Seakyro: The End.

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Re: Seakyro: The End.

Post by Aero on Tue Aug 11, 2009 8:08 pm

ShadowLance 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..
Hats off to Lysander, the evil ambitious cunt What a Face

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Re: Seakyro: The End.

Post by isador on Tue Aug 11, 2009 8:09 pm

Aero wrote:
ShadowLance 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..
Hats off to Lysander, the evil ambitious cunt What a Face

Lysander never killed women because they were staring at him! Razz And he doesn't use knives

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Re: Seakyro: The End.

Post by Trogers2 on Tue Aug 11, 2009 8:35 pm

But he shoots them in the back Razz

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Re: Seakyro: The End.

Post by isador on Tue Aug 11, 2009 11:53 pm

Trogers2 wrote:But he shoots them in the back Razz

Touché my acid sword and firebreathing shotgun wielding friend, touché lol!

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Re: Seakyro: The End.

Post by Doe on Wed Aug 12, 2009 10:33 am

PWNED!
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Re: Seakyro: The End.

Post by Aero on Thu Aug 13, 2009 5:03 pm

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 Razz

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Re: Seakyro: The End.

Post by Trogers2 on Thu Aug 13, 2009 7:05 pm

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 Razz

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.

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Re: Seakyro: The End.

Post by isador on Thu Aug 13, 2009 9:10 pm

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 Razz) Thusly, my character(s) never kill without provocation, but being an evil bastard means it doesn't take all that much provocation Razz

Note though, Auron got killed on the third offense, he had plenty of warnings that Lysander was gonna kick his ass

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Re: Seakyro: The End.

Post by Victor Erion on Thu Aug 13, 2009 9:15 pm

figures Arrow

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Re: Seakyro: The End.

Post by Aero on Sun Aug 16, 2009 12:55 am

isador wrote:i no longer distinguish between players and NPC's
I think there is a big difference between the two. NPCs are either villains, lackeys, or bystanders, nothing more.
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! Razz

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Re: Seakyro: The End.

Post by ShadowLance on Sun Aug 16, 2009 7:25 am

That's not how I make my npcs (well, I try not to!)

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Re: Seakyro: The End.

Post by Gast on Sun Aug 16, 2009 10:03 am

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

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Re: Seakyro: The End.

Post by Aero on Sun Aug 16, 2009 1:48 pm

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.

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Re: Seakyro: The End.

Post by Doe on Sun Aug 16, 2009 2:26 pm

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.
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Re: Seakyro: The End.

Post by Aero on Thu Aug 20, 2009 12:01 am

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.

Post by doanlockheart on Thu Aug 20, 2009 2:41 am

Lacky players? Jaden has his own agenda I can assure you. He wasn't following Garrett just for the fun of it. Wink Razz
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Re: Seakyro: The End.

Post by Doe on Thu Aug 20, 2009 4:08 pm

Razz

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.
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Re: Seakyro: The End.

Post by Trogers2 on Thu Aug 20, 2009 4:17 pm

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.

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Re: Seakyro: The End.

Post by Doe on Thu Aug 20, 2009 4:39 pm

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''
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Re: Seakyro: The End.

Post by Trogers2 on Thu Aug 20, 2009 4:49 pm

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.

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Re: Seakyro: The End.

Post by Trogers2 on Thu Aug 20, 2009 4:55 pm

Doe wrote:Anyhoo this is the wrong thread for this.

I agree, anything else related to the current topic should be posted here:
http://united-kindred.forumotion.net/arrange-game-f7/mopy-s-chronicles-t274.htm

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Re: Seakyro: The End.

Post by Trogers2 on Thu Aug 20, 2009 5:05 pm

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.

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Re: Seakyro: The End.

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