The World of Layonara  Forums

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Zoogmunch

Pages: 1 ... 4 5 [6]
101
Layonara Server / Deity Relationships and RP'ing them
« on: September 14, 2007, 09:37:27 am »
Hi folks,
 
 It has come to my attention that a particular individual or two are totally and absolutely ignoring deity relationships in RP. It has been stated "because I don't know" or "because the character does not know". When you are a follower of a deity (especially as a champion, paladin, or cleric) you do know and you know it very well. The church would ensure you know this until it was ground in to your head and that is a mere fact. To say my character does not know when you are a follower of those types is wrong and wrong in all sorts of levels, it is also not acceptable in any sort of way. Deities will strike back and they will ensure those that are close to them and that represent them do as they request and desire or they will not give them the powers that are prayed for, that is also a mere fact. When you are a close follower of a deity (of those types; champion, paladin, cleric) you can not claim you do not "know" because you do and you would via the church. It is hard to represent/show that in an online game environment and that is why we have so much on the site about this topic, but as a close follower of a diety you are to go by the relationships as they are defined and RP in that manner.
 
 Please start playing deity relationships properly folks.
The following users thanked this post: Zoogmunch

102
Poetic License / Farros Galdor: Cursed Hymns of Unmaking
« on: April 27, 2007, 01:29:54 pm »
Fimbul winter, dawn of darkness
Blackened storm clouds streak the sky
Rage within us, flames grow higher
We march to war, hear our cry

When ere the leaves of the world tree's fallen
Skeletal limbs rattle with gusts of gloom
Kingdom in ruins, the tyrant lay rotting
March upon them, these days of doom

Towers swaying, god slaves praying
Across the fields the lamb shrieks, braying
Red dragon's rage from a shattered cage
Long were the days of kinsmen's slaying
The wells have all shattered and dried long ago
Long since hath been the light of day
Throne, crown and shield all lost and shattered
Here where the corpse of the world doth lay.

Despair
Oh tortured sullen peaks
Weep thy rage to the winds
Beware
Scaley wings of horror
At the gates where death and hell
All begin

Storm clouds snowing, darkness growing
Heretical hymns sung upon gusts of gloom
Without our savior, Bloodstone fallen
We die upon these dark days of doom

When ere the leaves of the world tree's fallen
Skeletal limbs rattle with gusts of gloom
Empire shattered, the tyrant lay rotting
March upon them, these days of doom
The following users thanked this post: Zoogmunch

103
Roleplaying / Leadership: An Opinion
« on: February 20, 2007, 11:18:34 am »
Well, I've found myself thinking of this lately, as I've been questing a lot and the issue has come up.  As I see little that specifically addresses this topic, I am putting it up with my ideas and opinions on the matter for respectful public discussion.

First:  It is my opinion that any large (and by large I mean 8 or more) quest benefits from leadership.  One person to keep things moving and speak for the party to the GM when necessary.  Less than 8 people is small enough to allow for fast communication, and leadership becomes nebulous then.  But when you have a party with a goal or set of goals, and lots of opinions, and lots of different skills sets, then one or two people to streamline things is very handy and prevents a lot of duplication and wasted time.

What do I think a leader is?  Well, it is NOT someone to make all the decisions of the party, or someone to try to do just about everything for the party.  A leader is not the center of attention.  A leader is the person who takes time to learn the names of all the party members, and what they can offer.  A leader listens to what each party member says; a leader puts things to a vote, while still imposing a meaningful time limit based on the situation.   A leader works with the strengths of the party members, and most importantly, a leader remembers that EVERY person in that group wants 15 minutes of fame, their moment in the spotlight.

With that in mind, here are suggestions based on my experience.

1)  Suggest the party choose a leader.  It never hurts.  Don't get mad if it's not you.

2)  If it is you, find out people's names, and what they do.  Find out who your sneakers are, your frontline weaponslingers, your spellcasters, your healers.  Right away you can judge who might be best to deal with different obstacles.

3)  Use them!  A crafty trap is presented?  Ask the roguey types to confer; engage the rest of the group in discussion about some other aspect of the challenge while the specialists do their job.  Trap is magical?  Call in the spellcasters!  It is my suggestion that all persons able to help with a problem are encouraged to do so; yes, the level 7 wizard in your party won't beat Lin'da in a spellcraft check, but it is his area too, and I've seen some lower level players who can think circles around higher levels.

4)  Listen to opinions.  Put things to a vote.  You are about to transverse an untamed area but the ranger does not want to hurt animals?  Ask the party if they agree.  Better the majority says "no way jose those critters are toast" than no one say anything and things just sort of...happen.  Then the ranger feels ignored and perhaps upset that he was not allowed to even try to sway opinion.  When time permits, fix on a plan with the group.

5)  Related to 4. is solicit opinions.  If someone seems to be along for the ride, ask them what they think. Perhaps they are shy?  Perhaps they are new?  Give them the chance to speak on issues before the group.

6)  Consider your situation.  Someone who has to take frequent AFKs to deal with household/work/marital/whatever situations won't be able to give the constant stream of text his or her attention.  If you think you will hold the group up, step down.  

7)  Very important; thank people.  By their name.  A sincere thank you to the fighter for doing some difficult strength checks against a stuck door, or lifting the deceased party member and carrying him for miles, does wonders.

8 )  Lastly, know your own limitations.  You may not be the leader all the time, or you may want to share that with others to keep from burning out or to spread the love.  Example:  Recently a round table discussion was held regarding a quest and directions the party could take.  One party member, Daniel, took the reins and started taking names and calling on people in order, then letting some discussion happen before calling on the next person.  Before he did this, discussion was commencing but people who were being polite and *raising thier hand* were being ignored.  Once the flow was established, he handed the leadership of the discussion to Honora, who kept the flow going until decisions were made.  Two people, one initiating, and a positive final outcome aided by it.

Another example:  Honora has lead this particular quest before.  When she lead, however, it was internally only.  A half-orc with fangs is not the best choice to be spokesperson to that lovely sea elf cleric, or the nobility with information needed to continue.  As far as leadership goes, she was internal only, to those who knew her and looked beyond her exterior.  Leadership will shift when different situations come up.  Relinquish control, and enjoy the RP.

This has been a bit wordy but I hope I have sparked some food for debate and thought.  Your opinions?
The following users thanked this post: Zoogmunch

Pages: 1 ... 4 5 [6]

anything