| What is Roleplaying?
When you begin any project, the first step is to figure
out what your goal is; in this case our goal is to learn
what role-playing is and to do it to the best of our ability.
We can start this with a definition.
Definition: Role-playing - acting a particular
role.
Role-playing is pretending. As children we would "play"
school or doctor. We roleplay when we act in a play. When
we do numerous other things that involve us "pretending"
to be something we are not we are roleplaying. All of
us have this intuitive ability. A Role-playing game is
just a place to give this unbridled creativity a few rules
and an appropriate environment.
Since you will be "pretending" to be someone
you are not, the first step to take, now that you know
what role-playing is, is to create your character.
Character Creation
The creation of your character is an important first
step in any role-playing game. There are certain things
that are imperative to know when you're creating a character
for Reclamation.
· Gender. Do
you want to role-play a female or male character?
· Name. Your
character's name can affect how others react to them. You
should choose a name that makes sense. Names with numbers
or titles pre-attached to them (i.e. Fishy 2534, goober001,
King David, Princess Shiva, etc.) can be difficult to explain
at times. If you can't picture the name as being published
in a story, it's a pretty fair guess that it wouldn't be
very good for a role-playing character.
· Personality.
Having at least a vague idea what sort of personality your
character will have can help you choose a focus for that
character. You should read over the descriptions of each
focus included in the Dreamer Manual. This way you can compare
the personality you are considering and match it to a focus.
For example: Gatekeepers can manipulate the fabric of dreams,
altering the walls of thought to protect themselves and
others from harmful evocations, even prevent or allow access
to the Dream City. Gatekeepers are the warriors of the Dream
City. If you character is shy or easily scared, it will
be more difficult to pull off a decent Gatekeeper personality.
· Alignment.
While this isn't a physical choice for you to make, it is
a vital one. Do you want a character that feels it's their
responsibility to take on the task of keeping the Dream
safe single-handedly? Maybe you would prefer a character
that is "Evil Incarnate" itself, or a character
that stands on the sidelines, neutral. Virtually anything
is possible in Reclamation; it just takes effort on your
part to remain consistent with the choices you make as a
controller. Note that having an evil character and a character
that goes around attacking others is not the same thing.
There are many.evil characters that are capable of being
so without attacking another person. However, anytime there
is a valid in-game reason attacking others is acceptable
with any character.
Before we actually begin to role-play, we must consider
other aspects, such as: Who is this character? What drives
him? What makes him respond to different things in different
ways? A character background or history can answer most
of these questions. The key to a character history is
to ensure that your creativity fits within the boundaries
of the environment you wish to play in. Within Reclamation,
the basics are simple:
· All characters
come from a plane of existence called "Cloudsbreak".
· Each shard is small,
ranging in size from a minute island to the state of Rhode
Island.
· Each shard is mainly
agricultural, with very little technology.
· Only a select few
may enter Reclamation, this is called the "Awakening".
· Everyone from Cloudsbreak
is the same race, Clousbreakian.
· Some Cloudsbreakians
can use telepathy, but none can use Magic.
· Each shard is surrounded
by a thick boundary, called the "Border Mists".
Nothing can penetrate the mists, and nothing can escape.
· For more detailed
information see Cloudsbreak Guidelines.
Now while this may seem restraining, it actually allows
you a wide variety of options.Unique and creative deviations
from these rules can occur, but this is a rarity not the
norm. These "deviations" are allowed based on
the uniqueness, creativity, and style of a role-play.
What is even more interesting is that you really get two
characters in one, a character who lives on Cloudsbreak
and his projection into Reclamation. If you can
answer a few simple questions about your character, it
will make role-playing him later much easier and will
also help to get you started in rounding out a complete
character sketch:
· How has fate led
your character to this place in time?
· How and where did
your character grow up?
· Does he have family?
Where are they? What do they do?
· Hold old is my character?
Who are his friends?
· Has he ever been
hurt? Has he been in love?
· Is he happy? Is
he wealthy?
· What are his morals?
What are his ideas on honor and respect?
Once you have the basics done, you can flesh out the
rest later. Don't be afraid to continually add on or modify
things within your character's background, because the
more details there are, the more motivation you have for
your character's actions.
