So You're a Redshirt: A Guide to Character Building
Mar 19, 2019 20:52:54 GMT
Wlodowiec, Skingrine, and 10 more like this
Post by Deleted on Mar 19, 2019 20:52:54 GMT
Krenn is a wonderful little backwater, chock-full of wonderful people! From her stinking swamps to her brigand-infested forests, this charming settlement attracts hopefuls from all walks of life. Whether you are a veteran roleplayer looking for some character ideas, or a newbie who has literally never heard of roleplay, this guide is to help you on the way towards making your mark on Krenn!
Part I: Starting Out
What is a Redshirt?
As a new player, you will be dubbed a "Redshirt". Within the lexicon of M&B Roleplay, the term Redshirt refers to a player that is new on the server. It is also an unofficial mark of low status within the larger community. Like the moniker suggests, it is assigned to new players because all characters spawn into the map wearing a red shirt. Redshirts in Krenn, much like their Sci-Fi cousins, are considered unimportant and expendable. Finally, many server rules actually prohibit Redshirts from taking part in things like banditry, due to the perceived lack of Role-playing experience.
Creating a Character
Whether you stumbled onto the server by accident, and liked it, or are a player who is actively seeking role-play, you'll need to create a proper character to become a functioning part of the world. You'll need to submit a character biography application via the forum. The purpose of a biography is to add a degree of depth to the role-play by making a player consider their character's backstory, motivations, and personality enough to write a proper application. Now, this can seem somewhat daunting, and it can be hard to strike a balance between a character that is fun to play, and one that is realistic.
Consider the Setting
All role-play has a setting, and a larger world around the setting. When making a character, try to envision them as having grown up in Calradia. Consider their family and birthplace, and how that may have effected them. Was your character's past marred by tragedy? Did they live a comfy life? How did the various events around Calradia impact them? Don't be afraid to do some light research, there are plenty of great lore posts that detail the world around Krenn!
Avoid Projection
Your character should never be a reflection of your ideal self. There is nothing wrong with using your personal experiences as inspiration, but remember that the point of role play is to depart from real life, not gild it. Identifying with your character is fine, but you should never identify as your character.
Use the Double-Edged Sword Method
When designing the various aspects of your character's personality, try to treat each trait like a double-edged sword. For each positive factor, try to find a negative that would realistically accompany it. For instance, say there is a man named Botheric Arding. Botheric is an honest man. One downside to this could be that he comes off as abrasive. Another downside could be that Botheric adheres to a strict moral code, regardless of the circumstance. Don't just do this with "good" traits either, make sure that bad traits follow suit. Is your character cowardly? That could also mean that he/she tends to carefully consider their actions. Is your character an ignorant oaf? People that don't ask questions make for great workers, guards, and thugs.
Rock-Bottom is Always Solid
Everyone romanticizes taking the spotlight (whether they admit it or not). Who wouldn't want to be God-Admiral Garand Targen, warrior-poet and scholar-King extraordinaire? That being said, the world is far bigger than your character will ever be. Pick a reasonable origin story, and avoid the grandiose. There is no shame in being a laborer or a craftsmen, and you can always pursue that coveted noble title once you've got some experience under your belt!
A Literate Calrad? Let's Burn Him!
It isn't technically against the rules to be either literate or foreign, but you need an extremely good reason to justify being either. Krenn takes place in the M&B equivalent of the dark ages, so even most nobility is illiterate. Krenn is also a backwoods settlement in the middle of Vlandia's countryside. Most Vlandians don't even know it exists, and it would be a miracle if anyone outside of Vlandia had even heard the word 'Krenn'.
An Atheist Vlandian? Let's Burn Him!
Makerism is a canonical religion mirroring the rise of Christianity in feudal Europe. It centers around the benevolent "Maker", who created the world and everything within it. While the Maker (praise him) is certainly forgiving, the Church of the Maker is not. Atheism is exceedingly rare, and you'll need a really good reason to hold a faith other than Makerism, you heathen.
People Change
No one's personality is static, even as a child. When making your backstory, remember to develop your character into who they are when they arrive at Krenn. Don't leave all the new stuff for when you enter the roleplay. Include times that your character responded to adversity in their life, no matter how small the challenge. Make sure that your character isn't a rock that grew into a slightly larger rock. A person is the sum of their experiences, try and reflect that it your origin story.
