Seakyro: The End.
+5
Aero
Tem
vtmrxtc
isador
ShadowLance
9 posters
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Re: Seakyro: The End.
Hats off to Lysander, the evil ambitious cuntShadowLance wrote:Another was a ambitious cunt of a lasombra who was also hilarious, fun, and really friendly. Yet at the turn of a dime would dice up a woman with knives just because she was staring at him..
Aero- Lucifer
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Re: Seakyro: The End.
Aero wrote:Hats off to Lysander, the evil ambitious cuntShadowLance wrote:Another was a ambitious cunt of a lasombra who was also hilarious, fun, and really friendly. Yet at the turn of a dime would dice up a woman with knives just because she was staring at him..
Lysander never killed women because they were staring at him! And he doesn't use knives
isador- WOD Expert
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Re: Seakyro: The End.
But he shoots them in the back
Trogers2- StoryTeller (KK)
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Re: Seakyro: The End.
Trogers2 wrote:But he shoots them in the back
Touché my acid sword and firebreathing shotgun wielding friend, touché
isador- WOD Expert
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Re: Seakyro: The End.
PWNED!
Doe- 3rd Generation
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Re: Seakyro: The End.
Well, that acid sword and fire shotgun wielding woman is not your average regular normal woman.
(especially if they wield katans longer than their heights)
So shooting her at her back is okay
(especially if they wield katans longer than their heights)
So shooting her at her back is okay
Aero- Lucifer
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Re: Seakyro: The End.
Aero wrote:Well, that acid sword and fire shotgun wielding woman is not your average regular normal woman.
(especially if they wield katans longer than their heights)
So shooting her at her back is okay
I was talking about Kazi lol.
In all honesty I made Manah so I could RP a character without fear of isador coming up from behind and killing me, manah was made in defence.
Trogers2- StoryTeller (KK)
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Re: Seakyro: The End.
I purely RP my characters, to the point where i no longer distinguish between players and NPC's (maybe that wasn't such a good attitude ) Thusly, my character(s) never kill without provocation, but being an evil bastard means it doesn't take all that much provocation
Note though, Auron got killed on the third offense, he had plenty of warnings that Lysander was gonna kick his ass
Note though, Auron got killed on the third offense, he had plenty of warnings that Lysander was gonna kick his ass
isador- WOD Expert
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Re: Seakyro: The End.
figures
Victor Erion- Antidelluvian
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Re: Seakyro: The End.
I think there is a big difference between the two. NPCs are either villains, lackeys, or bystanders, nothing more.isador wrote:i no longer distinguish between players and NPC's
Players get a habit of ignoring the NPCs, cutting them at mid-sentence, speaking about them in front of them like they don't exist, not caring about their feelings or well-being, ordering them around or treating them rudely.
Once an NPC has been shown that he is not a bad guy out to kill the character or to hinder him, he immediately becomes a lackey who is expected to obey the character faithfully,because that is what NPCs are expected to do.
Don't treat players that way!
Aero- Lucifer
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Re: Seakyro: The End.
That's not how I make my npcs (well, I try not to!)
ShadowLance- StoryTeller (PnP)
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Re: Seakyro: The End.
all kindred npcs in AbN are created the same way as the Player Characters (CSheet, Bio, Behaviour, Goals, Weaknesses)
few of my npc will let that be done to them :p but i guess you noticed that first hand aero
few of my npc will let that be done to them :p but i guess you noticed that first hand aero
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Re: Seakyro: The End.
My point is: if you try to give an NPC a dramatic moment, guess who is going to overshadow them? Players!
I will use an example from Amsterdam. When I first used Chad the biker, almost all players thought he was an NPC (except for Trogers, who saw me log on, and I thought he was Piper).
The inevitable result was: the players treated Chad like an NPC, who was created for one single function in the session. And once the players felt they had taken advantage of what that NPC provided (the bike race and the police shootout), it was safe to ignore him for the rest of the session and focus on their own matters at hand.
