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ASTA said Pretty much this. Though, when it comes to fantasy RPs, not every civilization is going to follow the Western example (or at least it shouldn't--at least in my book).


It's fine. I agree. I think everyone agrees.

ASTA said The civilization may even be comprised of a nonhuman species that has an alien psyche.In several past RPs, I;ve used a species of bipedal, digitgrade wolf people that were completely immune to fear and--as a result--favored chaos over order. This made them incapable of adopting human-engineered concepts like strict gender roles or government. In fact, the very notion of gender roles and an all-encompassing administrative body was completely alien to them. Sexual dimorphism wasn't very noticeable in their species either; females and males were difficult to tell apart from one another from a distance, though both possessed roughly equal physical capability.


Sexual Dimorphism is actually a significant part of the reason why primitive human societies ended up the way they did, so yeah, congratulations. That was actually pretty smart of you to account for that.

I have nothing much else to say.

Uhm. Hm. Lack of criticism. This is abnormal for me. NEXT POST!

ShonHarris said Is this like, where is the line between perpetuating a horrible thing that drags us down still today in Roleplay, or using such to create learning lessons while also mirroring the beast?


Actually it's more about where to draw on the line on genders in general. His example of a female knight going toe to toe with a male knight and doing fine, so long as they don't also look like some kind of skinny supermodel while the men are all scarred muscular hulks, for example. Basically where to draw the line between empowerment and just plain absurdity. Which, really, is "any line you like", depending on what you want to do.

ShonHarris said Ah, also a bit of how much can history bend despite its more overt failings -- good question, all of it.


Quick note: History doesn't have failings. History is merely the chronicling of events based on the perspectives of those who lived within those times and what physical evidence remains of it all.

ShonHarris said In my roleplays I intentionally target social norms that reproduce inequality.


That's cool, so do I. :)

ShonHarris said I use authors like Brent Weeks, brave enough to not only make women more magically inclined, but to place greater ability and value onto people of colour, as reference in my own creations.


That's... Uhm... Okay.

ShonHarris said In my fantasies, women are often matriarchs or have strong representation on shared governance systems. Additionally, these women often are 30-70, powerful, across the board in relation to physical appearance, and, frankly, I use heroic women as inspiration for their attitudes and actions. I also include patriarchal powers, because equality does not mean dominance, but I recognize that men are already viewed as powerful creatures (they really don't need a title to be considered able to change the world).


Oh boy. Heart's in the right place but not the execution on this one. Making one group superior to another group in order to erode the reverse superiority reflected in history or other sources of fiction doesn't help paint any kind of image of equality. It's just inequality on different parties. I also have powerful female characters in my fantasy literature and role plays. Renalta is ruled by two queens, for example... But I don't define their rule by their gender. Other characters might note that it's unorthodox for a pair of women to rule a kingdom, some might even disdain it, but they themselves are not defined by the fact that they're women. They're defined by the fact that they're caring, intelligent, and strong, each in their own way, that compliments one another. Essentially: They're good rulers for their lands, gender be damned, and that is why they are in power, despite what any opposition might think.

And no, they don't need special matriarchal powers for that. They just need to be strong people. Same with male leaders in the world, no special powers of patriarchy for them, just some mix of characteristics that makes them suited for the job at that current time.

ShonHarris said Historically speaking, I would play with inequality to make a point.


Historically speaking, I would play with inequality because it's... Accurate... Sure you can have a female mercenary but a lot of people are going to look on that as being bizarre, some with outright hostility. Whether or not you consider that right or wrong is irrelevant to the fact that it happened.

ShonHarris said I'm doing this in a novel I'm working on and, honestly, it exposes this new perspective to a times we all think we know.


Out of curiosity, how does it expose a new perspective, what perspective would that be? I do like a good read so I hope you wouldn't mind indulging my curiosity.

