Tuesday, December 10, 2013

Class Megapost Coming Soon!


Hi guys! Just giving a shout of thanks for your patience. Working on a mega post for all the classes and ideas for rp, etc etc. Keep your eyes peeled, hoping to have this done soon!

Going to go ahead and keep an update on the progress here so people have an idea how this post is going rather than just saying "soon"  There will be 8 total posts: An introduction with links to each class post, six class posts and one outro post for wrap up and additional thoughts. Each class post will also feature a guest from a character on WSRP!

Class Article Progress:
Warrior-complete, awaiting pictures
Spellslinger- complete, awaiting pictures
Esper- complete, awaiting pictures
Medic- complete, awaiting commentary and pictures
Engineer- complete, awaiting commentary and pictures

Each article will feature a run down of the class, common roleplaying stereotypes, ideas for roleplaying specific to WildStar and ideas to "break the mold" on the traditional concepts of the roleplaying trope for that class. If you have any questions that you would like answered or ideas that you would like to share, feel free to contact me so I can get it into the article before their launch.

Thanks again for all your support and encouragement guys!

EDIT: I AM STILL ALIVE: with some puppy sitting trouble, roommate car trouble and all SORTS of fun crap, I am hoping to have things finished by the end of this week. THANK YOU TO EVERYONE WHO HAS ENCOURAGED ME AND STUCK AROUND AND BEEN PATIENT <3 <3 <3


Monday, November 4, 2013

Show Don't Tell


-Sorry the Scowling Cassian has been a bit quiet folks! Between being under the weather, my birthday and a new roommate moving in I have been super busy! And with the Destiny growing ever closer to Nexus, Agent Hawkens has been absent on classified ICI business.

Speaking of which check out this amazing WildStar themed cookie cake my sister made for me with one of my dragon creatures I made up years ago! She is amazingly talented and I hope she’ll get a gig sometime in a real bakery!

Best Birthday Cake Ever!

-I know it’s older news, but I wanted to give a fond farewell to Troy “Aether” Hewitt. Thank you Troy for working with me on the interview blog for Jeff Kurtenacker, you were a great pleasure to talk to. And thank you for inspiring the community of WildStar, namely the moderator team on WSRP. Honesty, excellence and friendliness have built a passionate community core and much of this is thanks to your hard work and dedication.

We’ll miss you. Good luck and our best wishes for you and your family.

My thank you to Troy!

-Beta is returning this winter! As seen on this post here and that also means new class reveals! Just today we saw this post about livestreams showcasing each class to give us a good look at some brand new info for these reworked classes including those not yet revealed. I can’t wait to get the ball rolling again with all this exciting new news!


Especially with NaNoWriMo just starting, I thought this would be a great opportunity to talk about one of the most important aspects of writing to me. I use this when writing stories as well as in roleplay and have found it to be a key aspect of connecting to both my readers and fellow Rpers. What is this magical tool? Descriptives.

When we write about something we pull the ideas from our extensive imaginations. Whether it be something of fiction or not, we have an idea of what we see and a wish to convey that. Sometimes it can be difficult, trying to put down what is in our head into words or pictures. And though it is not really possible to fully convey it one hundred percent, there are ways to help get your point across.

Remember that what is in your head isn’t a complete and solid thought. It is a collection of ...well “things” for lack of a better word. Scents, smells, sounds, feeling of touch or emotions. No matter how unrealistic or fantastic your setting, these “feelings” are all rooted by real-world concepts that people can understand and relate with.

With that in mind, let’s tackle the blog title: “Show. Don’t Tell.”

While writing and roleplay it can be very tempting to try to show everything to your reader or fellow roleplayer right away. Perhaps setting up a scene that you have in your head or the clothing and attitude of your character. Instead, there are two tips I have that will both help convey your meanings and help breathe more life into your words: Descriptives and Patience.

Let’s start with the idea of setting up a scene. You’re writing a book or story perhaps and you want to set up a scene where your character steps out into the bustling nightlife in a futuristic big city.  Now it might be tempting to say exactly that, but it will force the reader to be a bystander to the writing. Instead, draw them in by inviting them to help visualize the scene alongside you with concepts they can relate with. For example:

Cyberpunk cityscape. (image found here)

“The agent passed a few of the classy nightclubs on his way from the speederport. He could feel the lifebeat of the music pounding with his own heart as he drifted by, a carnal beat that swept the patrons into the flow of drink and delight. Brightly coloured market stalls decorated the streets and walkways. These were not the same in the promenades and other sectors, where the carts were one third grime and grease, one third junk and one third yelling. These were fancy set ups, climate controlled and set to attract the most outlandish or refined of tastes. Bars for flavored oxygen (or other concoctions for the other species of the galaxy), exotic massage parlours, important goods from a hundred worlds jostled for space along the well-kept walkways. There was even a stall for exotic pets, which the agent noted and filed away to memory.”

Now that may not paint the exact picture I wish to show them, but it will help my readers build something similar in their minds. I could tell them it was a futuristic city, but instead I conveyed that with standard sci-fi lingo such as “speederport” and mentioning other worlds and species. The nightlife I explained through feelings. Colors, sounds and ideas. To describe the other carts without traditional descriptives such as mentioning yelling conveys the idea most of us have seen in hawkers or carnies, the idea of shouting out your wares to passerbys. I didn’t use a specific song or type of music in the clubs (though that can also be used for effect in different situations) but instead I described the feeling of the beat and the mood of the patrons. While my readers may not see exactly what is in my mind’s eye, they can “feel” it. They can “smell” the carts and identify with the beat of the music. This writing invites them to step inside my setting and build the world themselves, walking alongside my protagonist and sharing in his evening.

Though this works best with story writing, this can also be applied to roleplay. To start, let me ask you a quick question. What is the personality of Agent John Hawkens, the ICI operative who works with me here? If you answered anything along the lines of grumpy, irritable, arrogant or haughty then I’ve conveyed him across rather well. Now consider how many times he’s spoken on this blog and how much he’s said. If I have conveyed him properly I have done so through a handful of fairly short exchanges.

I can tell you that Agent Hawkens is cranky or that he’s irritated at what your character said, or I can show you. He can sigh heavily, roll his eyes, avoid direct eye contact or turn his back on your character.  The slump of his shoulders, the clenching of his fists or his sarcastic tone can tell you everything you need to know without directly explaining it to you. Rather than throwing his emotions in your character’s face, I invite you to see them as your character would and construct a similarly organic response.

Taking this one step further brings in the other tip I have: Patience. It might be tempting to explain the way your character works right off the bat to someone including all their quirks. But both in roleplay and in writing you can explain these things to your audience slowly and subtly just like you would learn things about someone in real life.