I will use an example from Amsterdam. When I first used Chad the biker, almost all players thought he was an NPC (except for Trogers, who saw me log on, and I thought he was Piper).
The inevitable result was: the players treated Chad like an NPC, who was created for one single function in the session. And once the players felt they had taken advantage of what that NPC provided (the bike race and the police shootout), it was safe to ignore him for the rest of the session and focus on their own matters at hand.
Aero- Lucifer
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Re: Seakyro: The End.
Garrett didnt ignore him, infact he took quite a liking to him.
I treat NPC's the same way i treat PC's when i RP.
I treat NPC's the same way i treat PC's when i RP.
Doe- 3rd Generation
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Re: Seakyro: The End.
Yes, but you lost interest in him pretty soon. I failed to get Garrett to follow Chad, thus Jaden and the rest of the lacky players remained with Garrett
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Re: Seakyro: The End.
Lacky players? Jaden has his own agenda I can assure you. He wasn't following Garrett just for the fun of it.
doanlockheart- Methuselah
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Re: Seakyro: The End.
I think people take the whole ''bonding together as a group'' thing way to serious. My character isnt going to suddenly pounce on another character for no reason and continue to hump his leg, just because i like said RPer. Especially not when they are getting chased by the police. Respect and Trust is earned, and Jaden earned the respect and Trust (even if it was somewhat misplaced lol) from Garrett.
Anyhoo this is the wrong thread for this.
Doe- 3rd Generation
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Re: Seakyro: The End.
Doe wrote: ''bonding together as a group''
Actually from my point of view it was the ST who tried to "force" us together, e.g. Lucy was unable to wonder around on her own so the ST told me to stay with you or leave the game we don't take the "bonding too serious" it was done because:
A) The ST wanted everyone in a group - Mainly to "lighten" the load as it were, not all STs can handle players bouncing around the map it is hard work, TDS is an example everyone starts off somewhere else different on the map and I can tell you now it isn't easy sometimes a player will need to go OOC for the sake of the ST.
B) The player either has no clue, on the storyline going on currently and had to relie on another player or was trying to get involed.
Trogers2- StoryTeller (KK)
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Re: Seakyro: The End.
aye, but my point still stands, you cant have your character enrage my character, and then expect mine to beg for yours to follow.
Think about it realistically, someone 'ticks you off' to tell to ''Fcensored Off''
Think about it realistically, someone 'ticks you off' to tell to ''Fcensored Off''
Doe- 3rd Generation
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Re: Seakyro: The End.
Doe wrote:you cant have your character enrage my character, and then expect mine to beg for yours to follow.
I said, sometimes you need to go OOC, for the sake of the ST going back to Lucy in I -had to- follow you or Jaden or I would of been kicked from game due to not following the current storyline. IC Lucy would of gone on her own and moved towards her goals OOC would be to stick around with you, although this is unrealistic I've seen things like this happend all the time. Although it doesn't mean you can't "act out" your character still, if a player is annoying IC than show this emotion to them IC.
Trogers2- StoryTeller (KK)
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Re: Seakyro: The End.
Doe wrote:Anyhoo this is the wrong thread for this.
I agree, anything else related to the current topic should be posted here:
https://united-kindred.rpg-board.net/arrange-game-f7/mopy-s-chronicles-t274.htm
Trogers2- StoryTeller (KK)
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Re: Seakyro: The End.
Aero wrote:My point is: if you try to give an NPC a dramatic moment, guess who is going to overshadow them? Players!
I agree and disagree, some NPCs can play a more important role that the players and sometimes get more dramatic scenes. Then again it depends how the game is built if the game is more action i.e. War to "learning" i.e. Been newly embraced to more adventrue. e.g. The prince of the city although players may choose to "ignore" or "shun him out" is still just as importent as the player as that NPC has just as much impact on the game as you can, although I agree that some NPCs are looked down at such as a mortal resturant worker.
Trogers2- StoryTeller (KK)
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