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Sander Cohen92
Captain

PostPosted: Thu Nov 05, 2009 7:19 pm


Good day to you all and welcome to this here thread. I have noticed over the years many people playing dungeons and dragons are more so inclined to be the "Hack 'n' Slash" kind of players rather than role players. They seem coarse and 2-dimensional when talking to NPC's, which could hurt the story in some cases. Now I'm not the best role player out their, I know it, God knows it, the orcs know it, and I'm ok with that.

Introduction: Getting into Roleplaying ((For people who've never roleplayed before or are still 'newbies'))

You may be thinking it's hard to become a decent roleplayer, or even weird. Well gratz to you! Sorta. A good way of looking at roleplaying is to look at a game you enjoy, specifically RPG's with dialogue options. Ever wish there was an option that wasn't on that list? In roleplaying the only limit is what you set for your character. If someone said something you don't like you can sure as heck attack them on the spot, but as you'll read in a later section, that may impose on your alignment. Try placing yourself into the place of your character. Perhaps you won't be immediately in tune with the dialect of a medieval/Renaissance/fantasy vs. a modern/contemporary one, but that is the least important detail. In some cases, roleplaying is something that comes to a person. Others can take awhile learning the tricks of the trade.

When first getting started the most important thing is your actual dialogue, descriptions and actions might not be so important. Once you have a unique, set characteristic you can improve upon it, and even begin with actions and details. Taking the whole thing on at a single time can be overwhelming, just take it step by step if that is how you learn. In the end it'll be more efficient to have 1 area down, rather than screwing up in several without a single one correct.

I. Dialects

Alright lets start off with this... many people might not credit it but it could have a huge effect on your character. Maybe your wandering what I'm talking about... best way to explain it, here's how several characters might say: "I think we can get this done quicker by going over the bridge not around it."

Person 1: "I figure we can get done sooner by going over the bridge not around it." ((Commoner))

Person 2: "I reckon we can get this here quest finished sooner by going over that their bridge, not around it ya hear?" ((Farmer))

Person 3: "Aye, Prolly can git this job done faster by going over the bridge not around it!" ((Dwarven))

Person 4: "Jah mon, we can get the job done fasta by goin' ova' tha bridge naa aroun' it!" ((Jamaican))

Person 5: "I say good chap, surely we can do things more rapidly by traversing over this bridge and not around it.... tea and crumpets?" ((Stereotypical British, might wanna get rid of those last 3 words though))

Person 6: "Arrr, me think we can get this done quicker by goin' o'er the bridge not around it. Aye, me parrot concurs." ((Pirate))

Now compare those. I'm sure you don't see the same person seeing that... in fact I personally find it difficult to see a heavily armored guard saying the second one. Don't neglect dialect- it adds character to your character! ...yeah I just went there.

II. Alignment

This is a more obvious one that should affect your character. I understand how there are many different levels of good, evil and neutral but I'm just going to stick with those generic three. Alright lets begin...

Good: Your more inclined to help people and not expect a reward. Your feelings towards evil are bitter and cold, hateful even. In a fight between guards and lawbreakers you'd be inclined to help the law breakers, in most cases. A good character may see their actions justified and the guards infringing on their freedom.

Neutral: You go either way when it comes to helping others, usually more easily swayed when money is involved. Your not one to judge evil or good seeing as your right dab in the middle of them. In a fight between guards and lawbreakers, you might just sit back and watch the show, or help either side.

Evil: Your more inclined to help others only if they help you, you put yourself before all others. Your feelings towards good are hateful and dreadful. In a fight between guards and lawbreakers you'd be inclined to help the law breakers, or possibly use the distraction to commit your own crimes.

III. Class

Alright, lets face it, your class will probably effect your characters actions. A cleric might be more tempted to head to the nearest cathedral during an attack, a fighter might want to stand their ground and hold off the threat, and a rogue might be interested in looting the fallen and robbing the stranded. If you have played any of these classes and have an honest opinion about how they are role played, send me a PM and ill credit you along with posting the description.

Barbarian: Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of civilization. A barbarian adventurer may have been lured to the settled lands by the promise of riches, may have escaped after being captured in his homeland and sold into "civilized" slavery, may have been recruited as a soldier, or may have been driven out of his homeland by invaders. Barbarians share no bond with each other unless they come from the same tribe or land. In fact, they think themselves not as barbarians but as warriors.

Bard: An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many bards were once young runaways or orphans, befriended by wandering bards who became their mentors. Since bards occasionally congregate in informal "colleges," the apprentice bard may meet many of the more prominent bards in the area. Still, a bard has no strong allegiance to bards as a whole. In fact, some are highly competitive with other bards, jealous of their reputations and defensive about their territories.

