I don't like getting my thunder stolen, so first: credit where it's due. This is all Sparkie. I'm only starting the thread because I have free time and want to jump right in on this. I'm going with a top three list.
Rydh's "Bible Quotes"
Whatever you want to call them, I love reading these. They set the mood of the character's thoughts and feelings, almost like starting a post with "I'm pissed off!" or "Naked barbarians creep me out!" but in a much more original and class-appropriate way.
I've mentioned this in several challenges I ran, participated and/or critiqued in, but visualization is #1 in my book. I get facial expressions, body language, and other non-verbals when I picture Rydh's action or conversation which follows the quote.
The character is likable. And as a player, he's proven to be dependable. It's an RPG, so it's fair to say that how helpful someone is in combat goes a long way.
Ankari's a Jerk
And the party needs a jerk. Ankari (the member) took a risk naming a character after himself, and making Ankari (the character) a jerk. I think the risk paid off, though it may have caused confusion.
I like flawed characters, and you can't have an adventuring party without the know-it-all who thinks he's always right. What makes this especially funny is that our control is limited. So when Mr. Right kept missing arrows and failed a DEX check to climb out the window, I was laughing uncontrollably for several minutes. I could have died laughing. It was hard to explain this to my five-year-old. It took several attempts.
I just imagined Ankari (the character) already grumpy from missing several shots, then looking at his allies who are taking their sweet time getting through the door. He thinks you idiots, and says, "follow me" revealing to his sheep-like comrades the shortcut to safety: the window. He tumbles over the window sill backwards. My character catches his less-than-graceful flop then simply walks out the door and takes the stairs, wondering why anyone would prefer a window over a door.
This visualization was the result of Ankari's (the member's) writing and the die roll. I learned that the die roll becomes meaningful in the RP side of the game.
Ankari (the character) is a likable jerk. Mostly, he's likable because you can tell—through his thoughts and actions—that he cares and he tries to do right by party members. I don't like characters in stories that fail in that area, and such characters are even less attractive in a game. That's why Ankari (the character) is likable enough that even Baldhart won't resent him completely if she ever finds out what he said to Burnbright.
Steering Us in the Right Direction…?
Steerpike's descriptions are the ultimate reward. Yeah, it takes forever to level up. So what? When I impaled that fish demon, that became one of many great moments my character experienced all because of a lucky roll.
Battle #2 was exciting. We goofed and could've got people killed, but the just-in-time rescues made it very cool! The fact that they're well-narrated added to the enjoyment of the gaming experience considerably.
Rydh's "Bible Quotes"
Whatever you want to call them, I love reading these. They set the mood of the character's thoughts and feelings, almost like starting a post with "I'm pissed off!" or "Naked barbarians creep me out!" but in a much more original and class-appropriate way.
I've mentioned this in several challenges I ran, participated and/or critiqued in, but visualization is #1 in my book. I get facial expressions, body language, and other non-verbals when I picture Rydh's action or conversation which follows the quote.
The character is likable. And as a player, he's proven to be dependable. It's an RPG, so it's fair to say that how helpful someone is in combat goes a long way.
Ankari's a Jerk
And the party needs a jerk. Ankari (the member) took a risk naming a character after himself, and making Ankari (the character) a jerk. I think the risk paid off, though it may have caused confusion.
I like flawed characters, and you can't have an adventuring party without the know-it-all who thinks he's always right. What makes this especially funny is that our control is limited. So when Mr. Right kept missing arrows and failed a DEX check to climb out the window, I was laughing uncontrollably for several minutes. I could have died laughing. It was hard to explain this to my five-year-old. It took several attempts.
I just imagined Ankari (the character) already grumpy from missing several shots, then looking at his allies who are taking their sweet time getting through the door. He thinks you idiots, and says, "follow me" revealing to his sheep-like comrades the shortcut to safety: the window. He tumbles over the window sill backwards. My character catches his less-than-graceful flop then simply walks out the door and takes the stairs, wondering why anyone would prefer a window over a door.
This visualization was the result of Ankari's (the member's) writing and the die roll. I learned that the die roll becomes meaningful in the RP side of the game.
Ankari (the character) is a likable jerk. Mostly, he's likable because you can tell—through his thoughts and actions—that he cares and he tries to do right by party members. I don't like characters in stories that fail in that area, and such characters are even less attractive in a game. That's why Ankari (the character) is likable enough that even Baldhart won't resent him completely if she ever finds out what he said to Burnbright.
Steering Us in the Right Direction…?
Steerpike's descriptions are the ultimate reward. Yeah, it takes forever to level up. So what? When I impaled that fish demon, that became one of many great moments my character experienced all because of a lucky roll.
Battle #2 was exciting. We goofed and could've got people killed, but the just-in-time rescues made it very cool! The fact that they're well-narrated added to the enjoyment of the gaming experience considerably.
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Valar Lord
Shadow Lord