leibniz wrote:Cipher3 wrote:leibniz wrote:An0n3 wrote:There already is a lot of stuff that is just known and sets off our bad RP detectors. If a Wizard appears and says Nanotrasen has sent them to perform tricks for the crew we know already that doesn't fit at all with the little background we've established.
You couldn't go along with that because of your preconceptions?
Because we at the least agree that Nanotrasen is here for production, not for cheap entertainment, and the manifest of possible threats delivered to the Captain specifically lists the Wizard as an escaped criminal and highly dangerous.
Just like traitors can have a story of how their family is being held hostage by the Syndicate, wizards can have a story of how they were an innocent stage magician imprisoned wrongly by the corrupt Council of Archmages, now on the run towards a place without extradition laws.
Is creativity really dead around here?
OPINION ALERT OPINION ALERT OPINION ALERT
Now we're in it. The difference between a good roleplayer and a bad roleplayer. A bad roleplayer comes to the table with a character he already wants to do and if the source material doesn't fit it he cooks up mary-sue type exceptions, "head canon", or other weird shit that try to crowbar whatever it is he's thinking into the play. Because his character is flat and inflexible, it's easier to argue against "the rules" than it is to make alterations or start over.
A good roleplayer looks at what's on the table first, thinks about the moods and tone they want to portray, and then builds that vehicle for that expression inside the box of the world. At the very least when they think of something ahead of time and become married to it, they're witty enough to think on their feet and make minor adjustments TO THE CHARACTER to get it back inside the box.
Why is one good and one bad?
Because the good player's character and role is like a USB device. It fits anywhere in the world we've built together, it can have an interaction with any group that makes sense. It's not a weird shape that prevents someone else from "plugging in" to the game. It doesn't need story "patches" to make sense.
Creativity aint dead, it's just not easy to do it well. There's a difference between being creative and just making stuff up. You can't just force stuff into a group game and expect others to accept it when it often flies in the face of what the established world. Babby's first attempt at making a great character is to make something that is really huge in scope. "My wizard is the princess of all wizards but is also the heir to Nanotrasen!" *gasp wow*. It's much more difficult to take simple everyday characters and make them great.
It's why superheroes only appear in comic books and not the great American novel. Wit is learning to say a lot more with a lot less. And wit is priceless, it can't be faked or forced.
The bottom line is that we're not drawing a comic book and we're not writing a novel. There's a game to be played here, and if your character is a bundle of reasons NOT to play the game like you're supposed to or reasons NOT to follow the rules, you're fucking up twice over.