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Messages - MJZ

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1
General Discussion / Enjoy Everyday
« on: June 22, 2007, 06:32:48 pm »
I write this with a heavy heart.

A good friend of mine died yesterday.  He was 40 years old, had three children 18, 7 and 3.  He was going through security to get on a flight to go and spend a weekend in Las Vegas and dropped dead from a brain anuerism in the security line.

I write this, well, to remind everyone that what you do everyday should be precious.  

Hug your children.  Kiss your wife or husband.  Tell your parents you love them.  Pet a dog.  Look at nature and revel in it's beauty.  Give a beggar a dollar.  Make the world a better place, somehow, even if it's just your small slice of it. And don't let petty   stuff overwhelm you. See the beauty in life, and contribute to it.

It seems to me that we never know when we have nine soul strands lost, and the next one is the last.

Spread Joy, Happiness, and Love,

Nathan
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2
Roleplaying / If Cha is your dump Stat.....
« on: April 26, 2007, 06:31:58 am »
We have no comeliness Stat in the NWN nights engine....As such, Cha needs to represent a balance between characters attractiveness and 'people’ skills.  10 in NWN Stats is considered as average as I understand it...so with the above balance that would be pretty average looking and pretty average people skills.

I wonder how many people have Cha as their dump Stat...say 10 or lower and have amazingly attractive PC’s who also have great people skills?

Now...I’m sure some of you are saying....”what’s the harm in that?” Well....not everyone uses Cha as their dump Stat...Some people actually do sit and think how they wish their character to be looks and people skill wise and actually put the points into their Cha to reflect that.  In fact....everyone should be doing that at character creation....The whole point is that you can’t necessarily get all your Stats exactly how you’d want them so you do have to sacrifice some things.  If you’re playing your Cha 10 character as amazingly beautiful cause you wanted more Str or Con say....where’s your sacrifice?  The person putting their Cha at say 14 has made theirs.

Now remember it is all about balance...I have seen a Cha 8 character who was played as very good looking....Their IC people skills were terrible, I mean really terrible...It was some very excellent RP on the part of the player who was actually very sociable to be such an anti-social character all the time.

Take my own Cleric of Mist for example....She has Cha 12 and the following in her bio “She may be considered stunning by many but her eyes are what draw you to her, they seem to swirl, shifting with her mood much as the sea would in a storm but within them is a coldness that may detract from her beauty”....Anyone who has met her will agree she is NOT a people person...She is blunt, rude, judgemental and those are often her nicer traits!!! As such, I play her as being slightly more attractive than Cha 12 because her people skills are lower than those of Cha 12.....Obviously those are my perceptions of Cha 12 but most people can apply enough common sense so we are all pretty much working on the same page.

So have a thought when creating your character, requesting a description change and obviously RPing your character as to what the balance is between your characters attractiveness and people skills and if you want to be good at both...actually put the points into Cha to reflect that rather than getting yourself a 'freebie’ and using it as a dump Stat.
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3
General Discussion / Partying: a personal request
« on: April 04, 2007, 06:31:38 pm »
I'm sure I'm not the only one who has experienced this:

You invite someone, or someone invites you into a party. Someone else wanders by, initiates conversation, inquires as to your purpose, and joins the party. You are about to set off to smack things. Suddenly, and without warning, another face appears on your sidebar... you mouse over their portrait, and see that they're on another continent . . . Strange. . . . And then, another person is added and another.  More people join (none of whom are actually present) until the entire population of Layonara is in a single party!  All of a sudden, everyone has a reason to wait before setting out, "One minute, it is vital that I stare at my navel before heading into battle." Lo and behold, all those little faces in the party bar just happen to wander by, having the urge to kill the same things at the same time at the same place.Funny how that works.

Seriously though, there is a big difference between:

Me: This is a strong foe we aim to battle. Perhaps I should send a bird to Lady Pwnsalot, to see if she would be interested in joining us.
Other Person: Indeed, her sword would be welcome!
Me: *summons a falcon and writes on some parchment*
[Tell] Falcon message: Myself and a few others aim to slay the fearsome rats in the sewers, but we cannot do it alone, would you care to join us?
[Tell from Lady Pwnsalot]: Verily! I would never turn down such an opportunity, I shall be there forthwith!
*invite Lady Pwnsalot*
Me: *Receives a not from a bird, reads it and nods sagely* She will be here to aid us as fast as her legs can carry her.


