Bonebag: Like, a fantasy character that casts magic might aspire to joining a wizards guild/college, or an epic character wanting to slay a dragon.
Nuclear_Dingoz: I rarely write them... cause I like to reveal the backstory during the rest of the story. When you meet someone Irl you don't know thier whole life story the first time you meet. It's always there, the backstory but i'd rather show than tell.
Ben: Love is one of the most common driving forces we know.
PenGryphon2007: I'd say if you have a couchpotato who lounges on the couch and doesn't do anything, it doesn't matter how much personality you put into him, he's not going to do anything! Unless you have someone suddenly take his couch--now he has to react and thus his personality comes out. (And I just gave myself a character idea)
Loki: Oh, I'm not saying write them out, but you should know them before you start playing your character
The_Ross: Jane means you should literally be able to "feel" a character. In other words, characters should be as huggable as possible.
Loki: LOL Pen
woodlands: I tend to have a backstory written for my own reference to refer to, then reveal it in little tidbits to whoever I'm roleplaying with.
Kim: Does having a big aspiration but a normal powerset add to the challenge of playing the character? Is that fun or is it discouraging?
Loki: What woodlands said
Ben: Not necesarily in a romantic sense either, a love of proffession, a love of country... Love of country has caused some of the most damaging wars we know of. But it's a simple feeling.
The_Ross: Pen just described the premise of Dan Vs.
GrandFinale: Hopefully not feel them in the other way, though.
Bonebag: To me it's fun. It allows you to try and better yourself/your character, even if you don't achieve that big goal you were shooting for.
Earendill: Of course Kim! After all, it's what us every day humans do and boy can life be interesting!
woodlands: Fun Although if it takes years to get to a goal, it can become difficult to keep going depending on who you are roleplaying with, if they stick around etc.
SeraphicStar: We all have goals, and in live we try to achieve them, and to achieve them we act in a certain way and do things.
Likewise, characters with ambitions make stuff happen in their way to fulfill them.
Jane: When I make a character, and it does not matter if the character is 'normal' or not. I start to ponder about their past. Their motivations, and what drives them foward. What they like, and dislike ... little details that make a character come to life for me (meaning, I can 'feel' it).
SeraphicStar: *in life
woodlands: Ditto, Jane.
Loki: Kim, can you make your questions bold or bigger? They're kinda blending into the chat for me
Rubix: It does Kim, because you have a very limited way to achieve those aspirations. Though I'm sure there are many who would disagree, for me it's the level of difficulty that makes these characters appealing to me.
Loki: That's typically how I build mine too Jane
Earendill: I agree with Rubix. I love characters that pose a challenge to play.
PenGryphon2007: Big aspiration and normal powerset is even more fun to RP, I find. Because you have physical limitations to work around and with. Which forces your characters to grow and change and develop.
Kim: Loki: I try to do big text for major prompts, right now I'm sorta stirring the pot. I'll try to make them bold from now on, though!
woodlands: I love storylines/goals that take months, and more, to come to full fruition.
Jane: Like, .. I have a rather intimidating character. But if you get to know her better she is not as she seems. And she snores and drools in her sleep.
PenGryphon2007: *physical and psychological
Loki: Thanks Kim!
Bonebag: Long-term can be fun, but it can be very hard to keep it from losing inertia at times.
Kim: Some of these answers are making me wonder...
Can realism add to the escapism of a game?
woodlands: I'd saying that depends on the setting and who you interact with, really. It's why I might have a big plot for a character,but then have smaller ones going on too.
Rubix: Any rp will have slow points Bones. :
Earendill: That's why you sometimes need to "stir the pot" like Kim does with our chats, Bone
Rubix: Yes Kim it can, especially depending on what you're escaping from.
Loki: I think realism makes it more easy to relate to, give it that hook that draws you in
Ben: We've been using escapist mediums to address issues in our every day lives since the dawn of our history.
woodlands: To answer the question; Yes. The majority of my characters balance realism with fantasy. Even fantasy stories often have some levels of realism inthem, even if there are candy-dragons and dust-bunnies wandering around.
Jane: Yes, not a realistic canon, but maybe realistic emotional/psychological reactions of the characters. Or gravitation, healing ..
Nuclear_Dingoz: Of course, it makes you connect to the characters more, even in an outrageous setting.. the realism can keep you there.
Degu: I'd say it does. The more realistic something is the more believable it is. It's just a matter of preference how realistic you like it.
Bonebag: I'm not talking about slow points, what I meant was that sometimes people will just stop showing up or the plot is just right wretched. Stuff like that.
