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CLOSED COMMUNITY
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Hello there, you are likely here looking for a Roleplaying Community, however World of Anestoril has been discontinued as of 11/1/15, and now only exists to depict a few templates and RP Education Posts for Roleplayers that might actually want to make use of them.

The Owner (Me) can be contacted via Hangouts at any time, but please know a few things:

- The Owner is no longer an active Google+ user, requests for edits/approvals/accepting into the community will likely not be done.

- The Owner will provide basic coaching and some conversation if someone's interested, you must however contact him on Hangouts.

- If for some reason you are unable to contact him via Hangouts, he can also be reached via Skype. If you wish to get his Skype information, feel free to do a private post via Google+ to the Owner, and they will provide you the contact information then and there.

Thank you.

- M

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Advanced G+ Roleplaying: Change Is Good, Controlled Change is Great

((Another good while since I made another one of these; this one should be a very powerful article; feel free to share it with anyone who needs help applying some changes to their characters.))

For there to be Order in the world, Chaos must exist; that is not to say that Chaos itself is the Root of all Evil, far from it by all accounts. It is through Chaos that new lengths and opportunities can be reached, to which new Order can be created. Without Chaos, Order would stagnate; this would bring Monotony to a world not designed for such.

DISCLAIMER: All Advanced Roleplaying Topics are strongly opinionated articles that will likely offend readers and/or even depict some adult-themed behavior and terminology, if you are faint of heart or are easily offended, consider yourself warned and do not continue reading this article.

When you begin Roleplaying and eventually reach a stride with the character you have created, you will likely be inspired during your experience to eventually want to make changes to your character in some way; this is a good thing, as it shows that you are in fact putting so much effort behind your character that you want the character to become more than something than what they originally started as. In Roleplaying, this is a form of Character Development that takes a lot of thought to put into; changing your character can be a great thing to add a new element to them, however a poorly made change can sink even the most well-designed character.

When you decide you want to make a change to your character, you should ask yourself a series of questions to help weed out potentially bad changes that might harm your character in the long run:

- Will I be changing any of my character's core elements, such as their strength, intelligence, or overall appearance?: This is a pretty obvious question, but one that should be approached with care; think about it, if you suddenly change something rather major about your character, it is going to need a great deal of explanation on how it came about. For performance changes, such as a character's skill or even their physical power can be explained over a period of time of a character having practiced, or if you prefer to go down more comic-book route, you can even explain some sort of dramatic accident or experiment that would have affected your character.

(Note: When determining if a core element is going to be changed, it is good to have references to add support to the change you are applying; if you have already been in a number of Roleplays that would have depicted this, referencing those can present a stronger case to your character being taken more seriously. This does not mean that other characters "know" that your own has been through those experiences, but it can show the person behind their character that this character has actually had development occur, making it less of a "black box" approach to your character.)

- How much of an impact will this change have on my character?: While the change itself is already a significant thing, the very weight of the change itself can be quite impacting as well. If you are going to apply the change, you need to be able to foresee how the change will affect your character and those that they interact with from the point you make the change going forward. It can seem appealing to apply a change you desperately want for your character, but it can come off as being indecisive or too "moddy" to make sudden, drastic changes that would completely flip what people have already experienced with your character. While it is easier to make multiple changes on a new character, you can indeed make changes on an existing character, however they must be gradual rather than instant; usually driven by the character's past experiences rather than a "just because" reasoning.

_(Note: If you're planning on a big change with a character, or doing something that would completely overhaul them, you might find it easier to make a different "version" of the character instead. If you do this, you'll want to specify that in the new character profile you make;