With a strong character background in place you are already
starting to become attached to your character and should
be thinking, "Wait, what does he look like?"
This next step forces you to visualize your character
in two different settings. You must first decide what
your character will appear like on Cloudsbreak, and then
what your character's avatar looks like in Reclamation.
An avatar is an image of whatever your character
wants it to be; on Cloudsbreak he can be tall, while in
the dream he can become short... the deaf can hear, and
the mute can speak. Whatever you can imagine and wish
your character's avatar to look like, it is possible,
and probable.
Some of these character traits can be left for people
to discover; if you want to advertise certain traits you
may place them in your "character description".
Just remember that these are physical descriptions: what.someone
can see, smell, hear and observe when with your character.
Also remember that these are In Character (IC). In Character
supposes that elements of real life are be left behind.
You are at the threshold of a highly imaginitive world,
and to maintain this illusion it is important to filter
out real life distractions.
A few examples of good descriptions are listed below;
notice how each describes only things that can be seen
or experienced by the senses within the game:
· Tall and wiry,
this man has a wasted look, like one that has been ill
a long time and bed ridden unable to move. His black clothing
shimmers iridescently in the light and is highlighted
at his collar by two silver pins. On his left hand he
wears a supple black leather glove, though it does not
seem to be fully filled out.
· His square jaw juts
from a ruddy, sun burnt face. Bulging muscles strain a
chain-mail vest and crisp white surcoat bearing the mark
of the City Guard. On his left arm is a round, black shield,
decorated with a white circle from which eight arrows
radiate. Twelve small painted skulls adorn the shield
edge. A serviceable broadsword hangs from his left hip,
and he grips a spear in his right hand.
· He is hideous. He
has messy beige hair and a short, hooked nose. His skin
looks like it's stretched over his cheeks to the point
where it is almost paper-thin. His eyes are huge-like
a frogs- they hold a touch of insanity. He has thin lips,
which are almost always in the shape of an almost mocking
smile, as if he knows something that others do not. His
ears are remarkably large, but not abnormally so. His
skin has a sort of shine to it. He wears a uniform in
the colors of the Light.
You have this wonderfully rounded out character, you
know what he feels, what he likes, where he comes from,
and what he looks like. Now to decide how he acts! Within
Reclamation all actions are performed with "emotes"
that allow other characters to see what your character
is doing. It would be impossible to display graphically
the wide range of movements and actions possible to characters,
and emotes try to address this problem. Simply put, emotes
are visible actions or physical descriptions. They are
not for giving information, for showing what someone is
thinking, nor for communicating OOC information. Anything
you say or any actions your character takes must be within
character.
A good emote describes a physical event or action while
allowing other characters to participate. Other characters
cannot usually see "thoughts" or motivations,
so emoting these will limit their opportunities to respond.
Keep in mind when creating emotes that you need to leave
room for a person to respond. If you want to punch someone,
you "swing towards them" or "lunge rapidly".
This allows the other player to decide whether or not
his character gets hit.
Examples of Emotes (Visual Only: Actions)
>Kayla glances down at the chakram bracelets
on her wrist.
>DragonsQueen puts a finger to her lip, and smiles
devilishly at Rock.
>Ilythia scratches her forehead.
>Bledsoe bites his lip at Draymoore's comment.
These examples represent genetures other characters can
see, and as such it allows other characters the chance
to respond.
Examples of Emotes (Visual Only: Descriptions).
>Jada unclasps a locket from around her neck
and holds it out for the others to see. It is oval
and set in gold, inscribed with the word: "Good-bye."
>Shelky brushes a lock of hair from her face. It
tumbles down her shoulder and gleams amber in the
light.
These above examples portray both actions and descriptions.
Descriptions are useful tools for creating atmosphere.
Improper Emotes (Emoting for others,
thoughts, OOC)
>Mike thinks Jason is a moron and watches him
pull Kurd's Levi's down then chak him in the back.
>Bulgok dislikes Muse
>Mimi thinks M&M's are good
>Johnny brandishes some squeeze cheese
>Praja drifts on in thought
These are examples you want to avoid.
Now you have the basics. You know what your character
looks like, how he acts, what motivates him, and how to
show what he is doing and saying to the outside world.
You're well on your way to becominga great Role-player
and a member of the Reclamation community. When you feel
comfortable with your role-playing and with playing your
character you should take a look at the Advanced Role-playing
Guides.
