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Keiko_Mushi
Vice Captain

PostPosted: Wed Dec 29, 2004 4:36 pm


How to Post New Ideas
As that incentives idea did not work, the mods and I have come up with a way to improve the quality control of the new additions to the guild. Each new idea will be a thread in of itself and people will be able to make suggestions to refine it. Here are a few basic rules for forwarding new additions that should be thought about in at least minor detail:

Quote:
Races
Name:
Definition of (name of race):
Physiology:
Physiological Specifics: this includes height, weight, skin colour and hair colour.
Racial Society: This is indepth information on the way the race / bloodline's society works.
Racial Bloodlines (if any):
Appearance:
Abilities: These are more basic racial benefits that aren't supernatural in nature.
Special Abilities: These are mystical benefits for being that race or bloodline. Make sure that you have a balanced idea and don't overload with abilities.
Religion:
Racial History: Try to be creative with this section, adding an indication of important moments in the history of the race that you have developed.
Strengths: These are conditioned enhancements that may be available to a member of this race.
Weaknesses: These are conditioned detriments that isolation within the race's community may impart.
Gifts: These are available special abilities that an average member might have the possibility of being bestowed. These can be a holy aura or supernaturally keened sense. Remember that these have physiological, spiritual or mental appearances that might be noticed by other people.
Languages: Base languages and bonus languages that can be chosen at creation.
Class Inclinations:


Quote:
Classes
Name:
Category: Fighter, Rogue, Divine or Arcane. Try not to crossover too many categories.
Role of (name of Class): This shows how the class is different from other classes of the same category and in a group of people with differing categories.
Benefits: These are the products of intense training in certain areas and are usually skill-based.
Powers: These can be aura powers, metabolic, mystical, divine, psychic, etc... in nature.
Equipment: These are basic items that are usually carried upon the person of the class. These are inclinations only.


Quote:
Religions
Name: This is usually the name of a deity but can be the name of a pantheon or philosophy.
Holy Symbol / Focus:
Methos:
Followers:
History:
Appearance of deity:


Quote:
Methos
Generally go into detail about what the methos gives to certain divine classes in as much detail as possible. Also add in the most likely religions that would have access to the methos.


Quote:
Organisations
Name:
Member:
Area of Influence:
Membership Terms: These are requirements for being a member of this organisation.
History:
Important Figures: These are important members of the organisation.
PostPosted: Sat Mar 05, 2005 8:10 pm


How to Post New Threads
Posting new threads is easy. There are a few things to remember before you start. These are:

1. Develop a good description for your new thread that is appropriate to the thread type.
2. Plan what you will say in a coherent manner so that people aren't confused. Do not pull a Keiko_Mushi (me) by writing poor descriptions and not planning what you will say beforehand. This makes people frustrated and often irritated.
3. Decide on your target audience and try to work these details into the thread introduction.

This is a guide only so don't worry too much. If you want some help, just let us know and we'll probably be able to help you out to some extent.

Keiko_Mushi
Vice Captain


Keiko_Mushi
Vice Captain

PostPosted: Sat Mar 05, 2005 8:22 pm


The Title Code System
As a way to remove some of the annoying surfing that goes on in guilds, I have been inspired by the Umbra guild's 'title-coding' sytem. MichaForrest and the gang there have made the threads more readily accessing by utilising this idea and it suits for The World of Karlendor guild as well.

[INFO] [INFO] This code provides specific information for something in particular. This can be for a specific idea or as a result of an old thread that seemed good enough or important enough to keep in the guild.

[SET] [SET] This code is for information on a particular gamewrold or setting.

[RPG] [RPG] This code is to designate a thread as a roleplay. Roleplays can be private, by invite or open with or without restrictions. You may or may not require applications for joining in a roleplay.

[GAME] [GAME] This is to designate a thread as a game.

[ACT] [ACT] This is to designate a thread as an activity for people to join in as a way to just keep moving. Sometimes people aren't available to roleplay so this is for other things that are available.

[CHAT] [CHAT] This designates a chat thread. Chat threads are geared for out of character unless otherwise stated and can be on a wide range of topics.

[IMP] [IMP] This designates a thread that is important to the everyday running of the guild itself and is best to be read by each member on a regular basis.

[ST] [ST] This designates a thread that isn't easily categorised and hence is listed as 'stuff'.
PostPosted: Fri Mar 25, 2005 7:18 pm


Posting Roleplay Threads
Posting roleplay threads should be a rather simple operation if you have planned it beforehand. I will add this guide to help you plan it.

Quote:
Step #1. Decide on what your idea is.
This is an indication of whether your idea is based on genre, television, film or games. One of the biggest problems when deciding on a roleplay is deciding what sort to create. As we are bombarded with numerous images everyday our minds often become a jumbled mass of stimuli so we have to sort out what the main concepts of the roleplay should entail.
At this point you should only be forming the skeleton in your mind of what will become the base of the roleplay. You should be thinking of what sort of themes that you wish to incorporate into the roleplay itself. The classic theme of 'Good Vs Evil' has been done a lot but what if there are no differences in morality for the primary protagonists? This can often cause a lot of issues, leading to interesting roleplay. The key thing is how see through you want the roleplay to be as a more complex story base offers a lot more chances for twists later on.

Step #2. First Expansion: Setting...
A good setting is the backbone of any roleplay and without a well-coordinated setting, the players have no idea of where to start. It is essential to have something for people to visualise in their minds to guide them through the world that the creator/s have designed for them. This setting should include both background and a bit of expanded history.

Step #3. Second Expansion: Sides...
In most stories there are usually 'sides'. Sides isn't necessarily going to be a military organisation or nation but can also be a nasty teacher or situation that the main characters are pulled into.

Step #4. Third Expansion: Other Details...
If you are looking for a more advanced roleplay you should expand even further onto the roleplay by adding details about any of the following:

1. Places: Nations, Planets, Civilisations, Landmarks, Muthical locales
2. People: Races, Castes/Subspecies, Class structure, Public figures, important NPC's
3. Items: Powerful items, Weapons, Transportation devices, Communication devices, other technology

Keiko_Mushi
Vice Captain

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