- What's the best time for me to apply the change to the character?: Make sure you've answered the previous changes before you come to this one, as both of them will be required before you can really answer as to when you'd want to apply a change; larger changes that affect a character's major attributes will take a lot of explaining and preparation to put into place, so it's advised to build up a storyline that would lead to the eventual change rather than just immediately putting it into the character. That said, if it's something that would make more sense that your character would gain as a result of something they've done already, or have been practicing to get, then you can likely explain it in a quicker method such as it being something new that your character learned through hard work and dedication. It's usually good to go by the following scale:
Historical/Lore Change: These would include additions to the character's story and background; most of the time these types of changes can be made immediately without much mechanical change to the character overall, however if a large amount of the character's background is changed, or something new has come to light that would open up changes the character otherwise would not have had previously, that would become a different type of change. Historical/Lore Changes usually are made as corrections or clarifications to a character bio and/or backstory, usually made in a way that is harmless to the character's experiences already. Be careful when making these quick changes, as any that would otherwise affect things your character has already participated in would be considered Retconning, which is disliked in most Roleplaying environments.
Skill/Ability Change: These would include powers/stats/effects/abilities that your character has available to them; making changes to these can affect the playability and balance of your character, which if affected too drastically can really overpower or underpower a character depending on the environment you are Roleplaying in. If your community has a system for moderating character stats, skills, abilities and the like, you might want to refer to it so as not to violate the community's rules. If not, you will want to take care into how you add, remove, and modify these. It's not uncommon for a character to progressively become more experienced over time and use, however it's very uncommon for a character that's hardly used to suddenly become more experienced than even the most powerful character in the community. As a rule of thumb, the more that you add as a Skill/Ability Change, the more elements relating to them you will have to explain. If a character has become stronger and learned new abilities for example, an explanation of how the character ventured out to a far-off warrior village to practice in their military discipline and become more honed and trained may be the start of a good explanation.
Aesthetic or Personality Change: It's one thing to change your stats and skills, it's another entirely for a character's overall appearance or personality to suddenly shift; if you are planning to change a character in this manner, the impact of the change will have to balance with what caused the change in the first place. For appearances, this can be a bit easier to change since appearances can change from day to day; however, if the change in appearance is more permanent, then there may be something more drastic that has to be explained. For example, if a character at one point has an attractive, non-blemished face at one point, then at another they now have multiple scars and a slightly cut nose, it may be necessary to explain how that happened. As far as a Personality goes, Personalities are much more difficult to change, as they affect a character's belief and morals, which can be difficult to change; it wouldn't make much sense for a peppy young adventurer to suddenly become a reclusive farmer that doesn't want to talk to anyone. If a character's personality is going to change, there should be factors that contribute to the character making that personality change. Using the peppy adventurer example, perhaps on their first adventure, they witnessed their best friend get horribly slain by a group of monsters; while they managed to survive and win, the thought of going out on such an excursion again likely terrifies them and now they shy away from society because of it.

Hopefully these steps can help you all apply new, gradual changes to your already established characters; it can be a rewarding feeling to have a character that is able to continue through multiple adventures and become the subject of a series of tales and Roleplays, rather than having to make new characters every time.

- M

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Advanced G+ Roleplaying: You vs. "Roleplay You."

All the world's a stage, and all the men and women merely players; they have their exits and their entrances, and one man in his time plays many parts. - William Shakespeare

DISCLAIMER: All Advanced Roleplaying Topics are strongly opinionated articles that will likely offend readers and/or even depict some adult-themed behavior and terminology, if you are faint of heart or are easily offended, consider yourself warned and do not continue reading this article.

One of the most common things asked to veteran Roleplayers is how they are able to assume different personalities (As some would refer to it, wear different faces) when Roleplaying; as difficult as this may be to comprehend, it is actually just as they are asked...that they literally "become" a different person, taking on that role for the time they are Roleplaying. What surprises many Roleplayers that already do this, is that this is actually the root concept of Roleplaying in the first place, "To assume a Role to Play as."

There is a difference when it comes to comparing the "Roleplay version" of someone as opposed to who they "actually" are; in some cases, you may not see much of a difference between the two, whereas in others, you may see a drastic change between the two and must either learn to understand that difference, or if you can't, to distance yourself from it so that it doesn't become a problem in the long run.

Below are a few things to take into account on both sides of the spectrum:

You

If you're going to Roleplay, be welcoming Out-of-Character: While you may enjoy the thrill and excitement of Roleplaying, if your own personality is something left to be desired, don't expect people to really treat you with much respect. Your Roleplaying skill may be something admirable, but if you yourself come off as an unapproachable, egotistical jack-off that people would rather avoid in actual conversation than associate with, you're going to have a hard time keeping people with you for the long haul. People are not willing to stay with someone who has little social skills, especially if they're also looking for constructive criticism or even just a friend to talk to. (Trust me, this is something even I have trouble with.)

Be open/honest in reality, leave the dirty tricks to the characters.: It is easier to dismiss dishonesty and mean "acting" as opposed to having to finding a way to remove the stigma of being dishonest and untrustworthy. Understand that as a Roleplayer, you want players to react to your CHARACTERS in those times when you pull things on them in Roleplays; you don't want players to react to YOU in those times, because that breeds further mistrust and eventual degradation of your ability to Roleplay with them. Furthermore, word of this will begin to spread amongst other Roleplayers, and will in fact begin to ruin your reputation as a Roleplayer on the "personal" end of it.