Have a kitty! (image found here)

For instance, when Agent Hawkens gives up on an argument or accedes victory to another he uses what has become one of his coinphrases: “Hmph” The thing is, I had to be very patient. This was not going to be conveyed in one conversation or even two or three. Nor would it necessarily crop up in every rp session. But I knew I had succeeded when one day he used the phrase and instead of showing irritation at his lack of compliance, my rp partner crowed in victory. The point had finally been made. Just as another guildmate commented that so long as Hawkens was scowling, things were clearly going just fine, I had established aspects of his character without ever needing to tell them. And it was very satisfying.

So remember that instead of simply telling someone what you want them to see, invite them to experience it with you or your character. When you go out next around town, pick up groceries, hang out with friends or see movies listen and open yourself to Feel. How did you know what to feel in the movie? How must that movie feel to see it or experience it? What do the shopping malls sound like on a Saturday night? How do the food stands smell and what is the feeling of zipping through traffic. By inviting people to remember what they themselves feel and experience, you make the writing all that more impactful. By being patient, you let them learn and grow with your characters like they would any other living, breathing being.

Writing does not have to be perfect. It does not need to be the most amazing thing anyone has ever read nor does it have to be their favorite. What it does need to be is interesting. All you need to do is encourage them to turn the next page. So long as your reader wants to know what happens next, then you have succeeded.

So go out there and write!

Also here is a link to the NaNoWriMo website which I highly encourage you to check out. It would be a great place to get some ideas. Perhaps try writing a bit about your character this month or some ideas you have for them in the world of Nexus. Or try them in some other settings and just enjoy playing with their personality. Above all, have fun!

Until next time dear readers, thank you for helping make this blog possible. You guys ROCK!

Saturday, October 12, 2013

Playing Characters with Disabilities


Two WildStar Wednesdays here. Sorry I am a little behind. I thought it would be really cool if I tried being sick again, you know, for old time’s sake. I was wrong ;P

WW: October Game Systems Update: Just a little update on new features for beta. Though the WS beta has not been reopened just yet, this article covers some of the system features that Carbine has smoothed out. We have a new leveling system that explains what you’ve earned a bit better, new ability systems that appear to have additional features to them and a better quest system that rewards people for working together with open tagging and allows for a bit more variance than “kill ten blobs”

WW:Crossing the Streams: WildStar will allow Cross Realm communication and play. There are some limitations to the system, but it ultimately will help keep people in touch even if we don’t necessarily play on the same world!

Also don’t forget, class reveals coming SOON!!!


Who's a good reptavian? You are!!!

Recently I picked up Star Wars: The Old Republic again with two close friends to play through the amazing stories Empire side while translating our WildStar characters over to get an even better feel into their personalities. I hadn’t played in some time and had quite a bit of fun sifting through all the new Cartel shop items (including a Veractyl mount that I had only wanted since launch, which I am now the proud owner of) and all the new features, etcetera, etcetera. While I was browsing through some of the new adaptive armors I came across an interesting set called the Series 505 Cybernetic Armor. This collection of armor could make the wearer look like a cyborg, with some really cool mechanical bits, or it could be used for something even cooler: mechanical replacement limbs.

The full set of the Series 505 Cybernetic Armor

Okay, to explain my excitement at seeing this, perhaps a little background. Back when I used to roleplay in SW:ToR, I had written this really long, exciting mission on Nar Shaddaa with my partner about some big Cabal plot that was going to start off a cool series of missions and stories we were going to make with our guild as some sort of ongoing plotline everyone could enjoy. Long story short, our dear Agent Hawkens found himself in a harrowing situation that ended up with his right arm being badly mangled by scattergun fire. He still manages to escape and the news of the adventure gets passed on to the needed individuals and the day is saved. Well, sort of. With his mission complete and the plotline begun for the guild, Agent Hawkens turned to resting and recuperating from his injurious encounter...which sadly left me with a dilemma. Now I am a big fan of treating injuries and ailments very seriously in roleplay (within reason), which is a topic I intend to write about more sometime in the future. I dislike when people magically shrug off mortal wounds or ignore the idea of recovering from grievous wounds. Unfortunately, though, I had no idea how to handle Hawken’s injury.

In the world of Star Wars, they have some pretty fantastical medical technology. There’s kolto, which is a healing liquid found in the depths of an ocean planet that can heal most ailments, and then the synthesized bacta which replaced kolto and is so powerful that it often can heal without even producing scar tissue. Being an agent, Hawkens had a decent chance of having access to the miraculous bacta, which could have restored his shredded arm without even a scar, except for the fact that in his storyline, he was an ex-agent on the wrong side of the war and on an unsanctioned Cartel-funded mission. Instead of bacta, it might have also been perfectly reasonable for his arm to have been replaced by a mechanical substitute, which I would have jumped at in a heartbeat if not for one glaring issue: there was no way to visually represent this in the game.

It could be frustrating enough, trying to explain that Hawkens carried around a Kaas accent, so that the other Republic players would know him as an Imperial, nevermind if I constantly had to explain his metal hand to others. Instead, I opted to make up some reason he found bacta and his arm was healed.

So imagine my surprise and delight when I found a cyborg arm slot armor that would make my right hand into a sweet mechanical piece, complete with three wickedly curved talons. Yeah...I might have danced around a bit and confused my poor cat with my excited flailing. As I intigrated the piece into the hybrid WildStar/SW:ToR personality that I had created for Hawkens, it really got me thinking about a roleplaying topic that I think is really important: playing characters with disabilities.

Now Hawkens finally has his mechanical hand!

Characters with disabilities can sometimes be a bit of a touchy subject. Some people find the idea of trying to emulate what can often be difficult or even devastating real life conditions insulting and rude. Some, sadly, play these ideas off as a simple gimmick to garner attention and can really come off as ignorant or rude, even if they didn’t mean to. However, with a bit of thought and a bit of research, characters with disabilities can be some of the most interesting and rewarding characters to play and/or interact with.

As stated on Wikipedia: “A Disability is the consequence of an impairment that may be physical, cognitive, mental, sensory, emotional, developmental, or some combination of these. A disability may be present from birth, or occur during a person's lifetime.”

It should be noted that: “Disabilities is an umbrella term, covering impairments, activity limitations, and participation restrictions. An impairment is a problem in body function or structure; an activity limitation is a difficulty encountered by an individual in executing a task or action; while a participation restriction is a problem experienced by an individual in involvement in life situations. Thus disability is a complex phenomenon, reflecting an interaction between features of a person’s body and features of the society in which he or she lives.[1]”

There are many different kinds of disabilities one can choose to use for their character and many different kinds of way to pull it off. I think the best way to walkthrough this is another set of my awesome number lists! Ahem, so here we go!

