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  • Old Guild Username: Brovo
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    1. Brovo 12 yrs ago

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Magic Magnum said
To be fair, they were rushed by EA.By a whole year from what I recall.Plus they half-made up for it when the free expansion DLC on the ending later.


To be fair, I was cracking a joke. :p


Aw yes, booze.
Dervish said
Spoilers for Mass Effect if you haven't played and intend to ahead:Going back to Mass Effect for a minute, I was just thinking about it, but you're looking at that from a player perspective. Any game that lets you reload can apply to that, but Mass Effect was actually pretty good for character deaths that could have been prevented if you did the right thing, but your team can die if you don't do things right. Like Wrex in ME1, not upgrading the Normandy in ME2 as well as picking the wrong people to do certain duties on the suicide mission, and quite a few variations in ME3 like not being able to talk the Virmire survivor into trusting you about Udina, if Thane died in ME2 than it's Kirrahe who dies in ME3, and if both were dead by ME3, then the salarian Councillor gets assassinated, sabotaging the genophage with Wrex still alive has him confront Shepard, forcing Shepard to kill him. Mordin is almost guaranteed to die in ME3 unless you do some very specific things leading up to it, and so on so forth. Mass Effect kind of handles death with a sudden and rather unpreventable finality if you don't do things the right way well in advanced, and simply loading a save often can't prevent someone's fate from coming to pass, unless you wanted to replay the entire game.


Played it, but yeah, this isn't about the other deaths in ME, this is about bringing someone back from the dead and how that can impact the narrative and, well, the impact of death.

I used ME 2's opening as an example because you have literally no control over whether you live or die, and regardless of the fact that you do actually die, fall into a planetary atmosphere after suffering emergency decompression and presumable splat against the surface of the planet they reincarnate you and the only lasting consequence is a scar on your face that is apparently affected by whether you're a nice guy or a raging dick.

The death had no consequence on the story. Shepard is still alive, Shepard can still do everything he did before, and aside from a cosmetic effect Shepard is otherwise not in any way, shape, or form affected by the experience of spacial decompression, falling into an atmosphere, and hitting a planet from orbit at terminal velocity aside from the occasional "oh yeah I'm not dead guys" moment. Which, while funny, again, holds little consequence and no long term effect.

tl;dr: Mass Effect failed to wield a Jesus Arc properly by ignoring the latter half of it. Kind of like how it ignored having a quality ending, but I digress.

As I said above. Death has tension if actions have consequence: If the character's death and reincarnation causes a long lasting effect on the world in some manner (ex: the main hero sacrificing a village and becoming evil to bring their lover back from the dead) then it had a lasting consequence, not necessarily on the person who was dead, but on the world itself and the people they once knew. :p
Generally speaking, the tl;dr to high casual as a tag.

High casual spawned a long time ago in an old guild far far away because of a schism back between 2007-2008 in the advanced section. You had a bunch of elitist twats and not-so-elitist twats and the elitists often bullied or picked on those whom weren't "at their level" of writing excessive, nonsensical, incoherent ramblings for posts. Eventually they left to start their own site and it failed hilariously, they took most of the elitism with them.

"Most" being the key word. It took another year or two before the poison was really ironed out of the system by the rest of us with common sense simply ignoring the pitiful pleas from others to kick people because they didn't spend fourteen paragraphs describing walking down a hallway. During this time high casual really became a thing as the interim between casual (which was swarmed with people who could barely surmount a paragraph) and those "exiled" from advanced (2+ paragraphs being their average).

Over the last couple of years high casual as a term has mutated into a synonym for quality and effort. The key word here being effort. Advanced requires things, high casual requests things, I suppose, is the main difference in thought between the two. One is inherently softer and makes a person feel more comfortable if they don't reach it, but really, what remaining elitism there is in advanced is mainly self-mocking: Egotistical twats like me tend to make fun of ourselves nowadays.

The reality of the situation now? High casual is a tag that is used to request quality role players. Since every GM in casual wants quality role players, de cream l'crop, the vast majority put it in there whether or not they understand the term or its historical connotations. Simply: High casual used to have a logical place. It no longer does really. Casual requires one paragraph or more, there are no limitations beyond that. You can write a fourteen paragraph post in casual if you want to, nothing is stopping you and unlike in Free, people will probably actually read it and admire you for the effort. Advanced requires two or more paragraphs with a good grip of the English language, though by "good grip" I've found junior high level or greater (basic grammar, intermediate literacy) tends to be passable, with high school levels being the normal level at which people write there.