Until then I hope you take these hints in consideration
and enjoy your stay with us in Reclamation.
Advanced Roleplaying
With the basics down you should begin to focus on refining
and improving upon your character, specifically how your
character is going to become part of Reclamation and the
Reclamation storyline.
When you become part of any group, it is vital to understand
what responsibilities are placed upon you. Within Reclamation
(and any role-playing environment) your responsibilities
can be broken down into three parts: your responsibility
to the game, to the other players, and to the Game Masters.
These ensure that everyone is operating on the same wavelength.
You have a responsibility as a player to create a character
that suits the game world and respects its boundaries
and limitations. This means that the rules of the world
should define your character; you can't be a flying robot
with missiles or a dog with x-ray vision. It's also wise
to try to fit your character to the storyline of Reclamation
so that you have access to a wider range of role-plays.
Be sure to read over the story to get a sense of Reclamation
background. Secondly, players have a duty to allow other
role-players the chance to have fun within the game. By
allowing everyone to have fun, you ensure that if someone
tries hard to role-play a character, they will not be
shunned for lack of knowl-edge or role-playing experience.
Everyone can and should be given a second chance.
Now the idea of a "role-play" has been brought
up and it deserves some clarification. When you are doing
your normal day-to-day business, starting a war, learning
information, or just playing your character, you are role-playing.
A "role-play" is an event that affects the major
storyline of Reclamation and other characters within the
game.
One way to begin a role-play is to create and build excitement
while introducing your concept to others. They might not
pick it up at first, but after a while people will begin
to work with your character and support your role-play.
Another role-playing strategy lies in inspiring other
characters and sending them on quests. It is not always
critical to be the center of a role-play. Taking some
small part can still be fulfilling. Spread
rumors of someone's betrayal, tell an initiate to confront
his ruler, or give someone an idea for a ceremony. All
these will promote role-playing and involve you in some
way. Player role-plays are one of the main ways players
help shape the game. Be creative, spontaneous, interesting
and don't be afraid to try new and unusual things. If
you are bored or don't see things happening which intrigue
you, then create that adventure
yourself.
One of the final steps towards role-playing is refining
your character. The more indepth and complex your character
is, the more interesting he will be to play. It might
seem that role-playing a "good" person is easy;
however it can be just as difficult as role-playing someone
who is "evil" because of the subtleties involved.
Character alignment can be grouped into three broad groups:
"Good, Neutral and Evil"and these help define
how a character reacts to different situations. For more
information, please see the
section on Advanced Character Development.
Finally, enjoy yourself within the game. Any role-playing
game (especially Reclamation) is here to provide you,
the player, with enjoyment and satisfaction. Let yourself
become immersed in the environment of Reclamation, and
become a dreamer, one of the few, the proud, the Awakened.
Advanced Character Development
Character Perceptions
To say that all characters (and for that matter, all
people) are good or evil would be an oversimplification.
Firstly, evil characters usually do not consider themselves
to be "evil," and may actually consider themselves
to be "good." These characters may believe something
is "right" and defend it in a fanatical way.
She may appear "evil" by opponents, who she
conversely perceives as misguided or "evil."
Her actions may be
caused by insanity, by her foul temper, or by her belief
that the ends justify the means. Alternatively, a character
with "evil" or selfish motivations may perform
so charismatically that others believe she is "good."
There are many shades of grey and dark grey in every personality,
and it is important to remember that your character's
motivations are key to creating a believable persona.
Character Consistency
Character consistency is one of the hallmarks of great
role-playing. Here are some tips to consider when playing
your character:
· Stay in character
as much as possible. The more you get out of your character,
the harder it will be to get the right mood back into
the game. Now, this may not seem harmful, but ruining
a mood can ruin a role-play. For more information, see
the section on out-of-character traps.
· Events from the
game will influence a character's demeanor, attitude,
and in some cases, its personality. Even heroes can be
affected by the tragic death of a loved one. Make sure
that these influences are reflected in (minor) changes
in your character.
· Never change your
character drastically. This will confuse other players,
and while it might seem fun at first, it will upset the
other players, and eventually the game.