Well if you insist...

Playing a Character with Disabilities:

Step 1: Choose what you wish to play and why

-There’s an important reason that I combine both these ideas into one step and that is because I think they are strongly intertwined. Sometimes what you play is because of why you play it or perhaps why you play something is because of what you are playing. Okay, that might have sounded a little confusing, so let me explain a little further. I have suffered all my life from some pretty severe anxiety and depression which I still struggle with to this day. As part of my ongoing struggle, I tend to translate some of this into my characters. Hawkens definitely deals with anxiety and depression from time to time as a means of my own self expression. Why I play him that way is because I enjoy the ability to tackle some of these obstacles from a different perspective, and it helps me. So what Hawkens is, is because of why I choose to express that disability. As for the other way around, I have seen many people who choose a disability or idea of one and roll with it, coming up with their reason why because of what they chose.

I believe it is important to have a reason behind the disability you choose for your character. Now I am not saying you have to have some super epic and tragic storyline to it. Something as simple as “she was born without sight” or “he had a bad accident and lost his leg” are just fine. I would say you could technically get away with “because” in place of a reason while you try to come up with one, but I would advise against it. As human beings, we are naturally curious, especially about things that might not be considered “normal” or “usual” or even by things that make us nervous or uncomfortable. We define our world and our place in it by asking and learning about these things. We often crave explanation about such things to feel at ease with their existence. Expect other players and/or their characters to ask you and/or your character about what happened to them if you intend to play it out.

Step 2: Research

-I could write a whole article on this alone. And well, I actually do intend to one of these days. Researching topics for roleplaying not only makes your RP so much more realistic and believable, it can really teach you a lot about things you may not have known much about, expanded on your current knowledge or can even lead to a whole host of other cool ideas and the acquisition of even more knowledge!

Unless you deal with the disability that you choose to play yourself, or know someone closely that deals with it, chances are you could really benefit from learning more. (Though I’d argue, learning more is always a good thing no matter how familiar you are with something) The more you learn about a topic, the better you can portray it in your writing/RP and the better you can explain it to others.

For example, when I had a character who got a punctured lung from an opponent, I took the time to look up what exactly a punctured lung entailed. Moreso than just the breathlessness and pain one would expect, the collapsing of a lung also creates a horrible pressure imbalance in the chest cavity that I had no idea about. By taking the time to do my research, I not only had a really believable reaction from my character to his injury, but I also taught this knowledge to the players who dealt with him, including inspiring the medical character’s players to look up even more information to find a realistic way to treat such an injury.

One side benefit to doing your research on disabilities and playing them out the best you can, is to help spread awareness. You never know who might learn from you, or who might take the time to go learn more thanks to you.

Step 3: Show, don’t tell (when you can)

-So this can seem a bit tricky when you largely RP through writing and there is no guarantee that WildStar (or other mediums) will have the means to show physical disabilites and others still have no visual indication. However, you can apply the same tricks and ideas used in writing stories to roleplay disabilities.

For example: My partner had a character in SW:ToR and WoW who was mute. Rather than explain to each and every person “oh by the way, my character can’t talk” he would show them through her actions. She carried around a datapad or notepad depending on the setting and would write anything that required something more then gestures to get across. But his most powerful tool in explaining her was her body language. Her posture, facial expressions and hand gestures could speak volumes. Sometimes it was really easy to understand her and sometimes it could also be very hard, as without words her communication was still limited. However, it was also really interesting. Being unable to understand her sometimes was just part of the character. Whether frustrated at her own inability to get across her point or by others just simply not quite getting it, she was such an incredibly interesting character to play with.

For Hawkens, if there is no visual representation to show off his mechanical hand, then there would be some need to “show” this injury to other players. However, I don’t have to resort to necessarily going “hey guys, he’s got a mechanical hand!” all the time for this to work. Instead, I can use it’s existence as a means to explain it, just like an other piece of equipment or item. By mentioning that Hawkens would “tap the talons of his right hand on the counter” or “think better and offer his good hand instead” I can remind people that it is still there and still a part of his character without necessarily having to shove it in their face constantly.

Showing doesn’t just have to be about the existance of the disability either. It can also tell a lot about what the character feels about it. My partner’s character accepted that she couldn’t speak with grace until she ran into large gaps in communication. Then she would become obviously frustrated. It was difficult for her to deal with and she would sometimes need some encouragement to get through those bumps in the road.

Different personalities deal with certain disabilities differently as well. For instance, Hawkens is proud about his mechanical hand. It is a reminder of the cost of his mistakes that netted him the replacement, but it is also an opportunity. Instead of a flimsy human hand, he now has three wickedly curved steel talons that are as good an intimidation tool as they are a weapon. He can hide darts and other technical tools inside them and reach into places that might have injured flesh and bone before. In many ways, it is an upgrade. However, for his friend Gaius (in his TOR iteration) the prosthetic foot replacement after a mine field accident is a source of shame and frustration. Gaius is embarrassed by his fake limb and irritated that it is stiffer and harder to use then his old foot. He winces when it clunks around on floors or gives him trouble climbing stairs. He does not see it as an opportunity and instead takes extensive effort to find a potential cure or live replacement when he can.

Step 4: It’s okay if they don’t get it

-Roleplaying disabilities can sometimes be really difficult. How does one easily portray anosmia: the inability to smell? What happens if people just don’t get what the mute girl is trying to say? What happens if someone doesn’t get that my character has anxiety or the fear of being touched? Well, it just is what it is. Some people just won’t get it. Perhaps they don’t always catch what you are trying to say, or perhaps they just flat out refuse to accept it, that can happen sometimes too. But in the end, it’s alright. People with disabilities in the real world may sometimes have qualities which may be more recognizable, but they do not walk around with glaring neon signs. There are some whom you may never know they had a disability at all. It’s alright if not everyone gets what you are trying to do all the time, or right away. If, however, you find yourself constantly struggling with people not getting it, maybe some more research is needed. And don’t be afraid to talk about it. It’s alright to let people know about it too.

Step 5: Have Fun

- I know I put this on everything, but it still rings true here. However, there is another aspect of this. Disabilities can be a bit touchy. They can be very tough and sometimes downright devastating for people in real life and to see people playing make-believe with them online can be frustrating. The thing is, that this is really a two part deal. On the end of the roleplayer, it really just boils down to doing your best to be respectful. Take the time to learn about what you wish to play and just don’t make fun of it. Nice and simple. As for those who watch, try not to get up in arms over something like this. It’s okay to roleplay something just because you thought it was interesting or because it sounded like a cool idea. That’s not rude or disrespectful. If you see something that really bothers you, just talk to the player. Chances are they didn’t mean it that way, or perhaps you might teach them something. Ultimately, if you really cannot stand it, just don’t play with them.