The Mercy of Admins
While you don't have to wait for your bio to be approved to role-play, it's certainly a good idea to do so. Admin approval is a great indicator that your character, in all their glory, is now canon within the world of Krenn. Admins are volunteers, who spend their valuable time helping the community, don't rush them. When an admin tells you to change something about your bio, change it. The admins use a set of character rules to decided whether or not a character is approved, you cannot convince them to break the rules on your behalf. Always be willing to compromise, and be prepared to rewrite your bio several times over before it's accepted.
Part II: Developing Your Character
Making Introductions
A role-play narrative is created by the server staff, but driven by the players. As you really get into things, you'll quickly discover that each and every player is part of the world, yourself included. Explore the area, introduce yourself, and ask questions about Krenn. Remember, for whatever reason you are in Krenn, you need to know more about your new home. Furthermore, keep in mind that everyone in Krenn is a complete stranger (unless you are part of a family). Be sure not to spill your whole backstory everywhere you go.
Don't Just be a Witness
Krenn isn't a TV show, so don't play the role of the idle spectator. React to your surroundings, and get involved when things happen. Learn the ropes, make decisions, and talk about recent happens with your fellow citizens.
Consider Your Ambitions
Everyone has dreams, including your character. You don't have to shoot for the moon, but it's important to have some goal or objective to work towards, even if its something as menial as baking and selling bread. Try to align your goal with your character's personality. For instance, a loyal guardsman wouldn't plot to overthrow his charge! Finally, your ambition can easily revolve around helping someone achieve theirs. While the loyal guardsman wouldn't harm his lord, he would harm someone who presents a threat to said lord.
Know Your Limits
While you certainly aren't "nobody", you also aren't "somebody". In addition to avoiding things like Metagaming and Powergaming, you should avoid any action that your character would not logically take. In an OOC (out of character) context, no one has any right to stop you from participating in any way you want (so long as you are truly acting in character, not intentionally being toxic). However, know that Krenn has in-world rules, and certain things simply didn't happen in the dark ages. You can try to do just about anything, but that doesn't mean you will be able to do just about anything. For instance, if Gimly Fomp, the local fletcher, burst into the Gastald's Manse and demanded an audience, Gimly would likely find himself in an urgent meeting with a guard's mace instead.
Keep Your Friends Close, and Your Enemies in-Character
The life expectancy of the dark ages was about 31.3 years. As such, all manner of horrid things will befall you over the tenure of your life in Krenn. Don't take things personally if you get attacked or killed. Character killing is rare, and has to be approved by staff to actually happen, so it's usually founded on good reasons. To be blunt, unless you feel that you are actively being targeted, there is no valid reason to be angry over your character getting hurt. Give your attacker the benefit of the doubt OOC, and plot your glorious vengeance in-character instead, unless you die of course.
There is no Winning in Role-play
Role-play obviously involves playing a role. The fun of role-play is derived from driving a narrative, and being part of a community. Winning, on the other hand, is not part of role-play. Beyond in-character competition, there is no measure of success beyond how well you act out a character's actions. Role-play is not a means of achieving a power fantasy, or of accruing the respect and admiration of your peers. OOC relationships should have no bearing on IC role-play. The goal is to play your part well, and to have fun while interacting with the world around you.
Make Connections
The point of a multiplayer role-play server is to have multiple players. Forge connections/bonds between your character and other characters, and act on them. Role-play servers are symbiotic, and are contingent on players interacting and developing their characters together, don't be surprised if you suddenly realize that another character has had an effect on your own, that's how role-play is supposed to be!
Part III: Being the "Best"
As mentioned earlier, there is no "winner" in role-play. That being said, there is such a thing as good role-play. Good role-play revolves around one's character and their impact on the larger world. The best kind of character is one that people can interact with in a manner that advances their own development, be it good or bad. While this may seem like something that only a noble or special character can do, anyone can contribute to the larger world.
Use the traits of your character in a way that benefits the wider server. Is your character a schemer? Perhaps you could leverage information to make things happen. Is your character a devout soul? Confront the church about the execution of heretics. Is your character a complete moron with no skills whatsoever? Every court needs a jester, and every town needs a fool! Finally, not everyone is a great actor. A good character can act as a role-model for those who aren't very experienced.