Roleplay You

Understand what is In-Character, and what isn't: This is important to know, as many people have the issue of not being able to discern what's in-character and what's out-of-character. Failing to discern both sides of the spectrum can spell disaster for a Roleplayer regardless of their in-character or out-of-character personality. If someone is determined unable to keep both sides of Roleplaying apart from one another, it makes it significantly harder to provide them stories or plots that they would be comfortable in.

Character emotions/relations remain with the character, not you.: This is very important; as the more characters you take on as a Roleplayer and more roles you put yourself in open the doors for more types of emotion and such to actually become exposed to you. You must learn to keep track of your character's relations and emotions towards specific characters, and make sure as well they do not bleed into one another; further, you should be mindful that the same emotions do not bleed over into your OWN emotions. This can feed into the whole issue of not being able to keep in-character apart from out-of-character, and should be avoided. (This is another situation even I have problems with.)

There are obviously more situations this can relate to, though these examples should provide you with a better understanding that who you are personally, and who you are as a Roleplayer, should both be viewed as separate entities; that said, you should strive to make sure both maintain a good standing with those you plan to Roleplay with.
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Advanced G+ Roleplaying: What/What Not To Ask For In a Roleplay

((Been a while since I wrote one of these, huh?))

There's a way you ask for things, and then there's a way not to. For example, when you say you want a hug from someone, you ask them nicely, in a way that will encourage them to honor your request. If you ask them bluntly, where it sometimes might come off as rude, then they likely will not honor your request; in fact, many will likely never honor such a request asked like that.

DISCLAIMER: All Advanced Roleplaying Topics are strongly opinionated articles that will likely offend readers and/or even depict some adult-themed behavior and terminology, if you are faint of heart or are easily offended, consider yourself warned and do not continue reading this article.

Whether it's in Google+, or even in other messaging/forum/communication systems where you plan to write your Roleplaying experience, there will always be specific "requirements" or "preferences" that you will want people to abide by when you are attempting to Roleplay with others. That's all good and dandy, but how much is too much? There are times when a Roleplayer will end up "phasing out" every single other Roleplayer because either their expectations are too high, or they've added so many stipulations into their Roleplay that it no longer becomes enjoyable. There are a few examples here to list, as well as an example of what is good and what is bad about them:

- (Open/Closed): This denotes a Roleplay that is open for anyone to join, or is closed to people to join, either for reasons of reference, or the Roleplay is reserved for someone. This notification is great to use to notify people if you're seeking people to Roleplay with, or if you're posting a reshare/repost for someone in particular if it's closed.
Why it's Good: This permits others to see whether they can join the Roleplay or not. Good practice is to keep this notation at the top of your Roleplay, that way people will know this, as well as any prerequisites you have for the Roleplay.
Why it's Bad: If it doesn't have any specifications near it, such as what you want in the Roleplay, or who you're Roleplaying with, it can confuse or annoy people. Lack of information on how to join the Roleplay if it's open can throw people off, and lack of notifying who's part of the Roleplay (For example, no tag) can confuse your intended audience.
Additional Advice: Keep this at the top of your list of prerequisites at all times, this helps people know if they can join or not. If you plan on keeping it limited, notify who's allowed to join through a tag.

- (Line Minimum Of...): This prerequisite notifies people that you will only Roleplay with people whom are willing to type up to a specific amount of "lines" in a Roleplay. This is a common prerequisite by so-called "elite roleplayers" and frankly tends to work against them rather than for them. If this absolutely has to be enforced, make sure it's understood that not everybody has the same sort of resolution or monitor that you do, and 10 lines for one person may be 7 lines for another.
Why it's Good: You essentially are dissuading text-talk Roleplayers from joining your Roleplay, and 'in a way" inviting descriptive Roleplayers into your Roleplay.
Why it's Bad: You are instilling a faulty method of keeping someone descriptive, even in situations where a ridiculously long response would be unnecessary. (For example, it does not take 15+ lines of text to explain how a character eats a bagel.)
Additional Advice: Personally, I find "number of lines" enforcement to be absolutely ridiculous; there are times when a Roleplayer isn't going to be able to fit 15 lines of text into a response where at most, 5 or 6 will do. Part of Roleplaying is to allow people to be able to freely express themselves, if you attempt to make them write more than what is within their comfort zone, YOU ARE NOT HELPING THIS PERSON ROLEPLAY, you are in fact intimidating them to a point of avoiding it.