Kim: I believe it can, depending on the setting. For example, more balanced fantasy characters are always my favorite because I can just let myself run wild (within reasonable limits) and do things that I WANT to do instead of doing things that are 'expected' of me in a certain setting.
GrandFinale: Sometimes it can be bad, though. Say you've had a traumatic day of dreadful horribleness on a nearly cosmic scale, and you decide to RP some to help get your mind off things. Then you end up playing with a realistic character with traits that gets a bit close to home and sends your mind right back to the day's experiences.
Kim: It sounds like people think that even the most outrageous of characters need something "normal" about them to make it possible to connect with them, even if the connection is a burning hatred?
Ben: Yes!
Copper_Dragon: ... Yes, Kim. Yes.
Kim: Bonebag: I think people will stop showing up for shorter term stuff if it's "right wretched" as well!
Loki: Yes You need a hook, definitely
Rubix: I'd say yes, you want at least one familiar aspect to your characters.
Kim: Finale: You don't think that unrealistic characters can trigger bad memories, too?
Earendill: Burning hatred is a very strong connection too
Bonebag: If you can't connect to a character, it becomes progressively more and more not-fun to play/play with. If you can establish a connection with a character, you can form an emotional attachment. If you emotionally connect, you'll start looking forward to playing with them/it.
Jane: Bad memories?
GrandFinale: Really, anything can.
Kim: So how much "odd" can a "normal" character pack in and still be normal? Do you know anyone in real life who is totally and completely average? How far do people deviate and still remain believable people?
woodlands: I agree. I have made some characters in the past that, sadly, due to being pretty unrealistic so far as say, species or abilities might go, it makes them incapable of being interacted with on a mundane level. Like my second longest ongoing, a lich Unmaker, who has the ability to 'unravel' magic. But because he is so detached and inhuman/not normal due to what he has experienced and done, I simply would never consider roleplaying him with pretty much, well, everyone. Some measure of connection, of relating to them or relating to their experiences, is needed.
Jane: I think if you try to make your character halfway realistic (psyche), and have a good explanation for his/her aspects there is much you can do with a normal character.
woodlands: I know a few who come close to what I'd consider average in real life.
Jane: I think I do not know .. one average person irl
Earendill: I don't believe you can empirically describe that, Kim. It's mostly a matter of peer review what can still be considered normal.
Bonebag: Woodlands: Exactly.
Kim: In real life, everyone can be average and unique at the exact same time. For example, I KNOW there is NO ONE ELSE like me on the planet, yet I can go grab pizza with the guys and see other people behaving and joking around just like me. For the first bit, I think it depends on the person playing the character.
Eyadi: I enjoy playing relatively mundane characters... at least in terms of their abilities/physical attributes. To me its much more fun to make them psychologically interesting
z0mb13k1ng: Hello!
Rubix: Kim, the way I see it is even the most normal of characters will develop odd traits over time given their setting. I have a human character, who was normal as can be. He's a writer, and very gifted at it but has several serious issues. As time wears on he's become more accustomed to non-normal and he's starting to adapt/adjust to those things. It makes him a bit "odd" but then again when you're a human thrown into a wormhole you're going to be a lil nutty.
The_Ross: None of us are nearly as interesting or as unique as we believe ourselves to be.
The_Ross: We're all average.
Jane: It depends on how good you know them. An average person you get to know, maybe be super freaky.
professor_cuttlefish: That's quite depressing lol
Kim: Hello chat newcomers! We were just discussing how far real people deviate from the "norm", and how to draw from that spectrum to craft normal and yet unique characters.
Bonebag: </3
woodlands: Normal on the outside, hinky on the inside?
Jane: I think, the more you get to know of a person ... the more unique he/she becomes. ... IRL and as a character
Rubix: Love it Woodlands.
The_Ross: No, through and through.
z0mb13k1ng: Aaaaahhhhhhh fascinating!
professor_cuttlefish: I agree with Jane. The better you know someone, the more comfortable they are just being themselves.
Bonebag: While I believe you are correct, Ross, I voluntarily choose to think that everyone has a unique little quirk about them. It helps me cope with reality.
Jane: yep, I agree. And the more comfortable, the more they show.
Kim: Rubix: Do you think a normal human having an extreme reaction to an extreme circumstance is really that hinky?
woodlands: No two people are exactly the same, even if they are both defined as 'average'. We will always, as individuals, have our differences, be it in action, thought, hobby and so on.