The most important aspect of character building is staying in character. Balance must be maintained between having your character effect the world, and having the world effect your character. It's certainly a tricky tightrope, and one that few can remain on for long. However, with enough time, and enough practice, you'll be role-playing like a champ!
Part I: Starting Out
What is a Redshirt?
As a new player, you will be dubbed a "Redshirt". Within the lexicon of M&B Roleplay, the term Redshirt refers to a player that is new on the server. It is also an unofficial mark of low status within the larger community. Like the moniker suggests, it is assigned to new players because all characters spawn into the map wearing a red shirt. Redshirts in Krenn, much like their Sci-Fi cousins, are considered unimportant and expendable. Finally, many server rules actually prohibit Redshirts from taking part in things like banditry, due to the perceived lack of Role-playing experience.
Creating a Character
Whether you stumbled onto the server by accident, and liked it, or are a player who is actively seeking role-play, you'll need to create a proper character to become a functioning part of the world. You'll need to submit a character biography application via the forum. The purpose of a biography is to add a degree of depth to the role-play by making a player consider their character's backstory, motivations, and personality enough to write a proper application. Now, this can seem somewhat daunting, and it can be hard to strike a balance between a character that is fun to play, and one that is realistic.
Consider the Setting
All role-play has a setting, and a larger world around the setting. When making a character, try to envision them as having grown up in Calradia. Consider their family and birthplace, and how that may have effected them. Was your character's past marred by tragedy? Did they live a comfy life? How did the various events around Calradia impact them? Don't be afraid to do some light research, there are plenty of great lore posts that detail the world around Krenn!
Avoid Projection
Your character should never be a reflection of your ideal self. There is nothing wrong with using your personal experiences as inspiration, but remember that the point of role play is to depart from real life, not gild it. Identifying with your character is fine, but you should never identify as your character.
Use the Double-Edged Sword Method
When designing the various aspects of your character's personality, try to treat each trait like a double-edged sword. For each positive factor, try to find a negative that would realistically accompany it. For instance, say there is a man named Botheric Arding. Botheric is an honest man. One downside to this could be that he comes off as abrasive. Another downside could be that Botheric adheres to a strict moral code, regardless of the circumstance. Don't just do this with "good" traits either, make sure that bad traits follow suit. Is your character cowardly? That could also mean that he/she tends to carefully consider their actions. Is your character an ignorant oaf? People that don't ask questions make for great workers, guards, and thugs.
Rock-Bottom is Always Solid
Everyone romanticizes taking the spotlight (whether they admit it or not). Who wouldn't want to be God-Admiral Garand Targen, warrior-poet and scholar-King extraordinaire? That being said, the world is far bigger than your character will ever be. Pick a reasonable origin story, and avoid the grandiose. There is no shame in being a laborer or a craftsmen, and you can always pursue that coveted noble title once you've got some experience under your belt!
A Literate Calrad? Let's Burn Him!
It isn't technically against the rules to be either literate or foreign, but you need an extremely good reason to justify being either. Krenn takes place in the M&B equivalent of the dark ages, so even most nobility is illiterate. Krenn is also a backwoods settlement in the middle of Vlandia's countryside. Most Vlandians don't even know it exists, and it would be a miracle if anyone outside of Vlandia had even heard the word 'Krenn'.
An Atheist Vlandian? Let's Burn Him!
Makerism is a canonical religion mirroring the rise of Christianity in feudal Europe. It centers around the benevolent "Maker", who created the world and everything within it. While the Maker (praise him) is certainly forgiving, the Church of the Maker is not. Atheism is exceedingly rare, and you'll need a really good reason to hold a faith other than Makerism, you heathen.
People Change
No one's personality is static, even as a child. When making your backstory, remember to develop your character into who they are when they arrive at Krenn. Don't leave all the new stuff for when you enter the roleplay. Include times that your character responded to adversity in their life, no matter how small the challenge. Make sure that your character isn't a rock that grew into a slightly larger rock. A person is the sum of their experiences, try and reflect that it your origin story.
