Avatar of Dervish
  • Last Seen: 1 yr ago
  • Old Guild Username: Dervish
  • Joined: 12 yrs ago
  • Posts: 5991 (1.32 / day)
  • VMs: 8
  • Username history
    1. Dervish 12 yrs ago
  • Latest 10 profile visitors:

Status

Recent Statuses

5 yrs ago
Current Remember, nobody actually enjoys roleplaying if there isn't at least five shameful fetishes uncovered by the 2nd page.
5 likes
7 yrs ago
Somebody stole my mood ring. I don't know how to feel about it.
14 likes
7 yrs ago
Let's be honest, it's far more satisfying and challenging to actually imagine what a character looks like than paste a hundred gifs of a celebrity and call it good.
4 likes
7 yrs ago
So, a team of players who are good at playing as a team in a team-based game are individually bad players. Seems kind of silly when you put it like that, no?
8 likes
7 yrs ago
My goal these days is to have an RP that can actually finish, or the very least, last a few years. I see way too many die on page one to take chances
4 likes

Bio



Lowering the site's value since January 2012.


Most Recent Posts

<Snipped quote by Legion X51>

I think it depends on the PC and how long they have been at it. I know Vellios has his own issues himself, from issues with commitment to eliminating suicidal tenancies.

Anyway, what's currently going on in the IC? What's needed, who's in a collab, etc?


I'm starting a collab up with Rtron and Zombie. Any of the assault teams can feel free to make the next round of posts and start banging around.

Once that happens, DJ wanted to do a collab with Tonka.
<Snipped quote by Dervish>

You mean Matt the radar tech.


"I knew when you said, "Hello, my name is.""
<Snipped quote by Fallenreaper>

My fave is Always Something to Prove trope. Either to themselves or someone else. It's mixed cases coupled with strong will or ruthless tact. Churns out some high energy and tunnel vision motivation for characters, I find at least.

Another trope I love and hate equally is the Dark Vs Light romantic tropes. i.e Phantom of the Opera. It can be endearing or just make me puke a little in the back of my throat.


That's why the dude wears the mask, you see. Puke shield.

<Snipped quote by Peik>

Go solo.


But I was cheering for Kylo.
Honestly, interest checks always were something of an afterthought for me, mostly because my games are usually fandoms that already have an established fanbase.

But a pretty effective formula, I found, was posting the synopsis you have written out for the OOC, and format it to make it look pretty, as well as a rundown of what you're planning for the game and what you're looking for/ expecting of players. Add some pictures, format it to look presentable, and generally make it look like you have confidence in your idea, and it should drum up enough attention to get the OOC off the ground.
<Snipped quote by Dervish>

I usually define evil as point of view, namely what their motivates are and how deep they relate to the outside world. A really good villain to me is someone who's dark actions actually have some good aftermath because it establishes them as sort of a needed evil rather than just evil to be stopped. Which brings that moral aspect into play: do you merely destroy the evil and basically accept their fall will ripple off to hurt innocents that don't deserve the aftermath or allow the evil to continue and risk other innocents to suffer from their actions?

Realistically, when you don't actually think of this as a story are pretty harsh choices either way.


Moral grey areas are where I like to play most for exactly the reasons you mentioned. "evil for the sake of evil" is just boring, I like it when the bad guys think they're doing the right thing based on what their goals are, or the ends justify the means kind of thing.
<Snipped quote by Dervish>
*brofists back*

I was often lucky in that most of the RP's I joined usually had a villain group for makign characters as well. Hmmm, wow, this brigns me waaaay back to my first days of RP'ing, for exampel oen that I liekd a lot was a RP in which took palce in this giant city were there was a cultist group -which you could join- which ahd htis special characters called Murakumo, or soemthing it has been liek 5 years or so, that embodied certain aspects, liek Nightmares and such, that were part of a god and I was lucky to be one of said Murakumo (specifically one embodyign diseases) but, liek I said, I was lucky in the fact that msot RP's I joend tended ot allow me to either: a)join the villains group or make extremly amoral, if not sometiems outright evil, characters.


I guess you kind of have to shop around to find villain-oriented roleplays. It's a fun muscle to scratch; I ran a Mass Effect RP where half the players could play as Shadow Broker agents hunting down the other group of players, which allowed for some seriously sketchy characters. It's pretty fun playing somebody with zero regard for innocent lives from time to time. Hey, @Hellis, didn't you run a super villain RP not that long ago?
<Snipped quote by Fallenreaper>

Hmmm, well, at first it was never anti-hero dark. I liked to make as clsoe as I coudl as villains. Hell, there was oen character whom I had who was mroe or less a cross between amd scientist and torturer (in hidnsight he was a bit cliche) then there was another that was a full-blown mad sicentist and such, then I evolved mroe into anti-hero dark characters -so to speak- and so on.