GrandFinale: ...yeargh. This is moving away from my area of expertise. I'll leave you guys to it, then.
Jane: thoughts are what make us unique
The_Ross: Most people's unique little quirks are shared by at least a hundred million other people.
woodlands: Yup, Jane
woodlands: But not in the exact same combination.
Rubix: No not at all, but I very much love hinky characters. Besides Calvin's an odd ball anyway, he's lived in the setting his whole life just decided to "ignore" the supernatural things around him.
Loki: Maybe not him, but to another 'normal' person that he might be talking to he is now 'odd' because he's talking about 'wormholes'
Jane: yep woodlands
professor_cuttlefish: Even if two people have nearly identical interests, the odds of one person knowing both are quite rare.
Bonebag: Stay and educate yourself, GF :0
Kim: Ross: Does that mean that we shouldn't bother to try to make interesting characters? Or are those hundred million people still capable of being entertaining and engagement-worthy?
The_Ross: Not at all. "Unique" doesn't have any positive or negative connotations. We don't have to be special snowflakes to be worth talking to.
Bonebag: As long as something/someone is special to me, that's all that matters.
Degu: Perhaps the way people who share quirks react or cope with their personal quirks is a factor though? It's a more complex branch than quirk = behaviour.
Kim: Actually, that's a good point Bonebag. Perhaps when we design a character, we should aim to make them capable of being special to at least someone, instead of to everyone?
Jane: we shouldnt make them special for anyone but ourself.
woodlands: I'd say somewhat, Kim. I rarely make characters to pair them up with anyone. If it happens it happens but, it is never intentional.
The_Ross: That way, no one will ever want to interact with them.
Bonebag: That's a rather broad question, Kim. To some, being accepted/praised by many is more important than being important to themselves or a select few.
Jane: *ourselves? .. I think I need coffee
Kim: Jane: What do you mean by that? You don't think you should think about other people when designing a character to be played with a group?
woodlands: If they can end up relating to people, then it is purely by what has developed throuh roleplay.
woodlands: *through
Bonebag: I somehow misread that as:
"If they can end up relating to people, that's the worst outcome possible."
Rubix: I think that all characters are special in their own way, the player will make them special to them and hopefully someone else will notice that specialness and fall for it just like the player does.
Kim: Woodlands: I didn't really mean designing a character with a pairing already in mind. Sorry, I wasn't very clear. I just meant with enough details that someone would find them special, instead of trying to heap in so many things that we hope *everyone* will see them as special.
Kim: Is it important to encourage new players to take on "normal" characters at first? If so, why?
Jane: No, Kim. When I create a character for roleplay I mostly do what I would enjoy to roleplay, and .. what I know that would give good stuff for storylines or plots. But I never ponder with whom my character could roleplay.
Bonebag: I think it's more important to appeal to YOU than YOUR FRIENDS.
woodlands: Ditto, Jane and Bonebag.
Degu: I don't personally think you should create a character based on how you want to interact, or to be special, but you can easily give them potential to be special among a group by making a well rounded character that you'll enjoy playing.
Jane: I think for new players it is good if they start with a character that is not packed full with flaws, or dramatic backstories .. and have them develop the character through roleplay ... normal or not.
Earendill: I think it's important to let them play what comes most natural to them, within the bounds of the continuity.
The_Ross: Yes, we should, because nobody wants to rp with another werewolf angel.
GrandFinale: Back because this finally got my interest again, and Kim...GOD, NO. That's just trying to force someone to do what others want.
Loki: I did the crazy magical thing first when I started, I don't think it really matters which side you decide to play first. Just a personal preference
Rubix: I think it's important to encourage new players to take on anything, if there is something they're adamant and passionate about they should be encouraged to explore it.
Ben: We often do this in the community I manage. We encourage them to tone down their character abilities and powers until they're familiar enough with the setting that they don't need to be heavily moderated in order to fit in.
Bonebag: No, I think they should do the exact opposite. They should start out with power-play characters or characters that god-mod. That will show them exactly WHAT NOT to do. That's how I learned, and that path showed me show much in terms of character evolution and creation, it's hard for me to see it any other way.
woodlands: I think that with new players to a continuity, 'normal' is *recommended* depending on the strictness of the setting, but more difficult characters can be taken on with occasional guidance. But that's in the context of a strict setting. Basically what Ben said.
Nuclear_Dingoz: i have work now.. so ill read back on this later
Jane: I agree with Ben.
woodlands: Take care Nuclear!
Degu: "Don't leap before you can run" perhaps? I believe that's the right phrase.