Cleric: Most clerics join their churches as young adults, though some are devoted to a god's service from a young age, and a few feel the call later in life. While some clerics are tightly bound to their churches' activities on a daily basis, others have more freedom to conduct their lives as they please, so long as they do so in accordance with their gods' wishes. Clerics of a given church are all supposed to get along, though schisms within a church are often more bitter than conflicts between religions. Clerics who share some basic ideals, such as goodness or lawfulness, may find common cause with each other and see themselves as part of an order or body that supersedes any given religion. Clerics of opposed goals, however, are sworn enemies. In civilized lands, open warfare between religions occurs only during civil wars and similar social upheavals, but vicious politicking between opposing churches is common.

Druid: Though their organization is invisible to most outsiders, who consider druids to be loners, druids are actually part of a society that spans the land, ignoring political borders. A prospective druid is inducted into this society through secret rituals involving tests that not all survive. Only after achieving some level of competence is the druid allowed to strike out on her own. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. All druids recognize each other as brothers and sisters. Like true creatures of their wilderness, however, druids sometimes compete with or even prey on each other. A druid may be expected to perform services for higher-ranking druids, though proper payment is tendered for such assignments. Likewise, a lower-ranking druid may appeal for aid from her higher-ranking comrades in exchange for a fair price in coin or service. Druids may live in small towns, but they always spend a good portion of their time in wild areas. Even large cities surrounded by cultivated land as far as the eye can see often have druid groves nearby-- small, wild refuges where druids live and which they protect fiercely. Near coastal cities, such refuges may be nearby islands, where the druids can find the isolation they need.

Fighter: Fighters come to their professions in many ways. Most have had formal training in a noble's army or at least in the local militia. Some have trained in formal academies. Others are self-taught-- unpolished but well tested. A fighter army have taken up the sword as a way to escape the limits of life on the farm, or he may be following a proud family tradition. Fighters share no special identity. They do not see themselves as a group or brotherhood. Those who hail from a particular academy, mercenary company, or lord's regiment, however, share a certain camaraderie.

Monk: A monk typically trains in a monastery. Most monks were children when they joined the monastery, sent to live there when their parents died, when there wasn't enough food to support them, or in return for some kindness that the monastery had performed for the family. Life in the monastery is so focused that by the time a monk sets off on her own, she feels little connection to her former family or village. In larger cities, master monks have set up monk schools to teach their arts to those who are interested and worthy. The monks who study at these academies often see their rural cousins from the monasteries as backward. A monk may feel a deep connection to her monastery or school, to the monk who taught her, to the lineage into which she was trained, or to all of these. Some monks, however, have no sense of connection other than to their own path of personal development. Monks recognize each other as a select group set apart from the rest of the populace. They may feel kinship, but they also love to compete with each other to see whose ki is strongest.

Paladin: No one ever chooses to be a paladin. Becoming a paladin is answering a call accepting one's destiny. No one, no matter how diligent, can become a paladin through practice. The nature is either within one or not, and it is not possible to gain the paladin's nature by any act of will. It is possible, however, to fail to recognize one's own potential, or to deny one's destiny. Occasionally, one who is called to be a paladin denies that call and pursues some other life instead. Most paladins do answer the call and begin training as adolescents. Typically. they become squires or assistants to experienced paladins, train for years, and finally set off on their own to further the causes of good and law. Other paladins find their calling later in life. after having pursued some other career. All paladins, regardless of background, recognize in each other an eternal bond that transcends culture, race, and even religion. Any two paladins, even from opposite sides of the world, consider them selves comrades.

Ranger: Some rangers gained their training as part of special military teams, but most learned their skills from solitary masters who accepted them as students and assistants. The rangers of a particular master may c**t themselves as cohorts, or they may be rivals for the status of best student and thus rightful heir to their master's fame.

Rogue: Some rogues are officially inducted into an organized fellowship of rogues or "guild of thieves." Some are self-taught; others learned their skills from independent mentors. Often, an experienced rogue needs an assistant for scams, second story jobs, or just for watching her back. She recruits a likely youngster, who then learns the skills of the trade on the job. Eventually the trainee is ready to move on, perhaps because the mentor has run afoul of the law, or perhaps because the trainee has double-crossed her mentor and needs some "space". Rogues do not see each otehr as fellows unless they happen to be members of the same guild or students of the same mentor. In fact, rogues trust other rogues less than they trust anyone else. They're no fools.

Sorcerer: Sorcerers develop rudimentary powers at puberty. Their first spells are incomplete, spontaneous, uncontrolled, and sometimes dangerous. A household with a budding sorcerer in it may be troubled by strange sounds or lights, which can create the impression that the place is haunted. Eventually, the young sorcerer understands the power that he has been wielding unintentionally. From that point on, he can begin practicing and improving his powers. Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help him understand and use his new powers. More often, however, sorcerers are on their own, feared by erstwhile friends and misunderstood by family. Sorcerers have no sense of identity as a a group. Unlike wizards, they gain little by sharing their knowledge and have no strong incentive to work together.

