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    1. Shorticus 10 yrs ago

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On that note, let me just say that reading about our resident goblin and his mud-covered mats was a freakin' joy.
*Still here*

*Still really patient*

But yes, Delta V has now been gone for 13 days.
The time I've done this most is during tabletop RPGs, though sometimes I like to bait the idea that someone is a sacrificial lamb but then actually have them survive. I've also done this in MMOs.

Let me start by quoting Village's first sentence:

I try to avoid that just because I feel like, when you write a character knowing they are going to die, it'll sort of be obvious.


This makes sense... but sometimes that's a good thing.

Let's say that we're in a medieval fantasy setting. Everyone has one character. I go out of my way to make an older guy, someone in their 60's or so, who's lost his family, his friends, and is essentially an old knight wandering around doubting whether what he did matters and whether he can still make a difference. Lo and behold, one of the other players is playing a young, idealistic adventurer, someone who is just beginning their journey. This gives me an opportunity to have the old man try and turn that youth into a proper knight, pass on the skills he was afraid he'd never get to pass on, and then face Death's door with a proud look when the time comes.

An example of something I did in an MMO was I essentially made a gnomish alchemist on WoW who... Well, to put it frankly, she was dying of a disease that'd be comparable to cancer. She was young, but she knew her time was limited, and I knew she was never going to cure herself despite that being one of her goals. Everything she did had more meaning, and it gave her a lot more emotion than you'd expect from a perpetually smiling gnome girl because she was secretly wishing she didn't have to die. She saw her own expiration date. That just helped guide my RP so well.

(Of course, a friend and I got the dumb idea to cure the disease for some reason I forget, but we eventually went back and said "yeah, that was a bad idea that ruined her story." And then we changed it back.)

And there's a ton of other examples I can think of. In a tabletop game I'm playing right now, I'm playing a character in a fantasy setting whose species is immortal but cannot breed. Namely: my character is a genderless warrior who was made for the sole purpose of fighting someone's war, and now that the war is over (lost), they are trying to discover their purpose anew. They are trying to cope with the fact that one day they and everyone like them will cease to exist because no more of their kind will ever be "born" again. In the end, this means that my character is on a quest for glory, for one last hurrah before they inevitably die (which may not happen in the roleplay itself, but you see why this is tragic).

The point is this: I find that some great story can come from writing a character that everyone knows is fated to die. Even if it's obvious as all Hell, you can make it a great place to start, and if the character survives despite that, or if you intentionally are baiting-and-switching their "sacrificial lamb" status with the GM's permission... Well, there's a lot of potential there. I'll leave it at that.

As for the how of doing this, here's what I say:

1. Make sure the GM knows, especially if you plan to bait and switch. Make sure they're okay with it.
2. Take the potential death seriously. It doesn't need to be a long, extended death scene; it can all end in a wink. Take it seriously either way.
3. Since roleplays can be unpredictable, be ready to consider what happens if the character doesn't die, or be ready to consider what happens if the death is just an unfitting one.
4. Drop hints, but don't choke up the roleplay with constant arrows of "DEAD MAN" pointing down at your character. That is: don't constantly remind everyone in your posts how your character is going to die. Instead, drop early hints, and maybe a rare couple more throughout the course of the roleplay, and otherwise let things occur naturally. (Note: the hints can practically be freakin' bricks with "BOB IS DED MAN" written on them, but use 'em sparsely. Very sparsely.)
5. And generally just approach any touchy topics surrounding your character's potential death maturely.
If that's the case I can work with that. I'll wait to see what the GM says, but the parts that'd remain the same would be the "people from all over flocking to the mostly pristine island of Madagascar" part. The technology part isn't so important.
Okay, so I'm just now starting to wake up.

I'd like to go ahead and ask what sort of technologies were present in the 22nd century (which is when the world went BOOM, right)? I'd also like to pass a few specifics by you for consideration.

So, my idea for the Malagasy Empire is that Madagascar was left virtually untouched by the nuclear war that gripped the world... because it's freaking Madagascar. Almost nobody thought it was important enough to bomb. People were too busy slugging it out with other nations. So, while a few nukes fell on the island nation, it was the rest of the world which took the brunt of the worst.

This means that at the end of the nukes and its own recovery, Madagascar finds itself in a unique position: unlike the nations surrounding it, and unlike many nations, a lot of its infrastructure and such is still standing. Of course, Madagascar in our spacefuture of mankind was never, ever at the front of the pack technologically, but it nevertheless started off with enough leftover pre-war technology to have generally good civilian life and more quickly prepare for its future role as a regional / global power. This is sped along by the fact that the island of Madagascar is seen at the end of the war as a sort of "hidden utopia" that a ton of people along the eastern coast of Africa go on a quest to find.

Lo and behold, Madagascar becomes overpopulated. Like Great Britain in the colonial era, that overpopulation and some discrimination between social classes, religious groups, and clashing cultures leads to colonial efforts on behalf of Madagascar, and its people start to take over the coastlines and islands of the Indian Ocean.

Is this all acceptable? And if Madagascar has a larger-than-average amount of leftover tech, what am I looking at for story purposes? One thing I'd seriously love to roleplay having is some sort of laser rifle that nobody knows how to rebuild because the metals involved were synthetically made in the 22nd century and nobody knows had to remake those materials. Or maybe, despite being generally outclassed by the Middle Kingdom, the Malagasy Empire stays in the game with a combination of advanced naval tactics (thanks to literature on the stuff still being around for them) and a few nuclear submarines looted from where-the-Hell ever they could be found? (Or would nuclear submarines armed with torpedoes and such be blown to bits by the Killsat?)

Oh, civilian technology would be Madagascar's real cookie, note. Skyscrapers and little lovely things in life (microwaves, air conditioners, etc) would still be around, probably with some solar paneling.
<Snipped quote by Shorticus>

The Race for Indochina and Austronesia


ITZ AWN
@Brink_

I figure I might as well present this thought now: the chief languages in Madagascar in the present, modern world are Malagasy and French... meaning we could have some interesting roleplay in the future concerning there being a shared heritage between our nations. It'd also have some tension because the Malagasy culture is the dominant one ATM.

Just a thought in case you wanted to discuss that later.

I'll post a proper app tomorrow or Tuesday.
What's Got You Up At This Hour?


Is this a Cards Against Humanity card?

Uhhh... I answer, uhh... Bees?
I have a Claim if it's acceptable

The scarlet area in China


Are we gonna have a race to take over the Indochinese Peninsula? That'd be good roleplay, I think.

That or we could be racing to grab all the islands. All the islands.
Sorry about the late submission. Without further ado...

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