Mad science buddies! *brofist*

Did you find it hard to make evil characters in most roleplays? I find a lot of games tend to go from a hero perspective, so having a bad guy as a player character kind of puts you at odds with other players in most situations.
<Snipped quote by Dervish>

I have learned of a way of doing well, I just don’t like doing it often and usually keep to one PC rather a series of PCs. However, if you don’t know how to approach this type of PC well then it’s best to leave them as a NPC rather than a main. and get your enjoyment while creating depth for your PC. The bad part, many attempts I’ve seen result in that and it’s a bit sad.

<Snipped quote by Dervish>

Racheli Desdemona is a favorite PC of mine, and she is a bit of an over independent bitch like Kasy, through I think she might be more verbal, that you have to really work to peel away her defenses. I usually have a loophole for her which is her belief of what is right and wrong. Namely, while she doesn’t really care for moral codes, she does have a vague sense of it and tries hard to follow it despite not really feeling it. Mainly because she doesn’t want to singled out and seen as a freak among those she learns to care for. That is an interaction trigger that I can easily latch onto and allow her to get attached to the target it’s related to much easier than breaking her character. In the end, it’s really how you approach it that really makes the difference.

<Snipped quote by Dervish>

Sometimes a nudge, even an annoying one, is all it takes for what I call ‘Walled-off’ characters to open up. I often talk select player I feel might help and give them information about how to get into Racheli’s communication graces, through we try to work the scene in our favor rather than making it seem unnatural. Manipulate the scene sort of speak which strangely enough, I don’t understand why some people class doing something as simple as a PC having a bad day where nothing goes right as something negative if it gets the two PCs to talk and interact to a good degree. I often have Rach being picked on by ‘God” and her cursing the bastard out (which in a sense is me, not the actual being mind you) which I laugh my ass off because it amuses me.


Know what's sad? Years later, I never figured out how to multiquote. #talented.

I think it is something that can be done if handled carefully, and as you mentioned, you must have some kind of thread to latch onto that can bring a loner character into a group dynamic and actually be social. I kind of realized after years of playing that most games don't last long enough to let long-burn character arcs come to fruition, so it kind of helps to have some short-term milestones if you want a character to have some meaningful development. It's like with Tanya, I've played her quite a few times, and mostly I want to get to a point where I can get a major story element concluded for her character before I'll be really satisfied retiring her, so to speak. Like, 5th time's the charm... or something.

And agreed with the walled off character nudge, as I'm sure you gathered from my example. Unfortunately, it sometimes takes another character going out of their way to do said nudge, and the walled off character has to be receptive of it to some degree. And I agree, characters in horrible situations having an interaction can be really insightful, sometimes more so than if they're "happy". I've had some of my favorite character moments when every character involved felt like a giant bag of shit. It was great.

Speaking of that, Does anyone have a favorite trope they enjoy doing? Mine's a little obvious.


I have a few, I kind of like to go between a few favorites. I usually like playing as outlier characters that are from a different culture or species than the main one featured in the game, playing charismatic and charming rogues, gruff no-nonsense fighters who are very purpose driven, idealistic individuals who are going against all odds to save something they care about, and one of my personal favorites, the cold scientist types with extremely loose ethics.

I definitely hit similar beats all the time, but I do like to switch up characters from game to game depending on the ideas that come to mind.
<Snipped quote by Hellis>

I don't mind tragic character trope as long as it doesn't make the PC a loner, depressing or outright 'I hate you all' type. I likely do that trope more often than I should, but I also do in different ways and some have more bad luck heaped upon them than others.


It's a nightmare to try and RP with characters like that. If a character doesn't have any agency to want to associate with anyone and deliberately cuts off any dialog because it's "in character" for them, it makes them exactly the last person anyone wants to associate with. You basically end up with a mopey D-Bag who isn't interacting with other characters, and if they were going to have any depth, usually you never get that far because the player who owns that character is feeling left out. My first incarnation with Tanya had her being someone who did everything in her power to avoid socializing with the team at first because she didn't want to get to close to them, and it's reaaally not a fun thing to play, even though you have a big character arc planned for that character warming up and getting over their fears.

In another game, one of the players had a character who fit the whole brooding anti-social assassin archetype, and one of my characters made it her life's goal to harass the crap out of that character for her own personal amusement, and as it turned out, it ended up doing a lot to drive the development with both of our characters and they ended up becoming one of my all-time favorite relationships in my roleplay history.
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