· Once you've made
a decision as your character, stick with it, and live
with the consequences. As long as you're role-playing,
it could prove for some interesting twists in your character's
life. In a role-playing game, reversing a decisionusually
harms the game.
Character Separation
One of the greatest challenges for all role-players is
maintaining a healthy level of separation from your character.
Here are some things to keep in mind:
· You are not your
character. If a character attacks or insults your character,
don't take it as a personal attack. It's fine if your
character reacts, but don't start taking things personal.
· It is easy to base
your first character in a game on your own personality.
Most new role-players do it, but experienced role-players
fall into the trap as well. Make sure that, if you do
this, it's just a small base, because the more of yourself
you pour into a character, the easier it is to feel any
attack on that character as a personal insult.
· Remember that it's
only a role-playing game. You can stop playing any time
you want, for as long as you want.
Roleplaying "Good"
Playing an essentially "Good" character may
seem as easy as opening your eyes, but as with other alignment
classifications, there are some points that need to be
remembered. They can be as difficult to role-play believably
as villainous characters. They don't necessarily have
to be huggy, kissy, warm-fuzzy type of people. What defines
a character as being good is how they work to achieve
the goals they have established
within their role-play.
Example: There are three essentially good characters
interacting in a role-play that revolves around rescuing
a kidnapping victim.
· Dreamer A - This
character seeks assistance from honorable characters that
they have contacted with to deal with the kidnapper. Using
all methods within their power that don't cause internal
conflict caused by of issues of conscience, they work
to affect the return of the kidnap victim and the bringing
to justice of their kidnapper.
· Dreamer B - This
character seeks out the kidnapper for negotiation, working
toward a settlement that will keep both sides in the dispute
content and safe. They may be seen at times as acting
in their own best interests during this work, as they
go back and forth between the kidnapper and those.who
seek the victim's return appearing to be working toward
the goals of each.
· Dreamer C - This
character is prone to rash actions to affect the kidnapping
victim's return. They may gather a small group from among
those they trust to seek the kidnapper's hideout and steal
the victim away from them. This type of character has
a greater chance of seeing violent conflict from their
actions, although they are working for the same results
as the previous two dreamers.
Roleplaying Neutrality
Neutrality is the ability to not take sides in an issue
or event, regardless of personal feelings. This type of
character can be seen as cold and indifferent in their
actions and need others to look deeper to really get to
know them. They are focused mostly on their own goals
that do not impact others, making them appear greedy to
some. Some neutral types are very dependent on those around
them at the time. Examples:
· The Chameleon -
this type of character blends into their surroundings.
Mostly to observe what's happening around them and generally
wishy-washy. They can be an almost constant presence,
to the point where most people ignore them.
· The Recluse - this
type of character is often seen as a hermit or anti-social.
They keep to themselves as they work toward their goals,
often hoarding what they learn instead of sharing it with
others. Often, this type of character is where lost knowledge
stories originate.
· The Mediator - this
type of character is often called upon to mediate disputes
between others after they become known for their neutrality.
They can take the information provided them and look at
it evenly, as they have no preference of one side over
the other.
· Neutral characters
see all of those around them equally, whether as useful
for gathering information from, a source of irritation
that keeps them from working on their goals, or a complete
nuisance that they would rather be without.
Roleplaying "Evil"
There are just as many adjectives for evil: dishonorable,
deceptive, abusive, cruel, immoral, and more. As with
any character, an Evil character is not necessarily at
his worst, most foul and antagonistic behavior at all
times. Being of an Evil disposition only means that the
capacity for these things is always there and that they
may know no limits to the depth of their depravity. This
means that an Evil character can be charming,
cooperative, and for all appearances a nice guy. But it's
a façade that is not likely to last long unless
the character is particularly determined and capable of
maintaining such a deception. Some examples of Villains:
· The Conformist
- he thrives by taking advantages afforded to him by whatever
system is available to do so, almost equating what is
legal to what is right and proper even when it is legal
to seriously harm another. After all, if it weren't right
and proper, the law should be changed, and since it hasn't
been changed, it must still be right.
· The Intellectual
- he probably does not consider himself to be evil, but
almost certainly considers himself to be intelligent,
wise, shrewd, and on the ball rather than foolishly concerning
himself with the welfare of others as those idiotic dopes
that speak of the common good are concerned. Often,.this
type of character thinks of themselves as naturally superior
to others, their own needs coming first, and the needs
of others coming much further down the list.