Now if you try out roleplaying a disability for a character and find it is just not fun to roleplay, it is okay to stop. Forcing yourself to do something you are not enjoying won’t help anyone have fun. And no matter how lifelike we might like to make our roleplay, to help us better associate and enjoy, it’s okay to bend the rules now and then so you can have fun and enjoy your time.

So to recap:

Step 1-Choose what you wish to play and why
Step 2-Research
Step 3-Show, don’t tell (when you can)
Step 4-It’s okay if they don’t get it
Step 5-Have fun
(Across 29 – Dangerous mutated Boulderback)

Playing a character with a disability, whether they be mute or blind, whether they have lost a limb or suffer from diabetes or asthma can be challenging, but it can also be very rewarding. Taking the time to learn more about what you write, can not only teach your more, but spread awareness and teach others around you.

In our literature and stories, we often like to associate these disabilities with very powerful character traits: strength, perseverance, courage. Despite all odds, these characters learn how to live with their disabilities and instead of despairing and giving up, they conquer them instead. They turn them into a strength, learning from them and never giving up. They are not only fantastic and uplifting characters to learn about, but they are also inspirations for ourselves both inside and outside the world of games.

Saturday, September 28, 2013

DevSpeak: Ability Mechanics


If you haven’t listened to it already, check out the latest Nexus Weekly podcast: Level 39 which guested both Ender of WSRP and the Scowling Cassian! Listen to us chat about the latest WildStar housing contest, “hardcore” raiding and our opinions on the attitudes of the WildStar team in their game. Stick around to hear an interview with the props team at the end as well!

WildStar Wednesday featured a new Shiphand missions concept, allowing players to face new story-based questing challenges outside of Nexus. These events scale from single players to a whole party, allowing people a chance to travel to the stars and uncover more in the vast world that revolves around the central conflict.

As revealed in DevSpeak video, keep your eyes peeled for the next two class releases coming SOON!


Special Sauce!
The most recent Devspeak deals with an addition to the WildStar combat sandwich. This “special sauce” lends an additional piece to the gameplay that further supports the mobility and versatility that has been presented thus far.

If you haven’t watched the video yet, be sure to check it out here!

As always, the disclaimer features more than just the disclaimer itself. Here are the panels found at the beginning of this particular DevSpeak. Sadly I did not see the answer to the previous DevSpeak story with the Mechari agent and the three Exiles. Hopefully we will learn this soon!

The Pig Latin translation is as follows:  "Should you have difficulty reading this panel, please consult a porcumlogologist, which is a Latin term I just made up and I leave for you to validate. Apologies to the localization team for what fun they'll have translating this."

*cue trumpet fanfare*
Alrighty, so on to the featured topic: “Ability Mechanics” These are those extra little concepts that lend themselves to the strengths of the combat system used in WildStar, putting even more control in the hands of the players and less at the mercy of standard MMORPG gameplay. As Frost put it:

“It’s about the way you, as the player, control what your character can do. I’m talking about ‘Ability Mechanics.’ In other words, how you interact with the game in order to use your abilities.”

Now before we jump into what all that means, let’s take a brief moment to talk about combat in traditional MMORPGs. Though not quite so restrictive as the traditional turn based combat of most RPG games, many MMORPGs have a combat system with some similar limitations. For instance, in World of Warcraft, though you can break line of sight with enemies or utilize certain combat mechanics to avoid incoming damage, you cannot simply dodge out of incoming attacks. A fireball hits you no matter where you run, so long as you stay within its range at the point of firing and shifting quickly to the side of a monster will still get you clawed in the face. Combat mobility varies in applicability and usefulness. Often times you find your character standing still while you cycle through your combat rotations. I remember that when I first started playing, the mark of a “good tank” was one with exceptional situational awareness, or the ability to keep track of their team, the movements of the boss and other enemies and the hazards and layouts of the playing field. Being able to move a boss around competently to the advantage of the team was a big deal back then. It was one of the reasons bosses like Grobbulus from Naxxramas was so difficult. Many people had not had to move quite so much for a single fight.

The terror himself, standing in his chambers. (Image found here

WildStar has, as they have explained in previous DevSpeaks, adopted a much different kind of combat system, one that is entirely mobile like action RPG games such as God of War or Devil May Cry. These games rely heavily on mobility and being aware of the battle grounds at all times, sometimes needing to dodge at a moments notice to avoid taking damage. However, this brings to the question another aspect of these games. In action based games, combat is fast and furious, with players executing abilities swiftly while maneuvering their way around the field. In MMORPGs, combat is usually a bit less hectic. You tend to focus more on your rotation to maximize your efficiency in combat with some reactionary changes, but you tend not to need to pound out your actions and combos with haste. How you interact with your characters abilities, such as keys on a keyboard or buttons on a controller tend to reflect this. On the keyboard, you simply press your button for whatever you are using whether they be instant, cast times, or channeled abilities. Action based games tend to be different. In part with a much more limited set of buttons and in part with the style of gameplay, you can press buttons, hold buttons and use them in many different combinations to pull off different moves.

So how does WildStar handle this? Well, they explain such in this video!

WildStar still deals with the three basics of ability types:

Cast Time (Upper Left) Instant (Center) Channeled (Upper Right)
2-Cast Time
(Crossword Challenge: Down 8 – 40man PvP death fortresses)

So what are these? What exactly do these abilities mean? Before we continue on how ability mechanics work with them, let’s talk a bit more on what these abilities are. To better explain these, I will be pulling some information from WoWWiki.com

Instant Abilities:

-Instant abilities have no casting time. When you press the button to perform the action, it happens as instantly as possible (usually around a half a second, though reliant on server response times). One of the great advantages of these abilities was the fact that you could use it both while standing still and while in motion. These could feature a wide variety of abilities such as straight up damaging abilities, DoTs (damage over time abilities, which are applied instantly, then do damage over their duration on the target) and HoTs (healing over time abilities which are applied instantly, then deal over their duration on the target)

Instant Casts are fire off nigh instantly

Cast Time Abilities:

-Cast time abilities are based on “casting time” or the time needed to cast a spell or execute an action before it will take effect. Typically a bar will display that will fill during this casting time indicating the time until the ability or spell will be used, which will happen once it has filled completely. These abilities tend to have more powerful effects than instant casts (more damage or healing for instance) as they are usually broken if the character moves or if an enemy interrupts the ability before it fires.