Wizard: Wizards recognize each other as comrades or rivals. Even wizards from very different cultures or magical traditions have much in common because they all conform to the same laws of magic. Unlike fighters or rogues, wizards see themselves as members of a distinct, if diverse, group. In civilized lands where they study in academies, schools, or guilds, wizards also identify themselves and others according to membership in these formal organizations. But while a guild magician may look down her nose at a rustic wizard who learned his arts from a doddering hermit, she nevertheless can't deny the rustic's identity as a wizard.

IV. Ability Scores

This might be one that a lot of people don't credit either. Perhaps they credit charisma, but the rest are discarded like trash. I can assure you they can be used to influence your characters actions while role playing them.

Strength:
-High Strength: You're strong, everyone can see that. Few would want to mess with you seeing your muscle. You might be more influenced to charge right in, threaten others, and start a fight over nothing.
-Medium Strength: You're not weak, and your not almighty. You've got an average build so some may not want to start fights with you. You're not exactly all up in others faces but can be knowing you might be stronger them. Just don't let it go to your head.
-Low Strength: You're weak, you know it, *points to orcs* they know it, and I know it. You might not be able to throw a punch if you're life depended on it, but you probably have high stats elsewhere. You're less likely to try intimidating one through raw strength, rather through empty threats or by spell (assuming you're a caster).

Dexterity: This is a harder one to apply to a character. You might be able to sneak it in by flipping a coin constantly without ever failing to catch it, or being able to tumble phenomenally. A non-dexterous person may continue to fail and fumble over such feats.

Constitution:
High Con: You can take beating, that's apparent. You could hold your breathe longer than others, you could take a punch to the gut without recoiling, and you could survive being crushed by a boulder (Probably...?). Though you are healthy, your not invincible.
Low Con: You're weaker and probably scrawny looking. You might not be able to take a punch well or even get hit by a sword, but that might not be your thing in the first place. Leave it to the tank to take the hit.

Intelligence:
High Int: You're a bright one. You know much about enemies and the world around you. Many look up to you because you know so much, others treat you like dirt because they're too 'low brow' to accept your brilliance. Just remember, in a tight situation they might rely on your intelligence to get 'em out of it.
Medium Int: Not brilliant, not an idiot. Your in the middle there. You can identify some enemies, maybe not their abilities, but definitely can identify them. You might know about the area around you, or the world too but not as much as one who has spent much time researching things such as that.
Low Int: Your what we call 'low brow'. Your not necessary stupid, but incapable of looking or sounding smart. You might mistake one enemy for another, or not even know what they're called. You're most likely to use smaller, easier to understand words. If you don't have the strength or dexterity to back up your lack of knowledge you won't be getting much respect.

Wisdom:
High Wis: You've been around for awhile, your a master of philosophy and thought. Your words might touch another person (in a good way), or leave them amazed. You might also be one who has lived every single day of his life to the fullest. As a wise man people might look up to you or seek insight on issues.
Low Wis: You're not exactly the best guy to come to for insight. Your thought and answers are crude and poorly worded. If anything, people don't care for your opinion and rather have you just stick to whatever you excel at, whether that be being an intellectual mage, or a powerful fighter.

Charisma:
High Charisma: What I call the Fonz status. Everyone loves you, you're persuasive, and overall just a great person to be with. You might seem like the coolest, most bad a** guy around even if you lack skill in other areas. However, a group you adventure with might get tired of your antics and make sure you stay on task and help them survive.
Low Charisma: You're most likely a person who's not fun to be with. You're not liked by many, not persuasive at all, and overall a terrible person to be with. If your skills make up for your lack of charisma however you might still be accepted by society. Make sure to remind your group how they need you for your brute force, or powerful spells, or dangerous accuracy with the bow.

V. That's what she said

One of the most painful things to see in roleplaying is a person constantly using "I said". There is thousands of ways to make your character and the scene more fitting- powerful and dramatic! Heres a few:

FOR YELLING:
Boasted
Bellowed
Shouted
Yelled

FOR ANSWERING A QUESTION:
Answered
Replied
Explained

FOR QUESTIONING:
Asked
Queried
Proposed (In some cases)
Wondered
Requested (In some cases)

WHILE IN PAIN:
Groaned
Moaned
Murmured
Grunted

DISSAPOINTED/ANGRY:
Grunted
Bellowed
Boasted
Growled
Roared
Threatened




And so... if you're unsure of the word to use- GOOGLE IT! It's a lot better than sitting there spamming "said".  
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