And:

[Tell]:Hey, wanna come kill some stuff with us?
[Tell from Lady Pwnsalot]: Sure, I'm in Allindor, just wait there for me, ok?
[Tell] n/p
*invite Lady Pwnsalot*


There are plenty of legitimate reasons why one might invite someone who isn't there at the moment, but please have the grace to ask the rest of the party members, and at least make an attempt to have some RP justification. Too often, this kind of thing just spirals out of control (although my initial description may be a tad exaggerated ;)). I know I'm not the only one who prefers small parties, so please try to remember when everyone wants their friend to come along, it can ruin things for many of us. If you want to have large parties that can run roughshod over anything, there are plenty of people who enjoy that too, but to make every gathering like that is disrespectful to the rest of us, in my opinion. It really doesn't take much imagination to invite people in an RP appropriate way that allows the group to have their input. Maybe character A will refuse to travel if character B  goes along. Maybe Character A is shy and doesn't want to fight with people he doesn't know. And maybe some of us just have OOC preferences, and feel left out when people are invited without some IC dialogue. A little bit of communication and courtesy go a long way.  Thanks.

*I hope this doesn't sound too whiny and ranty, as the title says this is just a personal request, based on my own play style, and I realize not everyone is going to agree with me here*
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4
General Discussion / Confessions of an RPer
« on: April 03, 2007, 02:07:07 pm »
I have made (too) many posts over the past months regarding tring to find a balance between gaining XP and levels versus RP. My stubborn disbelief of reality has caused me to continue this fruitless endeavor.  Slowly, though, it is dawning on me that I am simply a freshwater fish swimming in the salty ocean.  Other similar fish have either expired or adapted.

While Layonara is not an RP server, but an RP Action server, I always stood firmly that RP came first. I began to see, though, that there was no progression available purely through RP.  One attained levels by adventuring.  Levels, being the core mechanic of NWN, determined ones place in Layonara:  WLs must be 20th level to even apply, horses are not acquired until mid-teen levels, large chests and housing portals cannot be placed at low levels, the advanced crafting hall is 10th level to even enter.  All these things point out quite clearly that levels are the path we players must toe.  Gaining XP through adventure is not "a necessary evil," as I often told myself, but the actual goal of the world.  We are rewarded not for RP, but our success as adventurers.

I stubbornly refused to believe that this was the case.  Surely committed RP and stellar devotion to cause and character would yield similar reward.  Slowly, though, I digressed from my personal standards of "RP always" and interspersed it with combat runs through areas:  Traversing up and down Haven for no other purpose than to gain XP.  Racing across Dregar behind higher levels or with large groups.  Worst of all, loitering in empty Pranzis for hours because I was afraid as soon as I went West for some RP, a party would show up on central and I'd miss the XP.

Is any of this bad? No, not at all. Layonara dictates that our PCs be adventurers more often than commoners. It is always our own choice, of course, to pick between a long RP session as a newsletter writer versus a rogue archer.  Depending on the degree to which you believe that "RP is its own reward," your balance will be different.  Personally, in a level based world like Layonara I continually find myself struggling to find this balance.

Why?  I don't find mindless XP gathering at all immersive.  I like combat tactics, ambushes, campfires, and ale.  I also like feeling successful and that, for me on Layonara, means gaining levels.  There is no other career path.  Making a successful brownie newsletter writer was a challenge and rewarding in itself, but only up to a point.  No amount of fame or RL time will let a 9th level PC become a WL, own a horse, or get better at a Gather Information skill.

I have taken breaks from Layonara in the past, not long ones to be sure.  I enjoy the server aspects tremendously here:  The courteous staff, LORE and letter systems, parchment and quest chests, forums and gallery, and the nonsensical chatter on IRC.  Not to mention the time invested here getting to know those systems and the personalities of the world.  It's unlikely that I'll completely give up trying to find what I'm looking for here.  Would I leave if I found a server more in line with my playing style? Yes.  Do I really think that will happen? No.  Are you stuck with me? Looks that way.