Cast times are executed when their timer bar is filled

-Channeled Abilities:

-Channeled abilities sport an instant cast time, with a prolonged execution. These begin their effect upon cast, which then executes a spell or ability over the entire duration of the channeling time. This can be damage or healing that takes place every “tick” or every second, or it may happen during specific intervals within. These abilities are broken upon movement or interruption by an enemy.

The effects of a channeled ability last the entirety of their timer

As Frost stated in the video:

“In WildStar, we needed players to interact with their abilities in a much more reactive way because circumstances can change, quickly.”


 In an action based RPG, a character is always on the move. So you can see how both Cast time and Channeled abilities would be difficult to pull off with WildStar’s system. If any movement broke them, or being hit by enemies, players who chose these types of abilities would often be at a disadvantage. Unless the power of such skills was ridiculously buffed over instant-casts, there would be little reason to ever attempt them, especially with a limited skill set. Plus, combat might be a lot less interesting if the Carbine team opted for instant casts only. So instead, they did something even better: they made these abilities mobile.

By making these abilities mobile, you open them all up to being useful in many different situations. You can now channel a cast while chasing down an opponent or fire off a casted ability as you begin backing out of a telegraph in order to flee. They also have added some additional bits to existing casts to make them more reactive and useful in this style of combat.


Fire off your abilities rapidly within a set time limit
 -I actually don’t 100% follow this, though I imagine playing one of these abilities make it fairly intuitive. From the sounds of it, this is an ability that features a time window in which to use consecutive executions. You will most likely be able to aim where and to which enemy you please and each attack will be a press of the button within the time window.

Ability Charges

Stored ability charges can be used as needed, either saved and used one at a time, or dumped all at once for maximum power!
-Some abilities will have stored charges. Whether they inherently build this over time with something along the lines of...oh let’s say one charge regenerates every 15-20 seconds if one or more are absent or they are cast and then stored, to be spent with further casts before you replenish, I am not sure. Or perhaps both are viable. Either way, these allow some additional strategies in combat. Let’s say I have that stabbing ability on that stalker. Perhaps I save it to use on an enemy when they are low on health, using (let’s assume it has two charges) both charges to quickly dispatch the enemy. Or perhaps I use one on my opponent when they are stunned, but then I have to dodge out of the way of an incoming telegraph from my enemy’s partner. I can save this ability and either let the second one regenerate before using them again, or wait for another moment of opportunity to strike. As these are not spammable abilities, I imagine abilities with charges will tend to have a bit more bang for their buck.

Charge and Release

Need to move out of the way? No problem! Fire off what you've charged so far when you are out of harm's way. It may not be as strong, but it didn't go to waste
- Similar to channeled, or perhaps simply a version thereof, these abilities appear to become more powerful the longer you cast them. However, if you are forced to move to dodge attacks, you do not have to feel bad for wasting your time standing still and then breaking your cast with nothing to show for it. Releasing the cast early might be a slightly less powerful version of the fully charged ability, but it will no longer go to waste!

Press and Hold

Press the button and hold to reap untold destruction. Or let go if you need to change tactics.
-A reactive channel, this ability type features a cast in which you press down the ability button and are then free to move about the battle field extolling out massive punishment (or perhaps healing maybe) in the process. If you need to get out of the way quickly, however, you can simply let go of the button and dive to the side. Or just pose there and look awesome. ;)

More than anything else, these additional aspects to the combat add a lot of variety to an already interesting and fluid combat style based on movement and aiming. By allowing a lot of reactive abilities as well, they make more some far more involved battle tactics, leaving players free to act and react to a very hectic and cool fighting style. And though it might be a minor point to make, I still feel it is important to mention that these abilities will be utilized for all members of the “holy trinity” of MMORPG gaming, be they tank, healer or dps. So everyone can feel involved and active in their gameplay.

And as Carbine said, everyone deserves to be a spider monkey ninja.

If they want to

And stay tuned folks...we’re on the home stretch to something everyone has been waiting some time to hear more about: Classes. Not only the reveal of <REDACTED> and <REDACTED> but perhaps a fantastic video on all the amazing classes in WildStar? I cannot wait! (p.s. Stalkers rule...just sayin’...)


Saturday, September 21, 2013

"At the Usual Place": Recurring RP Events and You


Sorry about the late blog this week folks, I've been watching a friend of ours wiener dogs for the weekend and thought today would be a good time to write while they flopped around my feet :3

Out for walkies!

This Weeks WildStar Wednesday was about the Wacky Housing contest held during last beta build. You can check out these deranged domiciles here if you wish!

Yesterday Carbine announces that they will be at the New York Comic-Con to show off WildStar a bit more. We're not sure if they will announce anything new here, though I do not think so. But hang in there, good stuff is on it's way. I have a funny feeling we will be seeing much more once they have their new beta build up!

Keep your...well ears posted for the next Nexus Weekly! The Scowling Cassian has been asked to guest alongside Patrician and Ender of WSRP. I am very excited to join the podcast and hope you will all enjoy!


Stay awhile and listen...

Though it is always enjoyable to roleplay with your close friends and/or guildies, one of the best parts about roleplaying in MMORPGs is the entirety of the roleplaying community. With the mighty power of social media and the internet you can reach out and connect to hundreds of thousands of people with a few deft strokes on the keyboard!

One of the best ways to bring the community together is through roleplaying events, whether through short sessions lasting a few hours, grand events spanning days or even weeks, recurring events or even spontaneous get-togethers. Though each present their own merits and challenges, they all lend a hand to strengthening the community as a whole. And they can be a lot of fun!

Today I wanted to talk a little about recurring events in roleplaying, some advice on how to find them and/or host them and a few ideas to help inspire. Keep in mind that while these are technically aimed at roleplayers, many of these ideas can be helpful to guild handling in general.

My first real experience with MMORPG events began in World of Warcraft on the server Wyrmrest Accord. While I was leveling my tauren warrior in the starting zone of Mulgore, I saw advertisements in the general chat for an RP “story circle” that was to take place shortly at one of the first town hubs. Curious, I decided to head that way when the time came and see what this was all about.

A roleplaying group gathered around the Bloodhoof fire (image found here)

The story circle, hosted then by the Earthspear Tribe (an all Tauren RP guild), was a weekly occurring event that took place for a few hours every Saturday evening. Members of the guild would gather up and advertise around the area while throwing a shout out in their social media connections online for those not in-game at the moment before making their way to a large open area in Bloodhoof village which sported a large bonfire in the center of a clearing. Members of the Horde were all welcome here from any level, race or class. The event itself was partially casual. While they encouraged people to attend in character, they  were welcomed to set aside rivalries and other RP complications to just enjoy hanging out with others.