- (No text-talk, l33t speak, or emojis. Have good grammar.): Simply put, you are asking people not to use short-hand writing methods to respond to the Roleplay. Things like (OMG, LOL, or abbreviated text like "asl" or "hru") There are a few exceptions, such as proper abbreviations. (Abbreviated states, titles, and so on.)
Why it's Good: This makes the Roleplay a lot more immersive, it removes doubt and confusion where abbreviations or "emoji" faces would confuse one of the parties in a Roleplay.
Why it's Bad: It restricts a few individuals from being able to Roleplay with you that might use emojis as a means to show character emotions, as opposed to describing them.
Additional Advice: I actually prefer the use of this one in unknown communities where people might try to address your Roleplay as if they were speaking to you as an individual. In a more well-established community, this may not even be necessary. (One thing to keep in mind though, don't ask for good grammar if you yourself can't do it; asking for it, and not practicing it yourself will make you look like a hypocrite.)

- (Please respond to what I wrote...what obscure question...so I know you read the whole thing.) This is the absolute silliest prerequisite I've EVER seen, this essentially asks someone to play school student and hunt down the answer to a series of questions that were littered in an area of the writer's choosing.
Why it's Good: It does require a potential partner to read through the entire writing done for the possible RP.
Why it's Bad: Depending on the questions asked, this can really annoy potential partners to the point where they just aren't going to be interested AT ALL. They came to Roleplay, not play 20 Questions. Many "elite roleplayers" think they're being slick by asking these questions, they're not, all they're doing is weeding out people inadvertently to the point of just not Roleplaying with them at all.
Additional Advice: Do not use this trick all it does is annoy players and hardly works to sort out people that it was meant to; any monkey can find the answer to the list of questions, and still come off at the end to be a bad Roleplayer. You will only end up burdening yourself with taking an extra step that you absolutely didn't have to.

These are but a few of the prerequisites I've seen used in Roleplaying these days, and it baffles me as to why some of them are used...that said, it also makes sense as to why some of them are used. Be mindful on what you decide to use to encourage people to Roleplay with you, some of the techniques you may try can actually drive people away, or worse...attract the wrong type of people.
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Top 10 Things that outright piss me off about current generation Roleplaying:

Opinions are welcome, seriously, I want people to argue with me on this list.

10: Lack of Character Detail: I've submitted to the fact that "one template to rule them all" is never going to happen, no matter how detailed the template or how much people agree or disagree with it. I tried myself to make a template that would cover all the bases of a character regardless of what genre of Roleplaying they were involved in. Ultimately, when it comes to Character Detail, the more detail you give the better, and anything that you pull out of your ass to try and add to the profile AFTER IT'S BEEN CREATED is subject to criticism. If all the sudden a character that's 10-years-old is pulling out some sort of Armageddon move that they never had in the first place...I have a problem with that, and I'm sure everyone else does as well. If you intend to have an ability, state that you have it in your profile, and make sure you're following your community's rules...no one likes a God Mode character, as much as you may all hate me repeating that like some broken record.

9: Failing to Speak Up with Issues: If you have a problem in a Roleplay, brooding about it behind peoples' backs is NOT the proper response! Sure you may not offend anyone by bottling it up or by venting it to people unrelated to the Roleplay, but if you don't address it with the person who is causing the stress you're experiencing, it's never going to get any better! Stop being a coward, speak your mind to them (Preferrably off the RP scenario, such as in another post) and resolve it, otherwise you're just letting an open wound stay open and get worse.

8: Reference Roleplaying: This seems to be the new norm for Roleplayers these days that want to say they did the research for their "abilities" and "skills" but didn't actually do more than just copy and paste it from some resource they found on the internet. Come on folks...what happened to making your characters stand out a bit more often? I find it more stimulating to see another player describe what ability they're going to use rather than just type out something like " Uses Sword Spin " which doesn't give me much to go on when I am attempting to respond. Reference Roleplaying is lazy as hell, and it does absolutely nothing for character development.

7: Cut and Paste Roleplaying: This irritates me so much, and to any experienced Roleplayer this is likely a pet peeve as well...when you see the same god-damn response being used comment after comment, it's as if the player doesn't have anything else to say or do! Seriously, if you were visualizing a character constantly doing the same action one minute after another...would you think the character was actually interesting? Put any sort of action as something repeatable every minute...tell me that's not annoying? I'd get sick of seeing 30 comments of " Moans " in a sex-RP after a while...why should one player have to be doing all of the work to make the Roleplay more enjoyable?