ShonHarris said By posing a question in a historical roleplay, such as a changing the gender power dynamics in medieval times for example, is a way to explore those worlds too, not necessarily changing history in some sweeping motion. Hm... I'm feeling super unclear this morning. I'll probably check this out again after work to make sure that all made sense.


Changing the gender order against what our ancestors did as a result of sexual dimorphism would be a sweeping change to the state of the planet. It's often why stories which want to empower women in a medieval setting adventure to a fantasy land, like Game of Thrones, or Lord of the Rings.
Generally I tend to go through a weeding out process with RP's now that helps prevent interest decline.

Step 1: OMG NEW IDEA OMG AWESOME OMG!! I will wait a week before I write anything down. Seven days.

If I stop thinking about it, it was a momentary flash in the pan, a craving I probably got out of my system with a video game.

Step 2: Okay! Still thinking about it! Well that's interesting. Write down the premise, a few notes. Simulate what directions it could take with a typical cast of leader, follower, romantic interest, and rival (party of four stereotypes), attack it from several angles. If I find it's very narrow and I can't figure out multiple paths through the story, or keep a grasp of strong characters for the players to interact with, I scrap it.

Step 3: Premise down! A couple strong NPC's for players to talk to, and they have lots of options available! Alright! Now we're getting somewhere. Time to AFK from this idea for another week.

Step 4: I came back after a week and noticed critical flaws, but I'm still interested in doing this idea! Repair flaws. Wait two days. Review. Repair. Repeat until it's fully functional.

Step 5: Finish premise, talk to a couple of my fellow RPer's about it. Describe it to them in as simple a manner as I can, see if they're interested or excited about it, record their questions and see if I can answer them. If I can't, honestly say I hadn't thought about it, work on it, ask them again later if they like it. Continue developing idea with player feedback. This step is critical to consistent success, if you ignore it, you're literally flailing in the dark.

Step 6: Okay! Still interested after three weeks or so, refined the idea, have a couple strong NPC's I like playing, players have multiple paths, I have a core base of players excited about this RP before release... Now we're really getting somewhere! Build the OOC and whatever supporting information I'll need to start with, release the plot/premise and some description about the world as an Interest Check.

Step 7: PEOPLE LOVE IT!! Awesome! Lets start this shindig then.

Only about one out of every ten or so ideas I think of survive past step 3, because most ideas I have are flashes in the pan, something neat or exciting in that moment, not something I'll want to keep doing forever. It's kind of like a puppy. If a five year old says they want a puppy, that's very normal. Puppies are cute. Give it a couple weeks without mentioning the puppy and with sufficient distraction, the majority of them will forget all about that cute puppy that they weren't going to take care of, but someone who constantly works at it, who has to wait for it, who adopts responsibilities and consistently plans and talks to people about it, a child who asks what puppies need to be trained, who does chores to buy the leash and collar... -That- kid is going to really love his puppy.

We're just like that kid with ideas as GM's. We want every damn cute pet we see, but only a few of them will really stick out to us over time, and those are the ones you should pursue and acquire when you're ready, when you've thoroughly made sure it's not just a flash in the pan but an idea you're really seriously into.
RP's only die if you let them. LoR went on for four years. It had its ups and downs, but we kept pushing, and made it to the end, and now, to the sequel. That's not being harsh or elitist: Sometimes I let RP's die. Without even meaning to, even.

That being said, here's a few solutions I'm shotgunning out to help as a veteran GM.

Rebirth: A drastic measure, you reset the RP's timeline to a previous point, perhaps all the way to the beginning, and explore a different path. If you want to intersect back to the main path, create multiverse theory. This can very well by itself become very complex to keep track of though.

Autoresolve: Just like how strategy games often have autoresolve tools, you can autoresolve a plot and move forward to a new plot with the same characters. Especially effective if the characters are the element you want to save above all else, but can feel jarring.

New Goal: If you don't want to rebirth or autoresolve and move to a different plot, then drop the characters into a new "zone". Maybe they were kidnapped, crash landed, got lost, etc, but put them in a new area with a subplot that you can tie into the main plot at some point. During this time you can adjust the main plot, making minor retcons here and there until it becomes interesting again.

