On Applications and Characterisation

Started by Divine Intervention, March 04, 2015, 01:49:17 AM

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Divine Intervention

I'll start by saying this is not directed at any player or group of players in particularly, but rather a trend I've noticed over a long time.  I don't know what is the cause, but a lot of the time applications seem to be written to fulfill preconcieved notions of what we as DM's want to see.  Simply reiterating faction goals which are generally as given you will pursue, i.e. "I will work to complete the Machine" when applying to the Spellguard with little further embellishment really tells me nothing about your character and is expected anyway.  Characters of course join factions because they agree with the ethos and expect to perform the relevant duties, but this is not the be all and end all of things, -people- as opposed to mindless drones have their own ambitions, drives and emotions.

I think this really comes down to a matter of characterization or lack thereof.  There is nothing compelling about a two dimensional cookie cutter, red NPC smasher, that is really little more than an NPC in itself.  Personally I am much more enthused about DMing for and watching characters that really come across as personalities and not just interchangeable goons in uniform.  Applications are meant to convey to the DM team in as concise a manner as possible what -your- character wants to achieve, why and how.  What relevance does the subject matter of your application have to your aims and dreams (more relevant to PRC/Faction) and why is it you need this thing to accomplish it.  

Furthermore, I, and I am sure most of the team would concur, like to see an emphasis on PC driven and inspired plots. It's sort of a tired old mantra but proactivity really is preferable to watching people wait around to be spoon fed plot hooks or points of conflict.  A little action towards accomplishing your ambitions goes a long way, and I for one am more than happy to listen to your ideas and help you make them happen within reason.  Seriously, if you want to do something don't grumble about the difficulty or the open ended aspect, shoot me a PM on IRC and I will discuss it with you or better yet start making moves and draw attention to it!  If you don't try, how can you hope to make it a reality?

It's not rocket science folks, we're all here to have fun and this game is most fun when it feels most immersive and active.  DM's are at heart the stage directors, prop managers and general overseers, you guys are the actors and the more convincing, the more active and -human- you make your characters and concepts the better EFU becomes.

Spiffy Has

Writing applications, frankly, is both hard and easy.

It's easy to write down what you want to do. It's hard to convey to the DM team why they should care/let it go/support it.

It's hard to put character and said characterization into an application, and frankly, I don't want to approach the DMs everytime I want to make an app. If denied, and if I am curious enough, I'll ask, but I feel the Dm team has better things to do than answer my questions why the app was denied. I'd just read it myself and go, "yea, that's why," in hindsight.

Generally, it's been emphasized that applications should be short, concise, to the point, without verbosity. Some people can do this better than others. I've submitted hundreds of apps, and apparently, as most of them on a rough 3/5 ratio are denied, I haven't gotten any better.

So, the philosophy I take now is this- now that I've played for 8 years. Either the DMs think you're a good enough player that they are willing to forgive you a sloppy application in lieu of prior excellence, or that the DMs won't trust you despite an amazing app in lieu of prior misbehavior.

For newer players, it isn't so much this, but I feel that past behavior is 9/10ths an application.

Ironside

I think the point Divine_Intervention is trying to make is that making an application for a faction and playing in one is about more than just meeting whatever standards the faction has for its members in a big checklist.  It's about taking the faction with its powers, agenda, and status, and twisting that to align with and serve the desires of your PC as a character.

Which is to say, even though a PC is a member of a faction that does not mean they should be a two-dimensional cut out of a faction NPC, but a three-dimensional character all their own.  A faction PC should be able to be summed up without mentioning the faction, and still be an interesting character regardless.  Factions do not exist as templates for your PC to aspire to and meet, they're platforms for your PC's various personal agendas and goals.  


At least that's what I got out of it.

granny

Several DMs have proposed the exercise of tale telling contests. I think everyone should make it an habit while thinking about their characters' goals, whether or not you plan to apply for something.

I have noticed that this exercise has made it much easier for me to define how my character would fit or not in determinate context. Before I had put enough thought on a particular story of my PC or on its background it seems harder and harder to see how joining a faction or getting a special perk would matter.

The other day I was reading the tale I wrote about the event in which Vedma got her rat familiar and it sounded way more solid, as I was troubled by the single level in wizard that I got just to be able to go around spreading a plague possessing a highly stealthy creature. It wasn't an application, but it was more of a mechanical trick than a part of her tale until I decided to explain how she got connected to the rat familiar.

Ladocicea

Probably a wildly controversial thing to say but I would guess the best way to get an application approved is to play a really excellent non-app character to completion before applying for something, then keep your application extremely succinct with a good character 'hook' in it to explain/justify why it should exist with that app only feature, with no highly transparent mechanical gimmicks that shows you concepted the entire thing just around some mechanical trick that will allow you to smash in PvP.

Personally I don't really care about goals, and 90% of goals in applications go either unpursued or unfulfilled by even the best player with the most honest of intentions. I just want proof you'll play well and have a sensible, cool concept that will add something to the game.

EDIT: Actually a bit off topic. Mostly saying this after reading Thomas's post. Not to say he's guilty of any of the dodgy stuff I mentioned, just generally saying what to avoid.