6:Bad Grammar / Unable to Understand: This is probably going to sound insulting to some of you, but at this point I really do not care. If you are going to Roleplay, I do not expect your responses to be with perfect grammar or punctuation...but I DO expect them to be understandable. I find it hilarious how much people seem to think grammar is not a big deal in Roleplaying, it actually very much is, especially if there are multiple characters involved. If you just type a response you are making to one character, and don't indicate who you were speaking to when there are four or five other players around, anyone could respond to it in their own way. Furthermore, if you can't explain how something is going to be described, or you are unable to spell it, try explaining it in a way that makes sense, or even ask outside of the Roleplay how to describe it.

5: Failing to Separate Player from Character: For new players, I do not expect this to be easy to understand, however for experienced players I would expect this to be second nature...you as a player are separate from the character you are playing, that means that actions you do as your character and actions done to them are not done personally to you as a player, they are done with the character in mind. An example would be if you are playing a murderer, then suddenly another player decides to attack and kill your character...you might be inclined to hate that player because they attacked you for no reason; however, that player attacked and killed your character because of your character's reputation, not you personally. Learning to separate yourself from your characters can make Roleplaying a lot more enjoyable, but failing to do so and attempting to associate yourself with your character will only lead to you becoming more frustrated and angry when your character falls under hard times.

4: Excessive Out-Of-Character Activity: Okay, this one should be common sense...if you're Roleplaying, you would want to keep Out-Of-Character responses to a minimum so that you can preserve the actual Roleplaying going on, rather than have it turn into just the players talking to each other. When a conversation turns to virtually nothing but Out-Of-Character responses, it ceases to be a Roleplay anymore. If you HAVE to talk Out-Of-Character this much, why not start a new post, or heaven forbid, use Hangouts or something? It's really not that hard to take your conversation that has nothing to do with the Roleplay out of the actual Roleplaying post...

3: Short Responses / Non-Committal Roleplaying: Oh, these bother me to no end...those who participate in a Roleplay, but only give 2-3 word replies. This is a pet peeve of mine, and likely for me was derived due to me having a writing background, as well being on the computer when I Roleplay. When I start seeing things like "Uh huh" and "I know" as responses to a comment or step in progression for an RP, I get a bit offended because there's nothing actually happening, and the player that is responding like this, is expecting the other player to carry them through the Roleplay Scenario. When you join a Roleplay Scenario, aren't you supposed to be trying to get involved in the scenario? Why would you decide to just give dismissive, non-contributing responses to it if you bothered to join? STOP WASTING EVERYBODY'S TIME!

2: Abandoning Roleplay Scenarios, No Notice Given: Why, why do people do this? Why is it that people join into an RP for like two or three comments, then suddenly disappear off of that Roleplay scenario, just to do the same to another person's scenario? This is god-damn rude! Before any of you start bitching about not being able to see notifications or conveniently "forgetting" about Roleplays, let me ask you this...If Roleplaying was your job, and you failed to attend it, would you blame it on communication or the fact that you didn't get a notification? If you said yes to this, you shouldn't be Roleplaying PERIOD. Why, you might ask? Because when a Roleplay scenario is created, it is encouraged that the scenario is seen through to its completion, and those who have committed to participating in it need to actually do so. If you decide you want to abandon a scenario and don't give anyone notice, you never really had interest in the scenario in the first place. DO NOT JOIN A ROLEPLAY IF YOU DO NOT INTEND TO FINISH IT!

1: "I have to win, that's all RPing is about.": It's as if everyone who starts getting into Roleplaying seems to think that just because they're participating, even if it's just a slight amount, they are entitled to win and be praised for their "good roleplaying." Get off your damn high horse! The only people that deserve praise in Roleplaying are those that actually take the time and effort to work every angle of the Roleplaying they are involved in. Just because you make a character referenced off of your favorite Anime or TV Show, and think you can play them however you want, that doesn't mean you are a good Roleplayer. Are you actually playing them the way the character would be? Even if you are, you STILL aren't a complete Roleplayer because you had to take another pre-made character for your own use. Make your own character and fit them into the Roleplaying environment you intended for them, when you can work out all those kinks and actually make the character you designed seem canon into the world of another...that my friends, is the first step towards a good Roleplayer.

These are my gripes, take them as you will!

- M
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This is a two-day warning for anyone who has not already done so, please make sure you collect any information you wish to retain off of the World of Anestoril Community.

