Marsi wrote: Fri Aug 14, 2020 7:49 am
KT28 wrote: Wed Aug 12, 2020 7:31 pm
Personally I think the distinction of whether a character is new or old and how important that is for "a healthy RP environment" is over-exaggerated.
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I think the age of the character is much, much less important than the attitude and playstyle of the player behind the keyboard. As long as a player is open-minded, open to change, open to losing and winning (which we all should be!) I don't actually think the age of the character matters that much. In fact if anything I find some old characters to provide a very unique RP experience because they possess so much history within them - old rivalries, informed perspectives, old alliances, old loves, failures, victories, decades of growth... there's a lot to uncover if you get the chance to get to know them.
I agree with much of what you've said, but I don't think it's over-exaggerated. It's probably worth mentioning I consider "old" to be in excess of 2-3 years.
My counter-points:
There are some "good" old characters I've interacted with on now over five or six different characters of my own. It gets very hard to keep things fresh. Even the more humble and gracious legacy characters tend to become bottlenecks of roleplay, so it's not always possible to avoid them. It doesn't matter how great of a roleplayer they are, it gets repetitive and makes the world seem smaller.
History is always better written down, where it becomes an artifact: shared, argued and (mis)interpreted. There's much more magic and mystery than hearing it from the horse's mouth.
And of course, every old character thinks they're the "right" kind, whose immortality is welcome and necessary.
There's a few archetypes of lingering characters I've noticed.
1. The veteran. As discussed. They age gracefully and become a fixture of a world around them. They understand the implications of their staying around and try to stay out of the lime-light and use their prestige to sponsor new talent. The player won't roll because they don't have the time in their life for the kind of investment a new character requires anymore.
2. The perennial. They have a single-minded goal and whenever it fails (which it does every time), they wait a generation of PCs to try again and hope their foils have moved on.
3. The crafter. They just want to amass wealth, and rock default robes while doing it. Usually 10+ years old, and no one even knows.
4. The controller. They want to keep hold of their faction forever. When they lose power they will quit the server entirely.
5. The avatar. Their character is basically them. They won't roll because they are totally enmeshed with their virtual self.
6. The born again. In order to keep young, they rebrand their character over and over again, jumping from faction to faction, moral code to moral code.
I like this post. It's perhaps a tad harsh, but I think there is a chunk of truth to it.
I said before that this isn't about a statement saying that long running characters shoudln't exist. That would be silly. I've a few long running characters of my own (though granted most with large breaks in their story). But I do think that when you have an extremely long running character, there are some pitfalls to consider - some things to keep in mind if you care not just about your own enjoyment, but the health of the server.
Some points (and problems) with older characters include
1) Server Resources: 'Oh wow, that Guildhall looks amazing! I can think of an amazing group we could make in there. We could call it the-' 'Nope sorry. Never gonna happen?' 'Huh what?' 'The Silver Butterfly Group runs that place. The owner has lived there for five RL years. She's never going to give it up.' 'But she doesn't even do much with it and my concept-' 'doesn't matter. She owns it. She's sticking to it. Deal.'
Basically - consider what resources you are denying to other players, possibly for extended periods. If you're continuously using and sharing that resource (quarter, shop ect) then that's not too bad - but even then, consider that, after a few RL years, maybe passing it onto another person to have fun with.
2) Over Investiment: It's easy to get over attatched to a Thing as one character. Maybe that thing is a settlment, or a cause, or some other nebulous goal, but you have to accept that goal may never come to pass. And that your actions on anything may be temporary. And that is alright. Ultimatly Dev/Admin decisions are made on what we percieve good for the player base - old and you - not on (or at the very least not just on) what is good for the entire player base. Not just what is good for one faction, or one person.
So if or when things change, or don't go your way, it's very easy to get extremely upset.
'But I worked my fingers to the -bone!- I gathered 1000 players! I did events every day! We have ten OOC years of HISTORY behind our project! I gave up nights with my family to get this done! I worked super duper hard as did every person in our faction and not THIS happens? If you make this change, it'll be a middle finger to our entire group!'
'Did you do those things because we forced you to? Because Arelith is a job and obligation? Or did you do those things because you wanted to? Because Arelith is a game and a hobby?'
'Well...'