The jump from casual to advanced is actually quite small now. It's basically one extra foot of water in the pool, though it looks so much scarier, in reality, it's not, really. I role play in both sections.

The real difference isn't particularly in quality nowadays so much as it is simply in style. Casual role plays tend to have a more games-like feel to them, many often incorporate classes and combat roles, or base themselves in action-oriented narratives. Advanced role plays tend to have a more novel-like feel to them, they push away the more gamey-feeling stuff to have larger and more complex plot lines with several cherishing character development and interpersonal relationships--and all the dynamics that come with that--over sheer action. You'll find more mystery plots here, or grand Tolkien-like adventures in which most of the story is not centered around combat, but instead around the evolution of the story and its characters as people and ideologies and nations collide.

The above paragraph is also self-demonstrating: The casual section gets to the point as quickly and concisely as it can. The advanced section likes to be long winded and wordy and artsy with mixed results.

EDIT

And yes. This is a tl;dr of high casual, believe it or not.
Dervish said
That is magical and hilarious. XD Brovo, you should throw "All characters are inevitably sex machines, virginity be damned" on that list.


#34: No matter how inexperienced, all sex is to be described as being perfect. Always.

;)

Kaga said
I can never get enough of these.


Excellent! :3
@Everyone: I'm delaying writing a post a bit, though I'm sure everyone noticed. The post will go up within the next 24 hours. If you haven't posted by then, you're being left behind.
As on the old RPG I figured to bring this back for the same reasons as I, and others who contributed, did the previous entries: To make you laugh and maybe be a little bit enlightening.

In this case, instead of being about a particular genre, I'm attacking character-based tropes and stereotypes and cliches and etc.

Note: These are not infallible rules even if they reference themselves as rules. There are always exceptions. Always. This is just common stuff.



Thank you for reading and feel free to leave a comment with even more stuff you've noticed about characters! Or just to say that this was funny... Or that you hate it.
WOTM isn't dead. We'll be back. We just need a little more time. ;)
Take a cue from university-level writing courses on this. Write a first version... Then walk away from it. Don't come back until you've thoroughly cleansed yourself of that particular train of thought. Return. Reread. Repair. Repeat until satisfied.

In a role play though you generally don't have that kind of luxury unless you have a lot of spare time on your hands. So I'd recommend just writing your first post, getting it out there, then going back a couple days later to read it over again and compare it to the other posts. Could you make it through your own post? No? Why not? Write down why not. Practice these things consciously in your next post. Reread, repair in future posts, recycle, repeat until satisfied. If there are methods of writing or certain phrases or words others use which you like a lot, maybe because it just sounds good or maybe because it's clever to you, reuse it. Repeat it. Learn where it fits and where it doesn't and keep doing it until it sticks in your mind as a subconsciously drawn from term. My favourite word of the moment is "ferreting", I'm using it everywhere.

The original Legend of Renalta, which lasted four years, went through six or seven different versions before I finally found one that stuck through constant trial and error. Legend of Renalta 2, currently on this site, had its own stat system undergo four complete rewrites before I found one I was satisfied with. I wrote roughly six hundred traits and only used 1/6th of those in the final version.

tl;dr: You will write a lot of garbage before you write things you like, and even then, what you like, another might not. So the only yardstick to measure yourself by is your own expectations. Don't set it too far out of your own bounds but always seek to improve yourself through trial and error, learning from your mistakes... And don't be afraid to make them. You will never learn unless you try. If you never learn you will never improve. If you never improve, well... Then you'll just be stuck in that rut forever.
Halo said
I'm curious about general opinions on two issues:
1. Smacking children (fairly self-explanatory.)
2. Fertility tourism (.)

I'm participating in debates about these two topics, and have been doing some background reading. I've formulated some of my own ideas on them, and I'm curious to see how others feel about them.


Okay.

1) Yes, when other methods are exhausted and the thing that needs to be taught is a matter of survival. (Basically: Case by case basis. Equal force for equal necessity.)

2) I have little in the way of knowledge on this subject but would initially feel caution would be in order. Not necessarily outright make it illegal, but take it warily.
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