The Mercy of Admins
While you don't have to wait for your bio to be approved to role-play, it's certainly a good idea to do so. Admin approval is a great indicator that your character, in all their glory, is now canon within the world of Krenn. Admins are volunteers, who spend their valuable time helping the community, don't rush them. When an admin tells you to change something about your bio, change it. The admins use a set of character rules to decided whether or not a character is approved, you cannot convince them to break the rules on your behalf. Always be willing to compromise, and be prepared to rewrite your bio several times over before it's accepted.
Part II: Developing Your Character
Making Introductions
A role-play narrative is created by the server staff, but driven by the players. As you really get into things, you'll quickly discover that each and every player is part of the world, yourself included. Explore the area, introduce yourself, and ask questions about Krenn. Remember, for whatever reason you are in Krenn, you need to know more about your new home. Furthermore, keep in mind that everyone in Krenn is a complete stranger (unless you are part of a family). Be sure not to spill your whole backstory everywhere you go.
Don't Just be a Witness
Krenn isn't a TV show, so don't play the role of the idle spectator. React to your surroundings, and get involved when things happen. Learn the ropes, make decisions, and talk about recent happens with your fellow citizens.
Consider Your Ambitions
Everyone has dreams, including your character. You don't have to shoot for the moon, but it's important to have some goal or objective to work towards, even if its something as menial as baking and selling bread. Try to align your goal with your character's personality. For instance, a loyal guardsman wouldn't plot to overthrow his charge! Finally, your ambition can easily revolve around helping someone achieve theirs. While the loyal guardsman wouldn't harm his lord, he would harm someone who presents a threat to said lord.
Know Your Limits
While you certainly aren't "nobody", you also aren't "somebody". In addition to avoiding things like Metagaming and Powergaming, you should avoid any action that your character would not logically take. In an OOC (out of character) context, no one has any right to stop you from participating in any way you want (so long as you are truly acting in character, not intentionally being toxic). However, know that Krenn has in-world rules, and certain things simply didn't happen in the dark ages. You can try to do just about anything, but that doesn't mean you will be able to do just about anything. For instance, if Gimly Fomp, the local fletcher, burst into the Gastald's Manse and demanded an audience, Gimly would likely find himself in an urgent meeting with a guard's mace instead.
Keep Your Friends Close, and Your Enemies in-Character
The life expectancy of the dark ages was about 31.3 years. As such, all manner of horrid things will befall you over the tenure of your life in Krenn. Don't take things personally if you get attacked or killed. Character killing is rare, and has to be approved by staff to actually happen, so it's usually founded on good reasons. To be blunt, unless you feel that you are actively being targeted, there is no valid reason to be angry over your character getting hurt. Give your attacker the benefit of the doubt OOC, and plot your glorious vengeance in-character instead, unless you die of course.
There is no Winning in Role-play
Role-play obviously involves playing a role. The fun of role-play is derived from driving a narrative, and being part of a community. Winning, on the other hand, is not part of role-play. Beyond in-character competition, there is no measure of success beyond how well you act out a character's actions. Role-play is not a means of achieving a power fantasy, or of accruing the respect and admiration of your peers. OOC relationships should have no bearing on IC role-play. The goal is to play your part well, and to have fun while interacting with the world around you.
Make Connections
The point of a multiplayer role-play server is to have multiple players. Forge connections/bonds between your character and other characters, and act on them. Role-play servers are symbiotic, and are contingent on players interacting and developing their characters together, don't be surprised if you suddenly realize that another character has had an effect on your own, that's how role-play is supposed to be!
Part III: Being the "Best"
As mentioned earlier, there is no "winner" in role-play. That being said, there is such a thing as good role-play. Good role-play revolves around one's character and their impact on the larger world. The best kind of character is one that people can interact with in a manner that advances their own development, be it good or bad. While this may seem like something that only a noble or special character can do, anyone can contribute to the larger world.
Use the traits of your character in a way that benefits the wider server. Is your character a schemer? Perhaps you could leverage information to make things happen. Is your character a devout soul? Confront the church about the execution of heretics. Is your character a complete moron with no skills whatsoever? Every court needs a jester, and every town needs a fool! Finally, not everyone is a great actor. A good character can act as a role-model for those who aren't very experienced.
The most important aspect of character building is staying in character. Balance must be maintained between having your character effect the world, and having the world effect your character. It's certainly a tricky tightrope, and one that few can remain on for long. However, with enough time, and enough practice, you'll be role-playing like a champ!