Blue41

I know generic goals are something I've been guilty of in the past. The typical train of thought for me went: I want to make a Watcher/Ordinant/Steward/Spellguard, and the duties of that faction are A,B and C- so that's what my character will want to do. What I do nowadays is try to work out the biography and personality of a character long before I get to the purpose of the application- because the desires and goals of that character should determine where they will end up. Create characters rather than pegs to fit into holes- the story telling contests are a great way to make you think a little harder about the role you're playing (hah like the thing).

Letsplayforfun

And please keep the apps short (well, not too long anyway...)

Talir

I made a post in this thread some time ago demonstrating a way to go about goals. Occasionally we get large applications detailing a lot about the character and what they think, but very little on how they actually intend to accomplish the goals they have set.

Goals and how they tie in with your character is one of the most important things I focus on when voting on applications. It all has to make sense and show you have an idea how to go about doing them. Applications do not have to be long -- we would rather you have them concise and to the point while informing us of what we want to know.

Also, take up D_I on his offer and rock out!

I love cats

I agree do not make your character Bio the application center piece. Also make sure your goals cause conflict. I agree that the worst thing to do on faction apps is to just only advance the goals of the faction and not your own.

Honestly for new players I suggest your first app be to play a monstrous PC! Far easier goals. You just have to be terrifying and create a great deal of conflict. Also if you have an awesome monster in mind and DMS have not scripted it yet apply for it anyways. It really is fun to play a monster PC and be an outcast.

Pandip

Quote from: Talir;427487I made a post in this thread some time ago demonstrating a way to go about goals. Occasionally we get large applications detailing a lot about the character and what they think, but very little on how they actually intend to accomplish the goals they have set.

Goals and how they tie in with your character is one of the most important things I focus on when voting on applications. It all has to make sense and show you have an idea how to go about doing them. Applications do not have to be long -- we would rather you have them concise and to the point while informing us of what we want to know.

Also, take up D_I on his offer and rock out!

It might be nice to have quotations of both your post in that thread and D_I's post placed here so that they're more accessible to applicants looking for advice.

glutenfree

Examples of approved applications are always nice to see.  Some people learn best by seeing examples.

VanillaPudding

QuoteBlackRavenCharm
EST evenings
Morogh is a branded orog slave from Old Port who escaped during the revolts led by Mak'rur, the gladiator. After his escape, he joined the Whisper of Shargaas and the chosen of Gaathmar upon Ymph with the desire of becoming their chief, believing his ancestry giving him the right to lead them in warfare. However, his ambitions were soon noted and an assassination attempt was quick to follow. He escaped and ran to his old enemies, the colonists, as a form of protection until he can grow back in strength to challenge the warchief of the tribe.
Morogh, Orog Bard, CE.
My main goal for playing this character is to become a very visible and savage evil figure for both the colony to fear and aspire in slaying.
One goal that Morogh will be striving to accomplish will be to amass strength by forming a band challenge the Whisper of Shargass (slay him in his sleep) with. Regarding this, the end is not important but the journey and this ambition will be fun to play out and will force Morogh to ally himself with the various powers of the Ziggurat in order to achieve it. This will also serve as a means for me to educate other PCs regarding Wild Orc lore on the island.
Although Morogh is ruthless and would not hesitate to kill anyone in their sleep to advancehis goal of leading the hordes, he does so following the rights of Gaathmar such as always carrying out assassinations in the night, never the day. I will try to bring out the very savage nature of the wilderness by having Morogh engage in all sorts of tribalistic rituals, traditions, and rites which I will come up with along the way. Just to give an example, releasing enemies into the wild to be hunted down by his band.
Stalk, stalk, stalk everything and everyone -- peek out from stealth/invis just for the effect. I'd really like to build a reputation that he can be everywhere and nowhere just for the fearful ambience it might provide. So, although Morogh is a monster and will be played as such, I intend to interact with PCs not by socializing with them, but rather by developing a proper fearful ambience where people will become paranoid, especially at night.


Quote1. Caddies

2. GMT+10, varied

3. Culoch is a natural lycanthrope, raised amongst a Ymphian tribe of werewolves. Coming to that age, Culoch has recently left his tribe to embark on the test of his wolfhood, in which he must prove his understanding of the spirits of the wilds, as well as his ferocity as a hunter. Ambitious and hungry for the respect of his elders, Culoch has ranged further afield than others of his litter, into the strange and dangerous lands of the stone city, where mysterious spirits and cunning prey abound...