Carbonite Bath: Hibernate your RP for a month or two and come back to it. You may want to retcon a few pieces of it once you come back, but sometimes a break is simply all that's needed to give an old idea life again.
Dervish said
This all becomes a lot more terrifying when you consider some of the interest checks, like for incest and abusive relationships and the like.


Not that terrifying. The fantasy of it and the reality of it are two separate things. Even if someone is imagining you in that position and not a fantasy character, the key word is still "imagining". The more away from reality it gets, the less likely it's something inherently twisted. It's the same reason you don't see people into tentacle rape weird Japanese cartoons going on mass murdering rampages or becoming serial rapists. Yes, it's weird. No, it's not inherently dangerous.

Because remember: Everything is a skill. Even imagination. A person who is finding it difficult to separate you from your character based on your personal gender is just someone with less skill. Not a person who is mentally disturbed or a monster in the works.

If anything, exploring such bizarre impulses is actually a healthy thing to do in a fictional environment. Nobody is hurt and you learn more about yourself. The more you learn about yourself, the better equipped you are to deal with your own impulses, which means greater self control at the very least.

Now, when it surpasses the PG 13 barrier and turns into ******** ****** ****** *** ****** *** * ********* ** ** ***** with a rake and a gardening hose in her ****** ** ******* *** ******* and a captain Kirk action figure, then you probably should stop and recommend them to a different website to explore such urges.
How to construct an RP title.

[Basic]

[Type] [carryover] [Title]

Types: The general archetype of the plot or story. Most are interchangeable with one another: Adventure, chronicles, legend, etc. Some are more specific, like Episodes, that implicate multiple parts.

Carryover: Tying the type to the title: Or, And, Of, etc.

Title: The "original" title. Ones that come from my catalog: Mage's Quest, Renalta, IEF Venture/Kyushu, Fleet Command, Thirteen Colonies, etc.

Examples
Legend of Renalta
The Mage's Quest: Chronicles
The Adventures of Xudoran (Presuming Xudoran is a character example)

[Advanced]

#1: Always tie the title to the story. Legend of Renalta for example refers to the literal "Legend of Renalta" within the universe. A Legend about a kingdom named Renalta.

#2: You can subvert formula to remove redundancy. ex: The Mage's Quest. No type present, but none needed.

#3: Never name your story after something that isn't present in the story. This is a blatant lie and your players will sniff you out like a bloodhound on it. It just looks bad on you.

Have fun!

EDIT

Jorick said
Er, I'm pretty sure that's a list of prospective character names, not titles for a roleplay.


Durr.

Anyway, when in doubt, just name yourself John. John always works. Or Jane.
Oh god not this shit again.
Alright. One more time, just for you. 42 years.

Years.

Any kind of orbital advantage a fleet would have is irrelevant on the sheer face of the fact that they will never reach orbit before being shot at with enough ordinance to annihilate them before they got anywhere near the system. Why? Because Isaac Newton is the deadliest motherfucker in space. Thats why. Plain and simple the offensive advantage of a fleet in orbit is literally irrelevant unless facing a civilization that has literally no way to stop you. Then your advantage is irrelevant by the nature of simply being massively technologically superior anyway.

Space is not comparable to planetary tactics. You can see through space... Forever. And it takes forever to fly through space. And there is no maximum range in space. And so on.
1: Vast majority of fuel is used escaping atmosphere. Fuel usage in orbit is negligible in comparison. Plus more efficient propulsion methods available in the future, etc.

2: Please reread my posts before you say silly things in a condescending tone. Like that whole spiel about not knowing what the future really holds. It makes you look bad. :3
On phone so short response.

1: Near future tech would allow space elevators. Superior to launch pads in saving fuel. Getting resources into orbit for construction drones. Etc.

2: Caesar didn't die of old age before reaching Gaul and Gaul didn't have 42+ years to prepare for his arrival.
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