I'm a guest in this salty pond so I ought stop trying to take out the flavor and just enjoy the taste.
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5
General Discussion / How to PvP - The Mechanics vs. RP
« on: March 30, 2007, 02:17:28 pm »
I have a new goblin PC and have been putting him in situations where other PCs can have the freedom of how to deal with him.  So far it's been great fun and I hope the other players are enjoying the encounters as well.

I have had some questions about how to handle the mechanics of the PvP widget and thought I'd share my learnings here.

If you are in a party and someone uses the PvP widget on you or anyone else in the party, you will all receive a message:[INDENT]The Party: So-and-so, is requesting to PvP with your party.
[/INDENT]Only the leader of a party can accept a PvP challenge.  This can be troublesome if everyone doesn't understand this, especially if the leader is in another area and completely unaware of the situation.  The best suggestion is that prior to using the PvP widget you send a tell to the person you are targetting to see if they are in a party or leader of it.  This is so that they can accept or decline themselves.

Now, once the first PC has used their PvP widget on you, you or your group need to accept the challenge.  When the appropriate person uses their widget to accept, the following message is displayed to the entire party:[INDENT]Your party leader has accepted a PvP challenge from So-and-so. Leave party within 60 seconds if you do not wish to participate.

Please set So-and-so, to Hostile in your Player List window.
[/INDENT]Leaving the party is not a requirement in terms of game mechanics.  However, you should declare your intention to join in by setting the opponents to hostile.  It would be very bad form to stand at the edge in friendly mode only to jump in later.  You are either in or out.

Now, don't fight yet!  There will be a message after 60 seconds signalling when to begin.[INDENT]Your PvP session has now begun. You are allowed to PvP for up to 15 minutes, or until you die.
[/INDENT]When you see that, that is when you are back in-character.  I say in-character because between the acceptance and the signal to start, there should be absolutely no in-character activities!  You should treat the game as paused for you and your opponents.[INDENT][LIST=1]
  • Do not rest!
  • Do not buff you and your comrades!
  • Do not move to more strategic location!
  • Do not swap in and out armor and gear!
  • Do not summon anything!
  • Do get yourself ready mentally for some fun and excitement!
[/INDENT]It is important to remember that PvP can be very nerve racking for many.  A lot of us likely don't have much experience with this and we find our hearts racing and palms sweaty on the mouse.  Don't worry!  You'll be fine no matter the outcome.

What happens if you get killed?  When you die, there is no roll against the Soul Mother if you used the PvP widget!  (Note that there is currently a bug such that if a summon kills you, you will still roll for a loss of a soul strand.  Don't panic if this happens, just make a posting on the forums in the Disputes & Grievances.)  When you respawn, a gravestone is left for you and you are sent back to your bindstone to reflect.

After time has expired, you will see a message:[INDENT]Your PvP session has ended. Please set everyone back to Neutral or Friend in your Player List window. You will not be able to participate in PvP for 60 minutes.
[/INDENT]Now comes the tricky part:  You must handle this event ICly.  How would your PC react to being beaten?  Did you know the PC's name ICly?  Would you even recognize them again?

Let's back up a bit and look at the RP that must necessarily surround all of this.  Of course prior to using the PvP widget you and the other PC are going to be talking back and forth, posturing and such.  

[INDENT]You, a paladin of always-right, see a drow minding his own business squarely in the middle of the path on a rainy day. (#1)  You, not wishing to muddy your old green boots by walking off the path, tell him to step aside.  The drow simply laughs at you and puts hands on hips. (#2)  You draw your sword and tell him that only does he need to leave the path, but head all the way back to whatever hole he crawled out of.  The drow casts a defensive spell upon himself and pulls out his own blade. (#3)  The paladin then laughs and the two embrace and exchange flowers since everyone knows there are no evil drow outside of the underdark. (At this point, the observers should all use their PvP widgets on the paladin and drow.)
[/INDENT]In the scenario above, there are three numbered places where the PvP widget would make sense to use.  Perhaps #1 is a bit early.  The second point is a good spot since while the widget is entirely OOC, it does serve the purpose of notifying everyone of how serious the situation can become.  Point #3 will probably be the most common since it is the point just before the actual clash of battle.  My points about no resting, etc. during the 60 second wait period above are most applicable to this point.  