4. Culoch, 23 y.o CE werewolf barbarian/ranger.

5.
Claiming Territory: The lands surrounding the Ziggurat Culoch has decided he will claim as his territory during his test. These lands brim with ancient spirits from whom he my learn wisdom as well as other wonders and challenges, and it is in the face of fierce adversity that a hunter grows strong and cunning. If Culoch is to return to his pack a respected adult, he must grow both fearsome and wise such that none doubt his value. The Ziggurat offers him this chance.
- Beggining with the Wyldwater, Culoch will begin claiming territory (map by map) around the Ziggurat as his strength and pack grows.
- Those who travel his territory and fail to leave offerings to Malar and himself on its edges will be hunted ruthlessly, the weak amongst them allowed to return to the Ziggurat to spread tales of his hunting prowress.
Recruiting a Pack: The pack is the key to a successful hunt, even if he must form it in these strange lands from those weaklings ungifted with the superior ancestry of the wolf.
- Culoch will recruit from the ranks of the bandits, renegades and huntsmen of the Ziggurat, their chief incentive to join being his inclination not to eat them, as well as being able to join in his hunts.
- Culoch's pack will live in the wilderness, watching over and protecting its territory from intruders who don't offer tribute to the pack and Pard.

Civilization vs. Wilderness: In line with is upbringing Culoch resents civilization immensely, eschewing it as a corruption of honorable living, its limitless decadence breeding weakness.
- Culoch will advocate the wilderness at every opportunity by teaching those sensible enough to listen to him how to live in the wild and how to thrive on the hunt.
- Culoch will protect the wilderness from any force who threatens it with a savage fury that he hopes will garner a proper respect for the wilds in the foolish city dwellers.

High Hunts: The hunt is everything and the Pard must be satiated. As is customary amongst his kin, Culoch will hold a High Hunt every full moon during his stay here. He and his pack will hunt down and capture the strongest and most reviled creatures -such as mighty warriors and prominent politicans and the hated elves and Selunites- and release them into the forests to be hunted as animals. Through this ritual hunt the pack will grow strong and the Beastlord will be appeased.
Primacy of the Wolf: The Blood of the Wolf is a sacred gift, and the wolf is the supreme apex predator. All other lycanthropes will be hunted down to assert the dominance of the wolf and those who hunt wolves will be slain in an especially grisly fashion.
The Stewards: Culoch will learn of the Stewards, and will no doubt come to respect the knowledge these shamans command. He will be eager to learn from them and perhaps join them, but will not suffer the weak or feint-hearted amongst their ranks with any degree of aplomb.
Note: I hope to join he Stewards as a Guardian at some point, depending on how things play out IG. Just a heads up!
Rejoining his pack: Culoch's overarching goal is returning to his pack as the worthy offspring of its chief KAGGA, gleaning enough wisdom and growing ferocious enough during his tenure in these inhospitable human lands to challenge his father and lead the pack, as is his birthright.

Quote1. TwoHorned
2. GMT -7

3. A deceptive and cunning Tiefling, Aurelia once served under an advisor of the Queen Ixpadia. As a spawn of the Arch-Devil Mammon she is driven to be greedy, ambitious, and seemingly unable to ever break a pact. With the end of the Queen's War she took refuge amongst the many others who were driven off to Ymph from Old Port and has resided in the docks since. She now looks to take advantage of the twisted and chaotic state of the colony and build her own empire within the dangerous docks.

4. Aurelia Cervant - Tiefling - 25 - NE - Wizard

5.
- Crime and the Docks -


* Taking advantage of the chaotic docks is crucial to success and Aurelia will employ many tactics to gain status within. She'll try to become a figurehead of importance there by supporting the rebellious population in their fight against the tyrants.

* Aurelia will Unite the many different forces into a single force that is more appealing to the masses and powerful in action. She hopes to either join 'The Sons' and work from within or ally herself with their numbers in the same effort of unifying the area.

* Shakedowns and thefts will be organized against factions that operate outside of the Docks. Many of the funds taken will be used to purchase food and other necesseties for the common inhabitant as means to increase their standing with the populace and further empower their efforts.

* Aurelia will constantly work to build a criminal empire while economically strangling the Stygians, Nobles, and other oppressive organizations that take refuge amongst the upper class.


- Mammon the Viscount -


* As a spawn of Mammon the Viscount, Aurelia holds many virtues of the Arch-Devil and is driven by the lust, greed, and ambition that he stands for. She'll consistantly look to bolster his following by
converting others into his faith directly or by forcing them to make pacts with other Devils in his service.

* She will study the rituals and methods used to summon or communicate with Devils of power so that others may be cohersed into dealing with them.

- The Conclave -


* Aurelia will not direclt oppose the conclave but will often try and convert less powerful wizards into her service rather than their own. She will also try and place informants within this faction as to aid in espionage.

* She will work to continually steal their research and knowledge, typically to be put to use in her efforts to make pacts with powerful beasts of her home plane or even summon such creatures.

- H'Bala -


* Pursuing the path to set H'Bala free in exchange for power, wealth, or knowledge of Ixpadia's location will be an ongoing challenge for Aurelia.

- Ixpadia Sabuth -


* One of her overarching goals is to locate the former rebel Queen within the Underdark. If completed she will lead a group down below to free Ixpadia so her influence and power can be used to truly lead
the docks against the opposing forces once again.

- The Devil's tower -

* Another of her overarching goals is to construct a grand residence within the docks, a wizard's tower of some magnitude that stands as a pillar of resistance against the tyrants who previously looked down upon the docks. This structure will serve as a place of research, a shrine to Mammon, and residence for all of her trusted companions.