After a brief introduction by the storymaster chosen from the hosting guild, people were encouraged to step up and tell a story, anecdote, poem or really anything of their choosing. The crowds would listen with the occassional comment, laugh or gasp and then clap when the sharing was finished before a new person would rise to speak. There were stories of joy and betrayal, beautiful poems, epic tales of bravery and even a few short plays.

Though I was not a complete stranger to RP in general, I had yet to really experience much in the way of online live RP and I was a bit nervous to begin with. The story circle ended up as a wonderful introduction for me! It was casual enough that I didn’t have to stress out about how perfect my RP skills were or whether or not I was up to date with the ongoing storylines of all present. It was also a good mixture of interaction and relaxation. I didn’t have to be on the spotlight if I didn’t wish, though I was welcome to offer up a story if I wanted to. And afterwards, the hosting guild and many others would mingle around, greeting others and thanking the community for attending their event.

Though it would be a year before I rejoined with the server and eventually joined the Earthspear Tribe, I had already been given an excellent taste of RP to whet my appetite that would lead me through many years of roleplaying with that guild and the subsequent guilds that would branch off, eventually leading to me meeting and falling for my partner...though that is a story for another time.

These events do not just need to be casual storytelling either. In Star Wars: The Old Republic, the guild known as The Legion on the server Ebon Hawk hosted a weekly Monday evening RP event known as “Trooper Night.” Though largely aimed at troopers in general, this event was open to anyone with military skills out for hire. Each night was themed as a coalition of many different military and mercenary teams banding together for a single contract event from rescuing captured personnel to assaulting enemy bases. These were a lot of fun and both the event and the celebrations in the nearby Cantina after a successful mission were great ways to meet new people.

One of the best parts of Trooper Night was getting a ton of people all lined up into teams to march through the cities. All dressed in our armor, we drew a lot of looks from the community when we passed by. (Image found here)

Ultimately these events served as a means to bring together the community, to help people meet new friends and to just have fun. They were excellent introductions into RP for some or a fun way to push a character’s storyline for veteran roleplayers as well.

WildStar is an untapped well of creative potential. With a brand new world that blends a bit of Sci-fi and fantasy, exciting new cultures and factions and a whole host of amazing RP tools from specialized mounts to housing, it will be exciting to see what shapes within the RP community. If you are considering being a part of this, or just want to learn a bit more, then read on!

Hosting these events can be a challenge. Much like hosting a pen and paper campaign, you need to work to pull together a group, hold them together and build a storyline or idea for them to play with. Though I haven’t started one on my own, I have helped to promote and lead these events for my guilds and I have a few bits of advice if you are looking to start your own.

Advice for Hosting Recurring RP Events:

Step1: Pick an Idea
-Are you creating a casual story circle or a marketplace bazaar? Perhaps a competition of some sort or a combat mission. Maybe you are offering training or fortune telling to others? There really is no limit to this. Pick something that you think you can carry on through many sessions and that you find fun!

Step2: Support
-Every event I have seen has been led through a guild or group of guilds. The time commitment for these can be tough to meet every single time and can be difficult to create, host and manage all by oneself. Find some friends or a guild that shares your views and propose your idea. Maybe a mercenary guild might hold weekly fireside chats, offering sale of goods or contracts while providing a place to share stories of bravery over a few beers. A mechanics group or biker gang might host weekly or monthly races, or perhaps a special forces guild might host military missions on enemy holdings.

Step3: Consitency
-Pick a day and time that works best for yourself and your supporting team/guild, etc. While this can change if need be, it is always best to be consistent. Content aside, a consistent time and day will help others to find your event and will make it a regular occurrence to view around the game zones. Making sure you host it regularly will encourage others to show up regularly and will build the loyalty to your idea that will help keep it going. Failing to keep up with your events may result in a poorer turn out or in no turn out at all.

Step4: Promote
-Take advantage of social media. Forums, Twitter, guild pages and server sites are all great ways to advertise your events out of game. Within the game, polite advertising (not spamming) in chat channels in your zones or cities help, along with word of mouth to your friends, allied guilds or even just random roleplayers. You do not need to over-extend yourself and waste all your energy just talking about your event, but putting it out there for people to find, or extending the hand of welcome, will help announce your events and can bring in all sorts of people. That is how I first attended the Story Circle in WoW.

Step5; Have Fun!
-I know I sound like a broken record, but I simply cannot repeat this enough. Hosting events like this isn’t for everyone. To establish them as a common server-known event, they take time and dedication. Some will speak more to certain groups of roleplayers than others, some times you won’t have the energy to host for the night and sometimes even the best laid plans can fall through. If you find you just aren’t having fun, or you would rather attend events then host them, then do so. Forcing yourself to create or maintain something you just don’t have the time or energy for won’t be fun. And at the end of the day, this is just a game. Do what is relaxing and fun for you. Maybe instead, try a few single sessions events that just last a few hours rather than a weekly recurrence. You do not have to commit to something longer or harder if you do not wish to.

So again:
  • Step1: Pick an Idea
  • Step2: Support
  • Step3: Consistency
  • Step4: Promote
  • Step5: Have Fun!

These events can be very rewarding to host, but they can also just plain be a lot of fun to attend. They draw in both new and veteran roleplayers and might even pull in those who are simply curious while offering them all a chance to network together and have fun.

I am very excited to see what events and gatherings rise up with the release of WildStar and look forwards to seeing you all out there!

Adventure Awaits!

Friday, September 13, 2013

"Oh...hello..." : How to Play the Introvert (And still have fun)


So cute! ...Except the part where he is chewing on the Dominion....
The third part of Mystery and Mayhem is up! If you haven't read it yet, go check it out here.

This weeks WildStar Wednesday was a PAX Prime Round-up that summarized Carbine's time at the event. It may not be some of the fantastic reveals or sneak-peeks we have been waiting for, but hang in there guys. Give these folks a round of applause and hang tight, more good news is on the way!


She watches him from the far side of the room. Not as loud as the others and not nearly as bold as to approach him. In fact, he only notices her because of the lapse in the sound, a moment of silence when their eyes meet. She startles, like a deer caught in the headlights, at once shy and graceful in her very awkwardness. Almost imperceptible, her tiny smile flickers beneath tired eyes and suddenly he realizes this congratulation is worth more in its quiet simplicity then any other.

Making his apologies, he pushes through the throngs of bodies to stand before her. A few cast him a questioning look, but he pays them no heed. She turns her face away for a moment, as though debating whether to stay or flee, but it was too late. Looking up bravely she gives him a genuine smile and tells him her story...