'Right. So I'm honoured and glad you worked as hard as you did, good on you. But that was always your choice. You were never entitled to anything.'
I know this one sounds harsh, but I see it in old pcs a quite a bit, and it's always unpleasent. Yeah, Devs may take into accoutn player actions ect when they can, sure. But it's never guaranteed. Older characters suffer from this more because they've been working hard at it. I respect that. But it's always wise to take a step back, and simply expect failure. Keep in mind you're not 'obliged' or 'forced' or 'made' to do any long project. You do it because it is fun. And if it bears fruit? Awsome. If it doesn't? Well you had fun anyway.
3) Becoming Your Character: When you play the same character for long enough, they can really get a hold on your head. So much that it sometimes feels that the character and the player are one in the same. That means when things inevitably go wrong for your character (and they always will at some point) it can really hurt. Remember your character isn't You. Another problem with this is it can lead (and old pcs in general) is it can turn into extreme tribalism and cliquishness, because such pcs rarely move away from their area.
To avoid this pain, I strongly suggest leaving this Main character alone and trying others- especially others with vastly different opinions//world views/spheres of influence. This will freshen things up a lot, so when you go back to your Old Favorite, you will emerge fresh, and with a little bit more distance. It will also open up new interactions, friendship and perspectives!
To drop an example: Mat the player has always played Tam, the Cordorian. He works with roughly the same group, is super invested in Cordor, and regularly rants about how Myon elves are aloof and lazy, Brog dwarves are dumb and cranky, and the underdarkers are all douches. HIs chats with friends are super toxic, and he's very invested in making sure Cordor thrives! He gets in trouble over this, and gets super wound up when one of the other aformentioned groups 'wins' something.
Then one day he decides to try alting. He playes Melf the Elf* and as he interacts with Myon, he finds out that they're super inclusive and fun. The players arn't all snooty and arrogant and are a blast to be around. This went so well he makes Dug the Dwarf - and WOW! The Dwarf players know how to party! They make fantastic raids on new dungoens he's never seen before, and like the elf have a real sense of culture and honour he finds facinating! Then he dares to take the plunge as a Drow in the underdark and huh! They're not all douches! Most ofthem are actually super invested in making sure the other side has fun, and he finds that a lot of the players down there are really, really genous to new pcs, and just stand up folk in general!!
From a salty person, caught up in one area and beliving the rest of the server are idiots/meanies, Mat now understands that - whilst of course there are some bad eggs, there are lots of fun folk out there, with great concepts and wonderful stories to tell of every shade and style! Which excites him for his next story - whatever it may be.
4) Jaded Adventurer Syndrome: One issue I've seen with some pcs is they get... tired and jaded and angry with the world as it pans out. This tends to show itself in meta knowledge comments. 'Oh don't worry, the dead guy will show up again tomorrow.' 'Huh. Bendir had an explosion? eh it'll be fine.' 'Oh look. Another Drow raid. *yawn*' or just anger and jadedness at what will inevitbly be fight they cannot win. 'What yet ANOTHER attack on Guldorand? Can the DMs leave us alone! That's the seventh this year!' or 'These bad guys won't die! Fighting them is useless!' 'The world is hopless! Evil always arises again!' 'The cause is futile, Cordor will never fall before us!' - et cetera, et cetera.
Ultimatly these phrases are correct in a way - there will always be another attack on Guldorand, yet -another- Drow raid. Yet -another- sorcerer who got over emotional and burned her family ect. But such jadedness is rarely actually useful or pleasent In Game.
A lot of characters tryign to DO stuff wnat rp effects. They want people to be shocked, or sympathetic, or angry, or something other than *yawn*. If you feel that the grind is endless that is because, on an ooc level, it is. The only way for it to rally end would be to turn off the server. But it's not endless -for your character!- That's why retiring or ending a character is very important. Because that brings closuer to the 'endless row of events' for your /character/. And that's what needs to happen sometimes. Your characer is/was a Big Damn Hero. Now it's time to move aside and let another pc take their place.
Of course some people are happy to just push aside this feeling, and understand, on a meta level, that certain trends will always exist, et cetera. And that's fine too. But I really would advise if you're feeling like the above? It's probaby time to at least try an alt somewhere else, and get that fresh new feeling.