AS OF 11/1/15, THE WORLD OF ANESTORIL WILL OFFICIALLY BE LOCKED

To re-remind you all of what will happen when this day comes:

- No new bestiary entries/storylines will be accepted. (Already happening.)
- All members will be removed from the community as of 11/1/15.
- No new members will be accepted. (Already happening)
- All RP Posts in each of the region sections will be DELETED as of 11/1/15.
- All profiles in the Biographies section will be DELETED as of 11/1/15.
- All Bestiary Entries will be DELETED as of 11/1/15.

I will NOT be responsible for material that gets deleted, so if you do not collect your information beforehand, do not blame me as I have provided everyone with ample opportunity to do so.

One thing that will be different:

- I will be leaving my Hangouts and Skype contact information on the community's front page, if you wish to reach out to me via either of those, you're more than welcome to do so. I will no longer be responding to private posts, as I will be looking to abandon Google+ altogether.
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Notice of Community Termination
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AS OF 11/1/15, THE WORLD OF ANESTORIL WILL OFFICIALLY BE LOCKED

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So, as I've said in the last few days, I had been toying with the idea of just outright closing this community and moving on, after events that had transpired last night, while I was sick and trying to recover...I have decided to finalize that and elect to shut down the community.

What does this mean to everyone here? It means the following:

- No new bestiary entries/storylines will be accepted.
- All members will be removed from the community as of 11/1/15.
- No new members will be accepted.
- All RP Posts in each of the region sections will be DELETED as of 11/1/15.
- All profiles in the Biographies section will be DELETED as of 11/1/15.
- All Bestiary Entries will be DELETED as of 11/1/15.

If you have material here in this community that you need to save, do so before 11/1/15, otherwise it will be deleted. I will not be responsible if you do not save your information.

After 11/1/15, I will also fully abandon Google+, so reaching out to me will be useless. If you wish to get alternative methods to contact me, reach out to me via Hangouts or a Private Post, otherwise...this will be the last we'll see of each other.

I've officially given up on trying to have any sort of public Roleplaying environment work in Google+, hell...anywhere now that I think about it. I am moving to keeping only with a few friends, or just not Roleplay overall, I have better things to do than deal with ungrateful people on Google+, or those that don't know basic common courtesy.

- M
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Alright I feel it's time to talk about what I feel to be a major issue in Role Playing in G+.

Note: What I say here does not reflect people here as I have seen near top notch role playing here so far.

One major issue I find is how people role play with more than one person.

What I mean by this is how it transpires, To understand what I am about to get into you must first know the two kinds of Role Plays, One is Turn Based and the other is Real Time.

Normally in RPGs it's in real time, As such what I say here does not have to do with that.

The other revolves around players taking turns one at a time, This is the kind of RP in places like Google+ ((And video games too.))

Now my problem is how people conduct these multi person Rps, With normal turn based RPs you have one comment and then the other does the same It. Is. Simple.

But then people seem to lose there minds when playing with three or more.

This is an example of a proper RP, How most people go about One on One RPs.

Person A comments ... Person B comments ... Person A comments.

But when ever I am in these multi person Rps it goes like this.

Person A comments ... Person C comments. ... Person A comments ... Person B comments ... Person A comments

Do you understand what's wrong about this?

It is throwing away the rules of a Turn Based system to the point of nobody knowing what actions to respond to.

A example would be this.

Person A: My knight slashes at the mad wizard.

Person B: My berserker unleashes a furry on the knight before he can hit the mad wizard.
Person C: The mad wizard is slashed by the knight and falls to the ground, He curses the berserker for not saving him.

Do you see how I grouped Person B and C together? Well that is how it goes, People comment at near the same time and they both want there actions to be canon.

So then the whole RP is thrown into chaos as nobody knows and most likely will fight about which actions are canon.

Does the knight slash the wizard or does the berserker save him?

Now there is a VERY simple way of going about a Multi person RP that I never see people use. You see you need to set this up BEFORE it starts.

Here is a example on how a good multi person RP could be set up.

The Person who makes the post is person A.

The first person to ask to join is person B.

The next to ask is person C.

((So on and so on.))

Now who ever brings NPCs in a Rp controls them, So if Person A had NPCs in the post then they control the NPCs.

This is a good way to go about NPCs.

Person A has NPCs defend against Person B's OC.

Person B's OC kicks at one OCs shield then thrusts his dagger forward.

Person C's OC after seeing the NPC being attacked decides only to attack if things go badly for the NPC.

Now Person B did not control the NPCs actions because Person B did not bring them in, It is up to Person A to have the NPCs to react. And Person C reacts to Person B's actions while not interfering with Person A's reaction to person B.