Remember too, just because the PvP widget has been used, doesn't mean that it has to result in combat.  It's also not bad to mix in some RP during the combat itself.  Some PvP practice in the arena with your comrades will help you get a better feel for what is possible and the flow of PC vs. PC compared to PC vs. monster.

I hope this helps make your PvP scenarios run a bit smoother.
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6
Introduce Yourself / Kindo
« on: March 26, 2007, 03:29:02 pm »
Greetings. My real name is Dennis and I live in a medium-sized (by our standards) town called Östersund in central Sweden. I am 22 years of age since last Saturday, and I am currently taking a course in Science that is focused on chemistry and organic life, after which I intend to take University-courses in either History or Psychology, whichever is more available. I believe in friendship and fair treatment of people. I do not tolerate racism or any crime done against women. Either makes me want to go on a vigilante killing spree. I should also add that I tend to work toward perfectionism in certain cases, which is why this introduction looks the way it does. I have a fanaticism of 'completion purposes', and could simply not do it half-way.

[Click for picture]


Gaming
Just like most other people here, I am all about the games and, more often than not, role-playing games. I was very young when I first was introduced to games, when my grandfather brought home a Commodore 64 (or was it an Amiga?), causing me to get hooked on such games as Frogger, Pac-Man, and Star Paws (and many, many more), often irking my father and uncle as they kept coming home from a hard day's work, only to find that all their high-scores had been beaten. Later on, my father bought an NES, which came to be my first real gaming console, I suppose, with a hundred or so games (it included one of those fancy, pirated X-games-in-one cartridges). It lead to an addiction of the Super Mario Bros.-games together with a childhood friend of mine. My father preferred Arkanoid and Tetris.

After an upgrade to Super NES, and my father mastering Pilotwings before I did, followed Nintendo 64 and an admittance to the 'loser-group' in fifth grade (who wants to be cool, anyway?), together with an interest in land-hockey. We spent the days playing said hockey or talking about games we would be playing when school was done for the day. It was either late sixth grade or early seventh grade that I was first introduced to proper Pen and Paper role-playing (I had played a pseudo-version back in the third grade), and my group of friends shifted radically (still not being considered cool, mind you). We played GoldenEye 007 in multi-player mode as we were waiting for people to finish creating their characters, and pretty much every waking moment was dedicated to either planning or playing adventures or our new, super-awesome characters.

It was around this time that I first tried a role-playing game. It was Final Fantasy VII. I played it simultaneously with a friend and we loved it to bits. We also found the wonders of emulation, leading us to the glory of Chrono Trigger and other old-school games which had not been released in Europe. Along the road I was also introduced to the computer-RPG's, with Baldur's Gate and Planescape: Torment. The latter I played through about eight times straight, because of how much it fascinated me. There was a devastating addiction to Diablo II as well, which kind of led me onto the path to on-line gaming. It did not have much of a community, but as I started playing Neverwinter Nights, I soon started having my very first on-line friends, using chatting programs to keep in touch. This all begun in a magical module, administered by a small but dedicated group of people, under the name of Dysotopia.

Dysotopia was a wonderfully tight-knit community, ran by only a handful of people, with a very loyal fan-base that kept helping to pitch ideas and suggestions, as well as being involved in the in-game world's events, taking a lot of initiatives themselves to bring more life into the lands. I was given the honour of moderating both the forums as well as the in-game issues, and was even promoted to DM for a while near the end, which was a lot of fun, but my interest in the game had started dissipating. We all loved it, but the scandals were numerous, and the level of out of character-drama had no limits. Dyso is no longer, but I will never forget the amount of friends (and some enemies) I made during my time there. The only one I have managed to track down, however, is our very own Witch Hunter. I have no clue what everyone else is up to these days.

Modern games do not hold much interest to me, nowadays. I hold a few games from my past in a higher esteem than others, re-visiting them every now and again. Especially some of the role-playing games have proven qualitative and fun. Bioware and Black Isle Studios, for instance, have proven time and again that they know what it is all about, with masterpieces like Baldur's Gate, Fallout, and Planescape: Torment. As for the Japanese RPG's, there are few which I do enjoy. Chrono Trigger, Final Fantasy VI, and Final Fantasy IX will all maintain a special place in my heart for being fabulous games. None of the new releases from Square-Enix have caught my eye. I also love the old Monkey Island-games, and certain console titles by Nintendo or Rare, with their obvious classics. Another somewhat underground game-series I value highly, is the Thief-series. With an unsurpassed atmosphere and sound environment, playing those games is one of the most immersing experiences I have ever had in a game. I feel that many game developers have lost sight of what it is to create a game with excellence and depth, which is often why new titles do not impress me as often as old ones do.


