TormentedDragon
Member
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It's important to realize the distinctions between the various types of Roleplay. On these boards, we do what people tend to call Free Form roleplay. Aside from the general, overarching rules that cover the common courtesies, there is no actual system. There are no calculations to be made, no health pools, no saving throws, no rolls of the dice, no code to work within. You can play almost anything in any way, so long as the other people are cool with it. So things like classes, alignments, specific spells, etc. are not truly necessary. For those who come into this from more structured forms of roleplay, such as D&D or other D20 systems, Shadowrun, or even the Computer RPGames like Neverwinter Nights, WoW, and AE's own AQ, AQW, DF, etc. this sudden lack of structure can be a stumbling block in character creation. I can't count how many times I've seen a character that was clearly based on something straight out of Adventure Quest. It takes a shift in thinking to get your head around freeform, and around making interesting characters for it. There's nothing wrong with sticking to what you know, but you can't take your D&D character sheet and use that in the same fashion here. But you can convert it. Take the classes, for example. In a game, your class either describes or dictates what your character is capable of. Fighters use weapons, mages cast spells; whether you become a mage by training your magic or get magic because you're a mage depends on the game; regardless, the class is tied to a character's skills, abilities, powers. You tell me you're a fighter in D&D and I know immediately what you mean. In freeform, you tell me you're a fighter and I'm left wondering what kind; sure, you've told me you can fight, but not why, how, or who. In freeform, it's the details we want. The history. You're a fighter, okay. Why do you fight? Was there a war on and you were a soldier? Law enforcement? Mercenary? Bandit? Gladiator? A warrior of the tribe? Hunter? The possibilities are endless. So rather than think of your character's Class, think of your character's Profession. What is it they do for a living? How do they survive? From this, naturally will follow the skills they need. A mercenary obviously needs to know how to fight, a court wizard needs his magic and knowledge, a sailor needs to know his way around a ship, and depending on what era you're in, will probably need to know how to board a ship, fight on deck, fire a cannon, etc. Your profession, your job, is to freeform what class is to games. You choose what s/he does for a living, you're already a quarter of the way to figuring out the character. Of course you'll probably want to figure out how s/he got into that business, why s/he got into that business, if s/he's any good at it, etc. And your character can obviously have multiple professions, or be between them, or jump from job to job, just like real people do - and pick up skills and knowledge along the way. I think I had more to say, but I got distracted and lost the thread. So this'll have to do.
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