This is the order in which it would go about.

Person A: OC/NPC's actions

Person B: OC's actions.

Person C: OC's actions to B ((After the first turn 'C' can react to both A and B.

Because people don't go by this a lot of good Role Players wont even engage in multi person RPs for this reason alone, Because 'excuse my language' It's a clusterfuck.

I felt the need to talk about this here in the hopes that more then two people can engage in RPs in the same post as if done correctly it can be very enjoyable.

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Advanced G+ Roleplaying: Alignments, Directions, and Character Motives (Part 3)

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I can be considered the go-to guy for everything my friends want, but that doesn't mean they're going to like what I have to say, even if it goes against what I normally follow.

DISCLAIMER: All Advanced Roleplaying Topics are strongly opinionated articles that will likely offend readers and/or even depict some adult-themed behavior and terminology, if you are faint of heart or are easily offended, consider yourself warned and do not continue reading this article.

Now that we've covered both alignment and direction, we come full circle with the last element of personalizing your character...their Motives.

What is a Motive? It's the circumstances that a character has experienced throughout their life, either recently or in the distant past, that act as a checks and balances for making decisions for a character. While an Alignment is the general morals and guidelines that your character tends to follow and observe in their day-to-day lives...Motives are a combination of experiences your character has already endured, as well as individual goals they have developed in their lives as well.

Motives tend to be confused frequently with alignment, especially since some Motives may not follow the same alignment that the character is trying to follow...this is actually a good thing, a character should "not" be following their alignment "to the letter" as it makes them completely predictable, they should be following what their character believes in and what they want their character to do, having an alignment that depicts more of a guideline for them rather than forcing them on what to do. In fact, many characters tend to change alignment later on in their Roleplaying experience because their motives drive them further away from what the alignment means.

Motives come in a lot of different flavors, and from different sources. Below is a small list of different types of Motives:

Aspirations: Usually a goal established by the character at an early age, this is usually something like a "dream job" or some sort of milestone the character aims to achieve in their lifetime. Many Aspirations tend to be left unfulfilled, but they work as a drive for characters to make decisions, especially if the character is very goal-driven. (Example: A Warrior training to be the general of an Army.)

Self-Fulfilling: This Motive is more a personal goal than one that would be something admirable, this is usually something simple that fulfills the character's life somewhat, be it for petty reasons, or as a small goal. Getting something to eat for the day when they have no money, stealing some money, traveling to another town, small goals such as these would be considered Self-Fulfilling goals as they really only pertain to the character.

Third-Party: Third-Party Motives are a driving factor that might influence a character's decisions because it would benefit the third party. Many religious figures tend to have multiple third-party motives.

Ulterior: You've probably heard this term a lot, but they are indeed a type of motive, usually one that when at face value seems to be good for everyone, but in particular helps a specific character as well. Many Ulterior Motives are used by evil characters, but good characters can use them too if they don't really harm anyone. Negotiating a trade deal with a neighboring city to the character's city, so that each city can enjoy free trade...but the character gets a further discount...would be considered an Ulterior Motive. Traveling with a party to better the chances of success, but also get a cut of the loot, may also be considered an Ulterior Motive.

Past Experience: Significant events that have happened in a character's past can strongly change a character's decision-making process, things that would have changed the character's personality or how they react can be strong Motives to influence them. A character being wronged by a city multiple times may make them less inclined to help that city...the same can happen vice-versa, where a city may refuse to give a character the benefit of the doubt due to their record of being a trouble-maker.

These are but a few examples of motives, there are many others, and even some that end up being a hybrid of different motives all entwined into one. Remember that Motives are what should be the first driving factor in your character decision-making, motives make characters more believable and less robotic.

- M
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Advanced G+ Roleplaying: Alignments, Directions, and Character Motives (Part 2)

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Like people, character personalities go through changes, and both their thoughts and their morals can change depending on what is actually being depicted to them. Some events may make a character develop a bleaker look on life, whereas others will restore their faith in it. Whether you wish for your character to adapt to these changes is at your own discretion...just know that a character that never changes becomes predictable, and in many cases from that alone, becomes uninteresting, even bland.

DISCLAIMER: All Advanced Roleplaying Topics are strongly opinionated articles that will likely offend readers and/or even depict some adult-themed behavior and terminology, if you are faint of heart or are easily offended, consider yourself warned and do not continue reading this article.