5) The Historian Victorious: So Bob McEvil the secret Cyracist was a big deal on the isle ten months ago, but he got discovered, defeated, and the player decided 'I know, I'll retire him a bit.' Because he feels he can do a bit more with the concept and wants to try again later. Awsome.
So nine months later Bob returns, puts on a disguise and starts getting the lay of the land.
But *gasp* Joan has seen him. Joan is 3 years old, and remembers those days. She has a high spot and happens to break his disguise. She knows who he is, and immedatly runs around. 'BOB IS BACK!' she writes on every message board around, 'He's disguised as Tony! We must defeat him once more!'
This is an example of a character using old knowledge to squash any chance of a comback from other old characters - and is that really fair or nice? I'm not saying that Joan shouldn't have ever used her knowledge - but she doesn't neccesarly have to run around screaming about it at the top of her lungs immedatly. This is of course part of a larger discussion about making the game fun for other players ect, ect. But in reguards to this topic - I'd just ask that old characters use their antique knowledge with a bit of care. Let returning old guard have a bit of space to have fun before raining on their parade. Especialy if they're interesting and worthy nemisis.
6: Flop-flop-character: I don't know that I'd call this a massive 'problem' if I'm honest. Unlike some of the other points, I don't think it is hugely detrimental to the server at whole, except that it will make some PCs just roll their eyes and go, 'really?' I'm not saying that characters can't change. Certainly they can! And especially over a long period. However if over the course of three years your character has gone from LG paladin, to LE assassin to NE druid to NG ranger to CN rogue - then it's going to look a bit... dare I say it... silly?
Leveling can be a pain, but it's not that much of a pain. And people will tend to appreciate five well done character arcs, over one terribly done character... rollercoaster I suppose. Once more I don't neccesarly consider this a huge 'problem' so much as it... well it's more likely a problem for you, the player. Because a pc that flip-flops too much won't tend to have a high rpr rating.
7) Wanting The Perfect Ending - Petrificus touched on this a bit- and it's one that sometimes comes up. I don't think it's a 'peril' of having an old character, but sometimes you get characters that seem... either too stale or far too maluble and you end up sorta 'feeling' the tiredness that comes from them.
Like the jaded example, you can tell that the player wants 'Done' on some level, but keeps hammering away because his work isn't 'done' on his terms.
I think to be honest this is something the DM team can (occasioanlly) help with. And if you are seeking to end a character - please do contact us. I can't promise a multi chaptered epic in which your character dies via a fistfight with Bane himself, but we may be able to wrap up something interesting for you.
However this is a game, a roleplaying game, not a book. There will always, in your characters life, be events, twists, and turns, that you do not expect, and you need to keep your expectations reasonable there after. If your aim is 'die heroically and have every person in cordor fall to their knees weeping pitiously for your passing!' - then your character dies, and only a few people in Cordor fall to their knees and weep pitiously - then that's not a reason to respawn and go 'uh uh, not a good enough reaction. I'mma gonna keep going until my characters death is just like how I wrote it in this here book!' - Again arelith is not a book, and you cannot completely controle everything. So just try and get in throwing distance.
Phew. That's long.
To stress - not all old charcters fall into these pits. And I'm not advocating that say, we put a life span on old characters or anything, or that all PCs should last a maximing of two months and no more- or something silly. In fact I actually agree that having older pcs around can be really good and useful!. But I do think that these are things to be mindful of as your character gets older.
To summerise - my suggestions for people playing Older Characters (If they arn't doing these already)
*Don't get too attatched to anything, and let go of things for others (be it faction ownership, property, items...)
*Try not to become too invested in your faction/cause/ambition
*Play alts occasionally to - to get a new perspective and to remain distant on your Main PC.
*Consider taking long breaks, and come at things fresh. The world will survive without you and you can use the time to recharge.
*Use the Knowledge, Items, Wealth, ect you gain as an old character wisely to increase the fun of others, especialy your nemsis.
*Ask yourself if your latest character development is actually sensible for your character, or if it's just you wanting to play in a new/different area of the server. if the latter - then is it right to force them that way? Maybe it's new character time.
*Know when to end it, and know that your ending probably won't be perfect, but sometimes near perfect is good enough.
*Melf the Elf was an actual character, one of the earliest in D&D. Melfs Acid Arrow is named after him. The more you know eh?