Music and Movies
After writing such an annoying biography about gaming, I suppose it's difficult to imagine that I have other things on my mind. That's quite close to the truth, actually, seeing how my interests are quite narrow. I always love to hang out with my friends, of course, and it doesn't matter what we do, but music is one of the two main things I care about. I love listening to all kinds of music, depending on mood and current preference. The only genre I have problems with is hip-hop and the like. Other than that, I can go from purely instrumental dance/techno by Daft Punk to pure emo-rock by Joakim Thåström or Kent. One of my all-time favourite musical artists is definitely Michael Jackson, however. A more skilled dancer and musical genius you would have a hard time to find these days. Game music is also great, if done right, and my favourite composer of the genre is unsurprisingly Nobuo Uematsu with all his great work on the previous Final Fantasy-games. My favourite instrument is the piano, and therefore I absolutely love listening to the Piano Collections of said games.

My favourite visual entertainment. I enjoy films that contain heart and soul, that want to say something but without being boring (Requiem for a Dream and V for Vendetta are good examples and two of my favourite titles), and I also enjoy films that do not necessarily bring up an important issue, but are outright fabulously fun to watch anyway. These do not include lame movies about boobies and teenager-sex, but rather films like X-men and The Pirates of the Caribbean. Naturally, I drool when I think of The Lord of the Rings. I am currently looking forward to 300, Spider-man 3, TMNT, and Transformers to show up at our local cinema. As an addition, my favourite TV-series is Star Trek: Deep Space Nine for its great take on good and evil - right and wrong - and how it's not as black and white as other shows sometimes portray. It has been discussed briefly in an attempt to hijack this thread.


So that's a bit about me.

Kindo



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7
This is a Layonara-specific version of Kamiryn's Character Build Calculator (CBC) from the IGN Neverwinter Vault.  The CBC is a very useful tool for character planning, allowing you to try out different combinations of classes, feats, and skills in order to better define your character (strengths and weaknesses) while still ensuring that your choices will allow you to progress the character as desired.

The file (too large to be attached here) is located at:

CBC 2.80.1 for Layonara (Beta 2)
CBC 2.80.1 for Layonara (Beta 1)

Please post questions, comments, and bug reports here.

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

Quick Start Guide[LIST=1]
  • Assign attribute scores (cells W2-AB2), the row below (W3-AB3) will show you the point costs of your selections
  • Assign race (cell AP2), this will display racial feats (cells AP6-AP16), including, when appropriate, an entry field for the human bonus feat at level 1; also, ability adjustments will be made (cells W4-AB4) and final adjusted abilities will be displayed (cells W5-AB5)
  • Assign up to three classes (cells BJ3-BL3) that the character will use
  • Enter your first class, by abbreviation (cell B6); this class must be one of the three you selected in the previous step.  Note that once the class is selected, the rest of the row will automatically update itself to reflect the properties of that class (BAB, saving throws, etc.).  If the class choice is illegal based on various prerequisites, the class abbreviation will show up in red text.
  • Assign feat(s) available at that level (cell AV6, possibly also AP6, BA6, and/or BF6).  If you try to take an invalid feat due to prerequisites or other requirement, the feat name will appear as red text.  If you try to hand-enter a feat and it comes up gray (it may takke a second before a valid entry turns black), then you have made a typo.  Certain classes have special class abilities that are represented as bonus feats, for example, Clerical domains, Ranger favored enemies, Weapon Master's weapon of choice, etc.
  • Assign skill ranks (cells EL6-FM6) as desired.  If a rank shows up as red text, then you've put in more ranks in that skill than is allowed for your character level.
  • Repeat for the next class level (this time, row 7); continue until you've assigned all the class levels you want (you do not need to go all the way to level 40)
  • Every fourth character level, you can add an ability increase by choosing the proper value in column AU.
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8
Forum Discussion / How To Use The Calendar For Proper Times
« on: March 25, 2007, 07:00:27 am »
Okay, I hope this is helpful for everyone.  This is how to set up a calendar event so the time is displayed properly for every one of our community members.