Perhaps you have lived on one side of the story or the other. Perhaps you have been the shy introvert, or you grew up alongside them. You saw them at school or on the bus to work. There is an appeal to those who are shy, as much as there is a fright of being in their place. There is an appeal of roleplaying a shy or Lone Wolf character; an appeal to the mysterious and unknown. But for all that they might be an enigma, there is the fear of them remaining such forever. Just as in real life, the shy are oft overlooked or even forgotten. In this fan suggestion from Evion, we will seek to look over this character concept and the challenges that follow with it. So how does one manage such a personality and obtain interactions? How can one play this character and have fun?

It is important to note that there are many types of introverted or shy characters. They are as varied as the people they represent, such as the Bookworm, the Absent-Minded Professor, the Stoic, the Mad Mathematician or the Ineffectual Loner, just to name a few. Not every character is just peeking around the corner with their hair in their eyes and fearfully avoiding eye contact (though they certainly could be!) The important thing is that, though they may talk somewhat, they are often very reserved and can be difficult to approach head on, especially in social situations. For MMORPGs where a major part of roleplay tends to come in the form of some sort of social situation, this can lead to some potential frustrations and difficulties. However, if this is what you want to play, do not lose hope! These types of characters, when played right, can also result in some amazing roleplay!

Some shy or introverted characters have difficulty feeling comfortable in social situations. Or they just might be cute kittens hiding under the porch, you never know... (image found here)

How to Make an Introverted Character in 6 Easy Steps!

Step 1: Choose to make an Introverted character

-No seriously. This might sound silly, but committing to an idea in roleplay is always a good call. Now this doesn't mean that your character cannot grow or change, but by focusing on an idea, you focus the character. Though personalities can vary within a person, even on a daily basis, there tends to be some sort of focus in a person (otherwise we wouldn't have stereotypes) and a character who acts accordingly will be much easier to interact with. A character who's personality fluctuates wildly (with few exceptions) tends to be very difficult to pin down or relate with. With a Shy character already starting with the difficulty of their very nature, there is no reason to make your fun that much harder to obtain.

Making this decision does not limit you to this idea only, however. Many characters can develop shyness, or show their introverted natures in specific situations only, or they could also grow out of it as well. Focus should not lead to stagnation, but more on that in a bit.

Step 2: Figure out why your character is an Introvert

-Remember when I told you there were many types of Shy characters? There is no one right or wrong way to do this, so feel free to use plenty of your creative genius here! If starting off with WHY your character is an introvert seems daunting, perhaps try starting with HOW they are shy.

For instance:

“How a character can be Shy”
-They rarely speak
-They are shy in social gatherings
-They simply don't feel the need to push their opinions
-They prefer the company of a select few and have difficulties opening up
-They prefer the company of non-organics
-They think they do not need anyone else
-They often turn down help for personal reasons
-They have bad social anxiety or perhaps deep phobias that push them away from social interactions
-They are shy around members of the opposite sex or any sort of flirtatious activity

Some might find that interactions with robots, golems or other entities not of their race are easier to interact with with the traditional social stigma gone from the equation. ( Image by Jason Chan)
Note that these characteristics do not necessarily need to be shown through shy characters only, but many character types can show shy tendencies in certain situations!

Maybe your character is an introvert because they simply are by nature. They are not necessarily deeply shy, but are definitely not the most social person you will ever meet. They gain their strength when left to their own devices or a select group of people and tend to feel overextended in larger groups or stressful situations. Perhaps there has been some calamity in your character's life that has promoted their shyness. Perhaps your Exile suffered bullying under their peers on the Arkship and has trouble finding a sense of self-worth. Or maybe you played an Aurin who just barely escaped the destruction of their world, shocked to numbness by losing everything they have ever known, leaving them wary of the intents of others. You character could also be a deep cynic who thinks people are not worth their time, a sort of Lone Wolf who relies only on their own strengths to see them through and might even look down on other characters.

A common mistake is to assume that introverted characters are always victims. Though there is often an emotional or even physical trauma that may have inspired their shyness, they are many times products of their own actions. For instance, your character could be a sort of Lone Wolf who relies only on their own strengths to see them through and might even look down on other characters. Maybe they see themselves as intellectually superior and shun the “unwashed masses” in their vast knowledge.

Or perhaps your character is simply lonely but is far too proud to admit it...

Why are you looking at me like that?

Remember that your character does not need to be an introvert all of the time! Hawkens here is an excellent example actually.

I hardly think that going into my personal life is wise, and /certainly/ not necessary.

Come now, it will be helpful to our readers. Hawkens here is a good example of a selective introvert. For the most part, he will speak with others without too much difficulty. He generally speaks when spoken to and will also seek others out for interactions when necessary. Get him talking about his passions, such as the Dominion, his people (the Cassians), animals, his personal hobbies, etc and he can become quite animated. He interacts regularly on the job and understands the importance on good communication. But stick him in a casual social situation and he crumbles.

He might be scowling, but he secretly loves this baby stemdragon...just don't tell him I told you!

I do not-!

As is common with many stories of secret agents, specialized operatives and the like, there exists a degree of dehumanization they face in the efforts to stay sane with the atrocities they may witness or even perform for the good of their company/Empire/etc. On the job, other people are tools. They are assets to utilize or obstacles to overcome. To interact with them with something so mundane as “small talk” or “pleasurable conversation” becomes uncomfortable. There is not set way to deal with social interactions, no magical protocol that will solve every chat. In some ways, Hawkens is simply ill equipped for such chatter when it isn't about work. He has lived so long apart from a “normal” life that such normalcy is almost frightening. And so he is shy. He avoids dancing like the plague and tries to escape the gatherings at the first available opportunity. He can become irritated or flustered from small talk and has absolutely no idea how to handle (Emperor forbid) flirting.

As I mentioned in my blog “It's All in the Details: Fleshing out Characters through the use of the Mundane” there was actually a fairly good explanation of this point, of WHY Hawkens is often an introvert in social situations:

“...he found mundane actions to be tedious and sometimes boring. Yet that never stopped him from going through the motions of care for his hygiene, of cooking in his own kitchen or from playing an occasional video game. It wasn't about the movie at all. It was about the concept of relaxation, the concept of “letting loose” or “having fun.” He was far more worried about dropping his appearance as a grumpy and bitter individual who only cared for his job and nothing else. By watching the movie, he had strangely reasoned, he was showing weakness or betraying his ideals.”

There is no rest for the wicked. Life is too short to waste on such frivolities...

Hawkens is an introvert because he believes that showing anything close to “relaxation” or “playfulness” means that he is betraying his own personal moral code and is showing weakness in his resolve. Think on why your character may reason out their own introverted tendencies.