Bonebag: YOU'LL ALWAYS BE IN MY HEART, DINGO.
The_Ross: Bones, that'll only work if there are people around to explain how and why their characters are terrible.
The_Ross: Most people are just going to click the "X" and look for a character that doesn't suck.
professor_cuttlefish: But what if they don't realize that they're doing it wrong? What if they honestly believe that power playing and magic-ifying their characters is the right way to go?
The_Ross: It's a good idea in theory, though.
Jane: Well, they should be able to roleplay what they enjoy. But a helpful explanation why "too much" is ... "too much" is never wrong, I guess.
Rubix: There is no right and wrong, only write.
GrandFinale: Aside from my last reply, I'm just gonna stalk unless something big comes along here again.
Bonebag: Ross, you are precisely correct. It works in a bigger community, but if you RP with friends who are the same way, there is a high possibility of retrogression.
professor_cuttlefish: Because the creator might be having fun and assume everyone else is having fun without realizing how over the top the character is.
Kim: Wow, that question got a HUGE range of reactions!
Jane: Well, mostly people realize that something is wrong when they get nobody to roleplay with them.
Bonebag: Cuttlefish: Yes, yes exactly.
Bonebag: Jane: But what if they've been taught 'wrong' things as 'the correct thing to do'?
Jane: they will ask for help
The_Ross: Then unteach them.
Ben: Games with no rules are no fun. I don't care how individual someone wants to be, if the only way they have of expressing their individuality is by making a ridiculously OP character, then they're more boring than the mundane.
The_Ross: Forcibly.
Jane: or play around with their chars.
Loki: I don't think that we can really consider anything 'wrong' Some people enjoy playing with werewolf angels. Some people don't. We all start somewhere and figure out what we like as we grow as writers and rp'ers
Bonebag: I do enjoy me some force - but it depends on the magnitude of the force.
professor_cuttlefish: I apologize for delayed replies... I have horrible internet connection.
Kim: I'm interested in this trend: In every other chat we've had here, people have been incredibly big on being responsible toward other players and making sure other people are having fun, too. Today, I haven't heard that yet. I've only heard that people should make characters that interest them, and not worry about whether that pleases others. So I'm asking:
Does a player's responsibility toward others kick in AFTER character creation? Or do they need to be thinking about how their creation decisions will affect others the first time they pick up their virtual pen? How are the two related?
Force Magnitude (played by The_Ross): lol.
Kim: That's okay professor_cuttlefish! We're all a little behind, the chat is crazy busy.
Rubix: I guess I'm a bit different. I'd rather encourage a newbie to dive in, with something they are proud of than rip them to shreds for it. If someone notices something off about a character perhaps overpowered etc. then a friendly conversation can be had. But I would never tell them they're wrong. It is THEIR character, they'll make and play them as they see fit. Who am I to tell them they are wrong for making a whosit-whatsit?
Oaky: The party has arrived.
Ben: The thing about roleplay is that everyone is taking part as a writer AND audience member. A player's responsibility kicks in the moment they begin character creation.
Jane: I created my character, pondering what I want in roleplay. What interactions interest me to roleplay out and keeps my interest so I can offer others long-term rp. --- The scenes or plots of my roleplay are based ON the other characters involved (mostly more than on myself).
The_Ross: We should always be thinking about other people whenever we make any decision. That's called being human.
woodlands: I'd say both. Create for yourself but, at the same time, perhaps bear in mind the question 'Is this roleplayabale?', 'Will I get roleplay with this?'etc. But, make it for yourself as well.
Loki: I think it's more after. If you are only trying to make things you think other people will like, that saps some of the fun of out it
Earendill: You have some responsibility. The character has to be acceptable within the canon (as decided by mods/owners/etc). Apart from that, it's best to RP what you feel comfortable with. If no one wants to RP with you because of that, maybe you just need another continuity.
professor_cuttlefish: Definitely DURING.
Loki: Hey Oaky
TornBySanity: Your characters are made for YOUR benefit unless you previously have an agreement with another player that you'll make a character to their specifications. Role players are first and foremost creative writers who develop ideas and this is our outlet.
Loki: What Earendill said
woodlands: Sorry for mis-spellings, my keyboard's keys are being a bit stiff at the moment.
Jane: Everybody makes a char that suits them, and then if those players want to roleplay together they will work on a plot that suits both.
professor_cuttlefish: If you form an opinion about this character before thinking about how he or she is going to fit into the overall story, it is going to be near impossible to change your mind about them later.
Copper_Dragon: