Tyler's Laptop at Sorcen's Baator (A guide to roleplayers new and old).

Post/Author/DateTimePost
#1

zombiegleemax

Feb 05, 2007 16:53:56
IMAGE(http://i157.photobucket.com/albums/t73/Gideon_Gideonson/TysLaptop.jpg)

The old temple is dark and grim, and well protected, it would seem. The traps that have gone off just walking in the door are enough to make you and your team wary, but the find is exciting. Final, clinching proof of life after death might just lie here, in these shattered ruins. The leader of the expidition beckons for you to follow, taking a specific route over the old stones. As you gaze out a window, you see a huge, sprawling arena floor. Odd, that. Though you are more than six miles underground, lush, verdant grass covers the floor, which is punctuated by buildings and odd floral formations that cannot possibly be natural. You pass through the ruins of what must have been a bar and through a great library. There would be time for cataloging these amazing finds later.

Moving as though under a premonition, the expidition leader takes you to a small pond, surrounded by an astounding variety of flowers and tress. How they have survived without sunlight or essential nutrients is a question that slides through your mind, but your leader ignores it. He orders you to spread out. It's here.

Searching, you kick a small object by accident. Stooping down, you pick up a laptop. That can't be right. Laptops didn't exist back then, and you see no date on the side of this one.

"Mr. Vici!" you call, "Come look at this!"

The leader comes to you, and, seeing the laptop, he smiles. Opening it up, he presses the power button. To your astonishment, it turns on, aged hardware spinning up as though brand-new. If you had to guess, this thing had to have been made in 2004; eight centuries before. Clacking is heard from the keyboard, and you watch in further astonishment as Mr. Vici punches in a series of passwords.

"Finally found you," he says to the laptop. He looks up at you. "Meet my old laptop. C'mon, I'll show you a few things."

As you stand, openmouthed, he scrolls smoothly over the interface. The cursor slides over a folder named "Spellbook" and another called "Know your foe", until he reaches an aged Word file entitled, "Sorcen's Baator".

"Spent a few years of my life here. Have a gander at it."

He walks away, trusting you with the ancient artifact, and you begin to read.


OOC
Welcome, new players and old alike, to my humble guide to roleplaying. As an experienced roleplayer, I feel it is my obligation to help new people get into it, and I also feel that a few of the older players could do with some advice as well. Roleplaying can often seem difficult and elitist, and it can be intimidating when you walk into a roleplaying session and everyone has established characters. Especially here, in the Map of the Planes, where world-shattering battles happen on an hourly basis, it can be frightening to get into it. So, I now offer, without further ado, some advice and general guidelines.

1. Freedom of Destiny. This is often the hardest concept for anyone, new or old, to deal with, and breaking it can be done easily and unintentionally. For example, one of my characters, Valoran Galastini, has an imposing presence due to a high degree of personal magnetism and soul-searing evil. When I had him enter a scene, one of the lines was, "...and deep in your soul, you shudder in fear." This may not look like a breach of Freedom of Destiny, but, in fact, it is. Actions and impressions must be left open to the interpretations of other players and their characters. In combat, this means no auto-hits, no annihilation effects (that SO violates FoD), and allowing a foe the ability to counter or even interrupt your attack. Look at the Kyle vs. Nobunga fight in Sorcen's Baator (second IC thread) for a good example of combat FoD.

2. Grammar and Spelling. Largely, this category is just spelling. Some members may be young or even foreign, but spelling and grammar does help a lot when roleplaying. It keeps posts clean and your character's thoughts and actions precise. If you can, run posts through Word beforehand. It takes a bit of time, but it can help immensely.

3. The Character. The heart of roleplaying is the character itself. This is even harder than Freedom of Destiny; the task of creating a dynamic, interesting character with their own heart and mind, their own opinions and knowledge, their own feelings and looks. Each character should, ideally, be a person unto itself, someone that, if you didn't know better, you could talk to and get to know. They should have histories and personalities, and distinct limitations.

Now, this is the Map of the Planes. Stats mean nothing. They mean so little, actually, that many characters are simply beyond them whatsoever. However, these characters still have limitations, weaknesses either magical, psychological, or physical. In the fight Syra Kavon vs. Caben Duur, Caben was clearly the stronger. Yet, they fought each other to a standstill, because of these limitations. Syra couldn't destroy Caben with void or cold or shadow, and Syra didn't have any blood for Caben to use against her. But not all limitations need be combat-related. Tyler Vici, my Daemon Magus, is socially awkward and operates under the constraints of Catholocism, which can limit his actions and words in simple conversation.

That said, every character has his or her own strengths and distinctions as well. Tyler speaks in dark orange. Caben Duur spoke in bold, while Gideon speaks in italics. Each character prefers certain tactics in combat, imposing limitations on themselves in exchange for the strength of specialization. The Order, one of Cog and Taz's characters, is capable of much more than the style he fights with, but he limits himself because he prefers fighting that way.

Characters get hurt. Characters die. It happens, and it isn't avoidable. If it can exist in this multiverse, something can kill it. Valoran and Tyrion destoryed each other beyond recall. One of the keys to good roleplaying is to be prepared for this, and accept it. Sometimes, a good character just has to be retired.

More to come, I think I'm reaching the word limit
#2

zombiegleemax

Feb 05, 2007 16:55:22
OOC
4. Description. This is one of the KEY parts of roleplaying. Describe what you do, and to who, in detail, as well as other effects of your actions. Look at Kaizer's Dragon Quest (Sorcen's posts in particular) for a good example of description. Along with spelling and grammar, description is what keeps your character's actions clear and precise, ensuring a smooth game and a fun time for everyone. In combat, description is especially important.

However, there is no need to get too descriptive. Going into minute details can bog down the game and bore your audience. This is the Map of the Planes, not The Grapes of Wrath.

5. Changing Characters. This section deals with two topics; multiple characters under one user, and how one character's personality and even powers can change over time.

Because this is play-by-post, nothing too special happens if you have more than one character in the same thread, or the same location on said thread. The characters can continue acting normally and even interact with each other, though you may have to work to make sure no one confuses one for the other. I recommend colored text.

Over time, a character may change. This is a good thing, indicative of dynamic character design and good roleplaying. Look on the Character Roster and see the post-mortem history of Caben Duur. Caben began as a force of pure malevolence. But, through interacting with Kyle, his character changed, in both personality and power. While your changes need not be as extreme, keep in mind that changes can and do occur.

6. Speaking Out of Character. Sometimes, to explain something, or just ask a question, you have to say something out of character. The only real requirement on this is that you use tags of some sort to seperate OOC from IC (In Character). Just look at some of the experienced player's posts. I personally prefer these spoiler blocks; it keeps the thread clean and allows one to read it like a book.

7. Go with the Flow. Diceless roleplaying is like writing a book with a lot of other authors. And like writing a book, everyone is going to do it in different ways, and at different speeds. To give you two examples, Gideon and I are at opposite ends of the spectrum. Gideon invests a lot of time and energy into his posts, thinking over them carefully before submitting them, and adding things like Swahili into them on some occasions. His responses tend to be slow, but are nonetheless creative.

I, on the other hand, roleplay "by the gut". My responses come quickly, and their content is whatever the first flash of creativity gives me. This can lead to wild, erratic battles where two opponents are trying to outthink each other at lightning speeds.

In all likelyhood, you will find a happy medium. Each style has its own advantages. Gideon's allows for strategy and planning, and is usually good when paired with arcane casters or characters that typically take complex actions. My style more accurately recreates the heat of battle, as your first idea and your character's first idea are more or less the same. It is best paired with melee characters or those who act on instinct or feeling more than anything else.
#3

zombiegleemax

Feb 05, 2007 18:10:17
Gideon Gideonson's Tips for Victory in Sorcen's Baator
These truly belong here. And now, I shall copy them from the Battle Royale OOC thread.

Gideon's Tips for Victory in Sorcen's Battle Royale
Gideon's Tips for Victory in Sorcen's Battle Royale

This is a list of stuff I’ve noticed in the battles here, and compiled to help people learn what is needed to win battles. This is not Sorcen’s decree: it is simply my opinion, after I read all the battles that have taken place. Feel free to ignore it. If you have anything to add, please do. If you disagree with anything, don’t hesitate to tell me. And if it seems like I’m an egotistical bastard, I apologize. I used a lot of my characters as examples, but that doesn’t mean they’re perfect. I’ll be the first to admit I have a long way to go. If I come off as a self-obsessed lunatic, please tell me. I don’t bite…much…and even then the only person near enough for me to bite is Revlis. Sorry Revlis…

Anyway, without further ado, I present my version of:


Tips for Victory in Sorcen’s Battle Royale:



1: Be creative

This starts with your character itself. Bartelemus the Archivist, the scholarly old man who walks with a limp but knows so much ancient lore that he is a surprisingly powerful opponent is much more interesting and creative than Lasoleg the elf ranger or Dzz’rit the duel scimitar-wielding drow rebel. Try to avoid ripping off character’s who already exist...most people do not consider someone creative if they steal someone else’s idea, unless they do something truly spectacular (look at Sherlock Holmes…the number of people still writing Holmes stories is enormous, but I only know of one who has had reasonable success, due to her unique and interesting approach).

If there’s an idea you really like, alter it slightly, or combine it with something else (preferably from another source). Look at Toptomcat’s character Hestaby. I assume that he received the idea of her fighting style from such common and often seen things such as the Gundam series and the rest of the ‘Giant Robot Suit’ world. But notice his unique twists. Instead of playing a carbon copy; a giant white humanoid who shouts “Buring Finger” and attacks, Hestaby fights from a magically summoned suit of armor in the shape of a dragon, powered by psionics and her own magical power and flown by the use of Decanters of Endless Water. Caben Duur takes the powerful blood magus, a staple of quite a lot of dark fantasy, and meshes it with a deep backstory and unknown abilities to create something new…a hybrid of common elements, but still new.

Not that I have anything against anime, but I don’t like seeing common anime moves used here. Half of them rely on the opponent knowing the source of the move. Personally, I wouldn’t know the difference between a ‘Hadoken’ and a ‘Saiyan,’ so these confuse me. It also seems to split from the world of Sorcen by dragging other sources into it. I feel that Naruto, DBZ, and all the rest have their place, but its not here. If this offends anyone in any way, I apologize profusely. Simply tell me, and I’ll gladly remove this section. This is simply my opinion: coming up with your own moves and ideas is more likely to lead to a victory.

On another note, look at the difference between these two attacks:
1. Trapped and backed into a corner, Bartelemus casts Holy Word on the demon, and the divine power burns through the fiends protective magic and incinerates its evil heart.
2. Bartelemus, cornered and trapped, reacts instinctively. He has no time for fancy spellwork, instead swinging his heavy spellbook like a club, catching the demon a glancing blow on its hideous snout.

While both are perfectly acceptable actions, remember…you don’t always have to pull the most powerful move in existence. Something simple works perfectly fine, and sometimes adds more flavor. Sorcen and the judges are a pretty nice bunch, and probably won’t punish you unduly for such actions. I respect that others may feel differently, but to me the occasional weak or failed attack or ineffective blow can add a touch of interest to a battle. As long as it would fit the character. So when Gideon comes back, or a new character of mine appears, remind me if I forget to occasionally do this (somehow missing doesn’t seem like something Caben Duur would be caught dead…er…alive…er…uh, I give up. Never mind).


2: Be realistic (within the boundaries of the naturally unrealistic nature of the game)

Another point in Toptomcat’s favor: he allows his character to be injured, and he allowed her suit to be destroyed. Merely negating all your opponents attacks isn’t creative…it’s annoying and unrealistic. The same goes for ignoring them. Respond. If you have a perfect counter, go ahead and use it. But no one can have a counter for everything, and you should allow your opponent the satisfaction of having some of their attacks hit and have effect.

Look at Caben Duur. For all practical purposes, he appears invincible. And for all I’m telling, he may well be. But he still suffers. Sure, he often counters or turns attacks around, but he’s lost his body several times, been knocked around, had holes blown in him, and much more. If you character couldn’t survive something like this, so be it. But would they be injured? Would they collapse, and have trouble recovering? Would they scream? Gideon’s lost an arm…would that happen? A leg? Remember, all wounds are healed after battle (except if you specially request them not to be). The dead can be resurrected. This allows you some leeway. Your opponent pulls a move so spectacular you think it should end the match then and there? Go ahead. There doesn’t seem to be a score, and death/injury can be reversed, so losing, while an ego blow, can sometimes be an interesting diversion from the norm. Not every match has to end with the judge’s decree. The match between Syra and Caben is currently ending in a tie; both realized they were powerless against the other…and I think it will lead somewhere interesting. Tons of character development can come from these battles and the bar thread. Make use of it. Although I don’t know if Sorcen intended it, this has become an ongoing story as well as a contest. Join in. Make life interesting. So far this is the first thread I’ve seen to have over 2 sub-threads…and I love it!

Also, keep in mind the time frame of events. If I type in a huge string of attacks, I should be ready to edit if my opponent has a counter somewhere down the line. Remember, a traditional D&D round is 6 seconds. Here the time frame varies, but if I post the following…

Bartelemus limps away as fast as his feet will carry him. When safely out of reach, the old man turns. Drawing out his spellbook he chants a few mystic syllables, and a brilliant bolt of energy flies from his outstretched hand into his foe. As the demon is thrown backwards Bartelemus strikes again, white fire streaking from his hand into the creature’s hide.* As it writhes on the ground, trying to extinguish the burning flames, Bartelemus draws a gleaming white circle in the air, and the heavens open up. From the rift flies a creature of unsurpassed beauty, an angelic form of pure light…an Archangel. The celestial draws back a shining golden bow, and, as Bartelemus’s magic fills him with strength, it releases the arrow, sending a divine lance through the creature’s dark heart.

This is a bit much for one character. Unless the solar was already summoned, this is far too much. A single post should probably have stopped at the asterisk (*). If I was to post this, I should be forewarned that I may have to go back and edit to account for my opponents actions. In the above case, maybe the demon had a spell to stop the summon, or even deflect Bartelemus’s spells. In that case, I’d simply delete the rest of the post past that point. Few things are more annoying that reading a novel length post simply to see it followed by something like “or so he planned…”


3. Remain in character

This is important for this thread. Keep your characters distinct, especially if you have more than one. This is usually through description, quirks, type of posting style, the description style, and speech font, color, pattern, and word choice. For example…Syra the Shadowmancer (played by Lord Gareth) uses a almost slang language, with such phrases as finger-waggler, used to refer to a mage. It’s distinctive. Gideon is a little sarcastic with a tendency to curse. Caben Duur is dark, brooding, and egotistical, as well as malevolent. Each also possesses well defined traits: For example, Gideon always lights up a cigarette before battle, and is a little hot-tempered, and Caben Duur will always laugh and smile at his own pain, or at the pain of others.

Syra speaks in quotes, a fairly normal speech pattern, except when casting Shadow Void, where she speaks in italics to (I presume) convey the power and emotion behind the words. Gideon speaks in italics without any quotation marks, as he’s kind of quite, yet his speech has edges to it at times. And Caben’s speech constantly shifts to reflect his current form and mood.

For separate characters, or even one, description can also help. Gideon’s effects are all based in items, some complex, and some simple. His attack descriptions are often chaotic affairs, or have the effects explained, with every detail of the item defined to help express his eccentric tendencies towards his possessions and his knowledge of the obscure workings of the universe. Caben Duur’s posts are gory, full of detailed descriptions of the carnage he inflicts and where the blood falls, and often even how it hits the ground. By changing posting styles, you can create distinctive moods for your characters.

Also remember to clearly separate speech and actions. It’s often very confusing if someone doesn’t. The same goes for punctuation. An easy to read post is seen in a better light than a barely legible one. I’d recommend typing up your posts in Word or a similar program to help correct spelling, grammar, and punctuation. That way posts are cleaner and easier to comprehend. A thesaurus can also help avoid awkward repetition or set a mood. For Caben Duur’s ‘little story’ I used both Word and a thesaurus, so avoid having to use common words that wouldn’t suit Caben. And I was quite pleased with the result. Put a little effort into posting, and this thread will really begin to flourish.


4. Finally, be descriptive

Description is one of the most powerful tools in you arsenal. Observe the difference in the below posts, both casting the same spell;

1. I cast Sunburst and attack the demon with a beam of brilliant light.
2. Bartelemus throws open his spellbook, running his finger quickly down the worn pages. Finally he slams the tome shut, raises his hands, and screams out several flowing syllables. The light around him dies down, leaving him shrouded in shadow…except for his upraised arms, which glow with the radiance of a thousand suns. The light explodes outward, streaking through the air and leaving glowing trails of lights behind them. The brilliance is blinding: the audience recoils, hands over its collective eyes as the beam of pure sunlight strikes the demon in the center of its chest with a brilliant shower of white hot sparks.

Not really a contest, is it? Pure and simple, if you want to win, be descriptive and original. Work with your character, and don’t force your actions. If it’s out of character, people will notice. Let the character determine the flow of the battle, and you’ll come out ahead.

-Gideon Gideonson
#4

zombiegleemax

Feb 06, 2007 7:40:52
OOC
The following is a list of 'signifigant' threads on the Map of the Planes. Where available, I'll give an explanation of the thread, but sometimes, I just can't. This list will be updated periodically.
#5

zombiegleemax

Feb 21, 2007 14:36:09
Wow, this is great! It took a bit to read, but it was over all worth it. Seems like this place is a great community to spend some time on while I have free time. Thanks for making this.
#6

septimusmagistos

Feb 23, 2007 12:47:23

Another point in Toptomcat’s favor: he allows his character to be injured, and he allowed her suit to be destroyed. Merely negating all your opponents attacks isn’t creative…it’s annoying and unrealistic. The same goes for ignoring them. Respond. If you have a perfect counter, go ahead and use it. But no one can have a counter for everything, and you should allow your opponent the satisfaction of having some of their attacks hit and have effect.


Does that apply if your character can't take a punch?
#7

gideon_gideonson

Feb 23, 2007 13:55:34
Up to a point. Sometimes the damage is extensive...Bartelemus broke his back, for example. But no matter what, something should happen. They should sometimes be thrown back, knocked down, doubled over in pain...something to show the opponent that they don't always miss.
#8

gideon_gideonson

Feb 23, 2007 19:53:32
New to Sorcen's Baator? READ THIS:
We're getting an influx of new people here, which is always a good thing. However, instead of explaining the process every time...

Step 1: Coming Aboard

This one is really easy. Simply go to THIS thread and make a post. Maybe introduce yourself a bit, maybe not. It's up to you.

Step 2: Persona Dramatis

Easy for some, difficult for others: to take part on these boards, you need a Proxy. An Alter Ego.

In short, a character.

You don't need rolls, you don't need scores, you don't need a class. Just a bit of imagination and a bit of originality.

But what if I don't have an original idea?
Cheer up. Originality is easy to come by. It’s pretty simple to come up with an original and memorable character. Let’s take one of the few I know the creation of first hand: Caben Duur. Caben Duur is now, apparently, one of the best known character’s to have appeared in Sorcen’s Baator.

Caben Duur began life as two things I found in D&D books: the Binder, and the Blood Magus. They’re both really cool concepts, and I liked both of them. So when I decided to make a character, I had both of those ideas floating around my mind.

Now the really powerful, invincible force is a staple of fantasy, and the serial-killer style/half-alive half-dead nightmare is a staple of horror. So really Caben Duur is merely a conglomerate of common ideas made manifest, with a few little quirks thrown in. This is how I make almost all my characters. Coin is partly based on Coin from Sourcery, partly based on the Sigil Prep campaign, partly based on the Wild Mage prestige class, and partly my own little additions…but, once again, he is largely based on things I’ve seen and liked.

Now let’s take Syra Kavon. I can’t say I know what went through Lord Gareth’s mind, but the shadowmancer is both a D&D class and another staple of fantasy. Same with the demon father, the shadowy and suspicious mother, and even people with her type of personality and world view. I assume that these ideas floated in his mind, and Syra, whether intentionally or not, is in some small part based off them. Does that make Syra, Coin, or Caben any less original? Not really. All the parts of every hero in any work have appeared before in some form…it’s just up to us to put them together.
#9

sorcen_anenooata

Feb 24, 2007 7:09:18
There are alot of people that ask about the spoilerblocks and other things so here is a link to the page in which items such as the spoilerblock are explained.
#10

zombiegleemax

May 13, 2007 20:45:52
I just have a question...is this forum based off Magic:the Gathering or is it something different? the forums name suggests it because its called Map of Planes but I'm confused
#11

zombiegleemax

May 13, 2007 20:47:22
Um...NO. The name does NOT suggest that - it's the D&D planes.

Erm. Sorry for snapping at you. But anyway, it's primarily D&D based.
#12

zombiegleemax

May 13, 2007 20:49:01
ok sorry just confused,thanks
#13

ice_eyes

Oct 24, 2008 10:32:15
I know that I am posting lately in here, but I did want to make a point.

Ever since this place really took off, there have been a lot of people playing from their own realms and races. Not much to do with DnD in a lot of them. We have people from alternate earth (your own Tyler) Worlds from some of our favorite books (my own Brightwing) and even some from made-up worlds. (Like the Nolisians) so, DnD may be the base for the MoTP, but anymore it is just the background setting and not the playing type.