[SIZE=24]Step 1. Set Your Correct Timezone[/SIZE]

First off, make sure you yourself have the correct timezone set!  Edit Your Options and set your timezone to the proper timezone, and select Automatically detect DST settings.

 
[SIZE=10]Figure 1. orth's Time Zone settings[/SIZE]


[SIZE=24]Step 2.  Add Your Event[/SIZE]

Once you're done that, you're now ready to set up an event.  Go to the Player Calendar. GMs can use GM Calendar, either way doesn't matter.

Now in the top right under the navigation bar click the Add New Event then select Ranged Event.

[SIZE=18]Okay now here's the tricky part. [SIZE=13]

[SIZE=18] If you are currently in Daylight Saving Time wherever you are, then put your star[/SIZE][/SIZE][/SIZE][SIZE=18][SIZE=13][SIZE=24] [/SIZE][/SIZE][/SIZE][SIZE=18][SIZE=13][SIZE=18]t time at one hour before you want it started.[/SIZE] For example if you plan on starting a quest at 10:00am, then put it for 9:00am.  Once Daylight Saving Time is over you need not set it one hour before.

The Time Zone should be your Time Zone.

DO NOT CHECK THE MAINTAIN SAME TIME BY IGNORING DST. THIS IS IMPORTANT OR PLAYERS WHO DON'T HAVE DST WILL SEE WRONG TIMES.

The end time isn't very relevant as we all know how some quests you just don't know how long they will be, but putting an approximation of length does no harm.

In my example below I wanted the quest to start at 6:30am my time and since it's currently Daylight Saving Time here, I set it to start at 5:30am.

[/SIZE][/SIZE][SIZE=10]Figure 2. Example Event[/SIZE]
[SIZE=18][SIZE=13]
[/SIZE][/SIZE]

[SIZE=24]Step 3. Verify The Time Is Correct[/SIZE]

Okay, now make sure when you save the event, the start time appears correctly for you. This ensures it will display properly for everyone else.  As long as they've set their time zone that is :\\  If the time is not correct then please verify you've done all the correct actions in the first two steps.  You can edit your calendar event by selecting :: Edit Event from the Event Options dropdown in the bottom right corner of your event.

[SIZE=10]Figure 3.  Event time verification[/SIZE]



Hope that helps, please comment for revisions or clarifications.

-orth
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9
Roleplaying / Roleplaying Attributes
« on: October 13, 2006, 01:59:43 pm »
Roleplaying Attributes (a/k/a Faldred's Essay Time, again)

In D&D, and by extension, Neverwinter Nights, there are six basic attribute types that define the basic "shell" of a character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.  These attributes are used for a variety of purposes -- to apply bonuses or penalties to certain tasks, or as qualifications for certain classes, abilities, or feats.

But there really are two different types of abilities represented here: physical abilities (Strength, Dexterity, Constitution) and mental abilities (Intelligence, Wisdom, and Charisma -- yes, I'm classifying Charisma as a mental ability, stick with me here).  From a role-playing perspective, physical abilities are very easy to deal with -- how strong is the character?  How nimble?  How tough?

Mental abilities, on the other hand, are a bit different.  Take Intelligence... how smart is the character?  Well, unlike sheer physical strength or endurance, "smart" is harder to quantify and represent in-character.  Ditto for how wise or how charismatic the character is.  To make matters more difficult, it can be quite easy playing a character with radically different physical abilities than you possess, but in some ways, it can be quite hard playing characters with very different mental abilities, especially if they are higher than your own.


Intelligence

A high intelligence does not necessarily imply having a great deal of knowledge.  That is, a character with an INT of 25+ doesn't simply "know" everything.  In real-life, there are many highly intelligent people who are relatively ignorant because they have not had the opportunity to access information or to learn how to use their natural abilities.  On the flip side, many intelligent people who have had the opportunity know a great deal about certain areas, but still know very little about others.  (E.g., a PhD is often characterized as someone who knows a great deal about a very narrow subject and very little about everything else.)