As I mentioned in the first part of this explanation, there are many different ways that a character can change their personality, to a point where even the character may change completely. Usually for a character to have such a drastic change, something of great significance would have had to have occurred...a death in the family, a traumatic experience with an antagonist, even a significant great scenario that inspired the character to change their purpose...these can all influence a character's personality in some way.

In this section, we will be discussing "direction" of a character, as well as some terms that relate to how a character shifts in their behavior and undergoes personality changes.

Direction: The trending of a character towards a specific morality, alignment, or purpose. There are many ways to define Direction, but all of them go over the idea that a character is moving towards, or away from something.

For example, let's say that a Paladin begins to question his faith and actually start doubting the teachings of his church and deity...this would be the start of a Paladin beginning to shift Direction from their original personality. When a character is moving away from their original behavior, they are undergoing what is referred to as a "Turn" in their character. (See further below for more information on a Turn.)

There are different types of Direction shifts, I have listed a few below:

Morality Direction: This is the shifting of a character between Good and Evil; some refer to Morality Direction as "The Good/Evil Bar" as they view the classic alignments as a graph. When a character is moving towards questioning, or even doubting their own morals they follow, or vice-versa...such as starting to believe they should have morals, this would be a shift in Morality Direction.

Judicial Direction: This is the shifting of a character between Order and Chaos, whether a character believes that established laws should be upheld, or whether it is better to act upon instinct. When a character continuously disrespects laws or does not believe they matter in their own actions, this would make a character more inclined to be Chaotic. When a character has concern about how the law would affect them, as well as others...and uses the law as a guideline...this makes the character more inclined towards being a Lawful character.

Goal Direction: Probably one of the most self-explanatory, Goal Direction is when a character's overall goal or purpose changes. When a character has their sights set on attaining something, this itself is a Goal; when a character no longer views that Goal as important and decides to move towards a new one, this is a change in Goal Direction. Changes in Goal Direction can also happen when a character's previous Goal has been achieved. Characters that repeatedly change their Goals usually are considered unreliable and indecisive, however this may be expected in some characters.

Belief Direction: Usually revolving around either the belief of a deity, or the belief in someone's purpose or ambition; a change in Belief Direction can affect a character just as profoundly as the other directions. A change in belief can affect not only a character's personality and how they act, but also how other characters perceive and respect/disrespect them. Since Beliefs are something that many characters have, sharing or no longer sharing the same belief can definitely change a character.

These explanations now given, there are a few terms you should be aware of when it comes to changes of Direction:

Directional Flip-Flop, Tweener: Known by a few terms, a Directional Flip-Flop essentially is a character that consistently changes their Direction. This can be a bad practice to get into, as it essentially makes the character untrustworthy, or unreliable. That said, there "are" ways to actually make this a Direction all its own, however the character will need to make sure they are making their decisions wisely...merely making decisions based on whim does not constitute a wise choice.

Turn: A Turn is when a character has begun to, or has started commonly exhibiting behavior contrary to the original behavior of their character. This term usually is used as a suffix to explain someone's change of heart. (Examples: Good Turn, Dark Turn, Wild Turn)

Hard Turn: A Hard Turn is when a character makes very strong actions that oppose their original Direction, usually in a way that catches other characters off guard. Betrayals are usually a good example of a Dark Hard Turn...whereas turning in a group of Assassins to the local authorities by one of their own would be a Good Hard Turn.

Gradual Turn: A Gradual Turn is where a character has essentially been influenced to start seeking out and progressing in a direction that opposes their original Direction, gradual turns usually are the aftermath of a scenario or event that has the character questioning their actions. There are some Gradual Turns that can happen from a character being influenced by a third party, or even by something the character read or experienced. Gradual Turns slowly change the character's Direction over time, and make for a good storyline for characters to interact and influence the character's direction in multiple directions.

Slight Turn: Usually a benign action performed by a character that would oppose their Direction, a Slight Turn is usually an action that the character didn't willfully make that opposed their Direction, and was done out of necessity rather than anything else. Slight Turns are usually not considered a cause for concern if a character is trying to maintain focus on their Direction.

U-Turn: When a character has experienced a Turn, but has been convinced or re-assured that their original Direction was indeed for them, this is considered a U-Turn. U-Turns are usually pulled off by a character or secondary event that re-affirms the character that their original direction was indeed what they wanted to do.

There are many more terminologies when it comes to Character Direction, as well as many more terms to describe "fluctuations" in that Direction...understand that changing of Direction is not a bad thing, the only thing you wish to be careful of is changing Direction too frequently, or never changing.

- M
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