn't enough, though. To really define and flesh out your character, it helps to defer to things
that are already in place within the game, such as the divine or your city. What drives your character? Why does he or she do all of the
things they do, or not do they things that they could?
Again, the best thing I can do to exemplify is ramble on about my own character. Dimetrius isn't just an ass for the sake of being an ass,
though some might have differing opinions. To Dimetrius, there is no greater good than the appeasing of his god. As far as he's concerned,
every mortal and god alike takes a back seat in his life - all that matters to him is the will of Xyrath.
Of course, with Xyrath currently (and for all I know, permanently) being somewhat non-existent, this makes things a little fuzzy. Without a
god to log in and tell you quid pro quo what you should be doing or trying to accomplish, basing your character around religion will require a
great deal of extra effort and inventiveness.
To remedy this, I bring in my favorite aspect of Dimetrus: his sense of duty to a silent god. If you were to ask Dimetrius in-game why he
follows a god that hasn't been seen or heard for quite some time now, you could get any number of answers. It boils down to a sense of
purpose. Dimetrius feels as though Xyrath is omnipresent, always watching his every move and relishing in his undying servitude. He
(somewhat desperately) tries method after method of catching His attention, and would go to the ends of the earth to be given some
indication of His favour.
Religion is but one of these resources, though. Your character could be motivated by a sense of justice, retribution, greed, anything at
all you can come up with. Where this part shines is when you can easily align it to something that exists within the game; a Templar
that battles to spread the good faith of the Light, an Assassin who lives to deliver vengeance to those who would harm his allies,
anything.
In fact, as far as I can tell, two of those examples are already being personified in Akanbar. They might come off as too commonly-done
or run of the mill, but that is where the next bit comes in.
PART THREE: PERSONALIZATION
Anyone can jump into a half-built role and claim they're the next big thing. You could create a Templar, and harass every Golgonian citizen
you come across because you're hard-coded to be their enemy. But when the day is done, what have you accomplished? You've filled your
role, but was it memorable?
I would have to say no! The best part about roleplay is that you can literally be anything you want to be. You could create that
Templar, sure. But instead of following the status quo, what if you were to be a knight driven not by a sense of justice and duty, but by your
own internal conflict that tempts you to align yourself with the darker forces?
Obviously not everything needs to be so dramatic, which is where moderation comes into play. Some are content fulfilling their expected
role to the best of their ability, and I can name a handful of people who do this exceptionally well. But providing your own personal quirks
and story to your character is what makes them -yours-. It's what separates the generic "I do this because it's what I'm supposed to
do" from the "I do this because my character is...". To fill a role, you can't simply do what is expected. Your character is yours to steer
and control, for better or worse, to strive to meet any goal you can plan out for them. Make it easy for them, or make it hard,
but always try to make it memorable!
IN CLOSING...
The single most important thing you can do to flesh your character out is to commit to it. If you want people to remember you as being that
flighty Warden who tends to lose his staff, BE that flighty Warden that tends to lose his staff. Saying once and done will have very little
impact.
Instead of sitting around chattering the hours away, create a little story for you and your fellow players to go through. Have your character
strike up a conversation with someone they normally wouldn't, without immediately jumping into the "You're an enemy, go away" mindset.
You'd be surprised how much you can learn about another character, and the things that drive the associated player to fill their role in the
way they do, by just taking the time to interact with them.
Make Akanbar fun again. Think up a role, and play it!
Comment