Intelligence is, rather, a measure of how capable the character is of critically analyzing, synthesizing, and correlating information.  Or more simply, how well he or she is able to learn and to use logic.  In game terms, this is expressed in puzzle-solving, number of languages allowed (not necessarily granted), and as a skill modifier for skills requiring the use of learning, critical analysis, and/or problem-solving.  For example, a high intelligence helps the Search skill because the character can analyze the environment for clues as to where hidden devices may be located, and indications that one actually exists.

Roleplaying intelligence requires acting in accordance with your abilities when faced with a problem that requires thought and analysis.  This is a perfect example of why it is much easier to play "dumber" than it is to play "smarter".  That is to say, if you're playing a half-orc barbarian, you can very well play him as if he couldn't figure out the puzzle you the player saw through in an instant.  On the other hand how do you roleplay your elven wizard's ability to solve the riddle if you personally have no clue?


Wisdom

Wisdom is a dual-purpose ability.  It represents common sense, but more importantly, force of will -- mind over body, if you like.  On the first point, unlike Intelligence, a high Wisdom leads to a more intuitive approach to knowledge or problem solving -- certain things just make sense... well, because.  The character simply knows something to be true (even if it isn't).  Skills like Listen and Spot highlight this type of intuition.

On the second point, Wisdom acts as will power.  How strong is the mind against external attack or distraction?  In mechanics, this shows up as adjustments to Will saves, but in roleplaying, it is about staying focused on-task and avoiding temptations.

While not as difficult to play the extremes with wisdom as it is with intelligence, if you're personally borderline ADD, it might not be easy to play a character who can maintain a tough mental discipline.


Charisma

Ah yes... Charisma.  A mental ability?  Am I serious?  Absolutely.  Physical attractiveness is not the end-all and be-all of Charisma.  In fact, I would strongly consider dissociating the two a great deal, though not completely altogether.  A "beautiful" person can have the Charisma of a stick, and an "ugly" person can rule an empire by sheer will.  This is, of course, extreme, and human (or demi-human) nature leads us to naturally perceive those with what be believe to be positive physical traits as more charismatic, so it has some place.

But much more so than that, Charisma is the couter-point to Wisdom.  Whereas the latter is about force of will focused inward on one's self, Charisma is about the ability to impose one's will on others, hence its inclusion as a "mental" ability.  Leadership, to be slightly cynical, is about getting people to do what you think they should be doing, or, in other words, manipulating them.  This is not necessarily a bad thing -- the Paladin may believe that she is showing people the True Path and helping them focus their energies.  Of course, the same ability can be used by the dark side to dominate or (mentally) oppress others.  In any case, the abilities come from some combination of physical appearance, force of personality, leadership skill, smooth talking, and apparent moral authority.

In game mechanics, Charisma is expressed in two ways: spell-like abilities and diplomacy.  For "spontaneous" arcane casters (Bards and Sorcerers), it is the ability to manifest one's force of will in physical form as a spell; for Clerics, Paladins, and the like, it has an effect on their power over the undead, and as a "force multiplier" to certain spells and abilities.  Even the Use Magic Device skill works in this first regard -- the Bard or Rogue manages to bend the item to their use by force of will.  Diplomatic skills, specifically, Bluff, Intimidate, Persuade, and Taunt, are impacted by Charisma, in terms of imposing your will on someone else.  

Charisma, from a role-playing standpoint, offers probably a wider set of options than Wisdom or intelligence do.  A middle-of-the-road Charisma could be a slick-talking attractive person who just has no leadership skills or could just as well be an excellent managerial type who faints at the thought of public speaking.


Mixing and Matching

From a character definition standpoint, what makes the three "mental" abilities even more interesting is how they work together to create a personality.  The stereotypical absent-minded professor (or Wizard) can be represented as having a high intelligence and a low wisdom -- with a high Charisma, perhaps he becomes a great mentor, with a low one, a stuttering recluse.

But in short, just bear in mind the traits (or variety of traits) associated with each skill, and mix and match them together to come up with one logical approach for the character.  Above all, just avoid the lazy stereotypes of high-INT = "know it all", high-WIS = "sage who speaks in cryptic riddles", and high-CHA = "Faldred in a tux".

Edit: typo fixes
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