Step 3: Figure out how to Act out your Character

-Hawkens takes full advantage of live MMORPG roleplay in timing and visual silence. He might refuse to speak, shuffle awkwardly or turn his back on a conversation not going his way. He is often short and to the point or might be sarcastic or rude if he dislikes his situation or the person he is interacting with. Other characters may display similar characteristics or something entirely different, to varying degrees of severity. Perhaps your character simply chooses to not speak often, they are too shy, too nervous or may simply not have the need to voice their opinion. Perhaps they have nervous ticks, such as nail biting, hair twirling or tail-tugging. They probably avoid eye contact and might keep their head down when others approach. Or they could keep their arms tightly crossed and glare daggers across the room. The best way to figure this out is to take a look around you. I don't mean stare rudely at the person next to you on the bus, but you can still take note of their actions and demeanor. Or perhaps you remember a time in your life when you were very shy, or you might even channel some of your own characteristics into your character. As with all things in roleplay, I highly advise taking a little time to “do some homework.” Take your time to look up the trope or phobia of your character online and learn about it. Believability comes when those you interact with can relate, which often is due to using realism as a solid tool in your roleplaying arsenal. (But more about that in a future article!) The more you learn, the better you can portray!

I think this pretty much speaks for itself. Do not underestimate the strength of applying learning to your roleplay. Who knows, you might learn something new and exciting in the process! (Image found here)

Step 4: Now figure out how to Defeat your Character

-I was highly amused the first time someone caught onto one of Hawken's tendencies. Actually, they caught onto something I was subconsciously writing that I then immediately reinforced. Hawkens, for all his bristling and arrogance, gives some very clear social cues when certain situations come to pass. For instance, rather than admit he was wrong or bested (which would certainly kill him), Hawkens huffs. “Hmph” had become his coinphrase for the admittance of defeat, an affectionate concession, or his white flag in a conversation. Though he still remained as difficult as ever, it was a great social cue for interacting with others to show that they had won!

Remember that the introverted character often defeats themselves by their very nature. Shy people tend to be overlooked. Withdrawn or loner characters may often push others away. There is a reason we view these tendencies as a personal flaw in life rather than a boon. In roleplay, this is no different. You cannot expect people to force themselves to play with you, let alone expect them to do so with a character that is predisposed to be potentially difficult to interact with. And so, you learn how to defeat your own character.

Hawkens may be a stick in the mud who couldn't flirt his way out of a paper bag and often looks like he has swallowed something disagreeable, but that has not stopped him from being an engaging character to interact with. Why? I actually touched a great deal on this in my blog “How to Play the Loveable Jerk (And not go too far)” with two very key points: Growth and Moderation. I feel they very much apply to the Introverted character as well.

If your character only ever sulks or stutters in the corner and never tries anything else, they are probably going to be very boring to interact with. Even if you can get someone to roleplay with you for awhile, there is a good chance you may force others away if your character is near impossible to interact with. Don't be afraid to let your character break the mold, or even hold a normal conversation now and then. While you may wish to adhere to a solid characteristic or type, if you wish to engage in live roleplay, you need to be willing to take AND give. Try to balance your shy or introverted tendencies in moderation with something interactive. It does not necessarily have to be talking. Perhaps your character is also a good cook and might be willing to make some food while others chatter away. However, in the same respect, for those who are playing with Shy characters this is also a good point for you to learn as well. If they are going to make concessions to play with you, then you should do the same. Roleplaying is a team effort. Don’t force fun, but learning how to work together can be quite rewarding.

Though character growth is important in any character, it is especially helpful here. It is only natural to grow and change as we go through life, and so it is no different for our characters. Perhaps your character might grow close to another or a group of characters, allowing them to interact more comfortably with them. Perhaps someone shows them that they do not need to deal with everything on their own and they begrudgingly accept help and camaraderie. Maybe they are coached in skills they lack and grow more confident, or perhaps they simply learn how to better manage their shyness and it becomes more an aspect of endearment then a fatal flaw.

One of the rewards of roleplaying with others is watching how the unpredictable can evolve your character. It's like writing a part of a book where you never quite know what the other character will write. You never know what can happen! Watching your character grow is pleasing. Watching your character help another character grow in the process is even better. It is an excellent way to show another how much you appreciate their time and sharing your experiences together, by showing them the effects they have on your character. Maybe your character loses their shyness forever, thanks to their help. However, do not feel pressured to change something you really like. The enigma that an introverted character might display can be interesting by itself. You can certainly grow and evolve around that without having to completely give that up.

Character Growth is a fascinating part of roleplay. Ushering them through their own personal growth can be rewarding not just for yourself, but for others with invested interest in your character. (Image found here)

Step 5: Patience

-A shy character that chatters incessantly the next day might seem odd. A Lone Wolf magically accepting someone into their personal life after a day may seem like wasted potential. Shy characters take patience and time on both sides of the equation to really get the best out of them. There is a tendency to rush things in roleplay...I mean who wants to really spend an entire nine months or so playing out a pregnancy, or a year “recovering from a wound”? Roleplay allows us to control the flow of time, letting us bypass frustrating or even sad or unfortunate parts of real life. Sometimes it is still good to let things flow naturally with time. Some of the closest bonds can be formed from bitter rivalries if given time, just as an introvert may open up if given space and compassion.

It may not be easy with control over the very time and space of your creation, but often patience is the best path to the most rewarding victories. (Image found here)

Step 6: Have fun!

- I can never stress this enough. Roleplaying is supposed to be fun. We play with others and relax online to enjoy ourselves. If you are not having fun, reevaluate what you are doing and reassess how you are acting. Maybe this type of character just doesn't turn out to be fun. Introverted characters can take a lot of time and patience or perhaps it isn't your style. Don't be afraid to have your character grow out of it, or try something new. If, however, you and the people around you are having fun, then go for it!

Hawkens occasionally has difficulties with the word "fun"... (Art by Kinder Egg! )

To sum up the 6 steps:
Step 1: Choose to make a Introverted character
Step 2: Figure out why your character is an Introvert
Step 3: Figure out how to Act out your Character
Step 4: Now figure out how to Defeat your Character
Step 5: Patience
Step 6: Have fun!

These are certainly not intended as the best advice in the universe that you must follow or else, but they are ideas that I have found useful in my time roleplaying that have either worked well for myself or for others. I hope that they might come in handy for those intending to play this character or are at least something interesting to think about!

Thank you once again for joining us, dear readers. As always feel free to comment here or on WSRP and always feel free to contact myself or Agent Hawkens with questions, concerns or future blog topics! Remember it is your support that makes this all possible! You guys rock. Really!


See? Even Hawkens agrees ;)

(( P.S. Patrician, you asked a question of Agent Hawkens about friendship. Though he has been largely absent on classified business, I assure you the question has not been forgotten and shall be answered soon!))