· The Overlord - he
is concerned only with his own goals and nothing else.
Only those things that with strengthen him and push him
towards that goal are important and he will pursue that
goal with any means possible. He hopes to bring himself
to a position of power, glory, and prestige.
Before making an evil character you should realize it
can be more difficult than others, make sure you have
a good idea beforehand of what your character's goals
are. You most likely won't get far role-playing an "evil"
character if you can't make any friends. Allies can be
beneficial even if the character doesn't use violence
or warfare to exact his evilness. Lastly make sure to
be convincing, in general not many people are evil. Define
your character as being one of those unique few and you'll
have a great time. Just remember that the Good Guys almost
always win.
Playing a villain will never grant a player license to
break the three laws of Reclamation. Being "evil"
is not a valid excuse for randomly collapsing or harassing
others; and one of the most difficult aspects of upholding
an "evil" character is ensuring grudges stop
at your character. Don't get angry with others for their
re-sponses to your character, because they too are taking
a logical role. Also, "evil" characters must
abide by the basic teaching principles of Reclamation.
All characters must provide a task and a worthy endeavor
before granting an art, sphere or plateau. Handing out
free arts, plats and spheres to your friends cheapens
the gaming experience for other players.
· What makes you a villain?
Most characters don't just decided on a whim that they
want to be evil. This should stem from your character's
history and not the player's desire. Be unique. Some-thing
that is not often seen, or that people fear or misunderstand
is often labeled "evil". Go against the grain.
This means speech and mannerisms as well as appearance.
· "Evil is in the
eye of the beholder." So you want to be evil
to some - not all. Perhaps even most, but always have
a way out. If you don't, you're setting yourself up for
the fall.
· Focus. Know what
it is you want to accomplish. Be open to change. Nothing
stays static for too long. If it can go wrong, it will.
Plan ahead. Might does not equal malevolence. You can
have the biggest chakram, an infinite DreamSoul elemen,
and a whole slew of offensive arts, and are still just
a thug.
· Violence does not equal
villainy. A politician in power can be ten times more
corrupt than a convicted killer who acted in self-defense.
Destruction isn't always the answer either. Hostages present
a much more complicated situation than simply planting
a bomb.
· Crime is not always
the best avenue for those of the dark alignment. This
is especially true in Reclamation. Be creative and find
other methods to achieve your goals.
· Morality is important.
Most evil doers have compromised moral values. Either
they're working for themselves and don't think the rules
apply to them, or they're working for the common good
but don't understand what's appropriate and what's not.
· The end can justify
the means. You're saving the Dream the way you see
fit. If a few souls get lost along the way, what is that
to compare to the lives you'll save after the fact? You
can either end up the hero or a martyr if you're not careful.
· Remember that you didn't
do anything wrong if you didn't get caught. And the
more people that support your side of the story, the less
likely you are to be labeled a "threat" to society
as a whole.
· Set standards. Be
prejudice. If you think one way, then others are misguided
or utterly wrong. They're either agreeing with you, or
they disagree with you. Don't be afraid to stand up for
what.you believe, and teach it to those impressionable
Newly Awakened.
· Honor is for the dead.
The difference between a hero and a fool is luck. The
difference between a coward and a corpse? Stupidity. Live
to fight another day.
· Keep your friends close
and your enemies closer. Never let them see it coming.
A good villain always has his/her ace in the hole; and
usually the joker as well.
· Don't be afraid to ask
for help in your endeavors. Just be careful what you
wish for. Minions are just that. People will work for
reward before friendship. Greed can be good motivation.
Re-member that if they see a way to use you as a stepping
stone, they will. Especially if it gives them what -you-
have.
· Take small steps at
first. Test the waters. You can't be bad until you
know what good is.
· Trademarks. If it's
been done, it's probably been done better. Find your own
path, and let that aspect be yours and yours alone. Make
yourself memorable.
· Achilles heel. Every
bad guy has one. Illness. Disability. Pangs of regret.
Love for family. A persistent obsession. Maybe this is
what drives your character.
· Turning over a new leaf.
Evil doers don't make many friends. When it becomes unbearable,
there are always other options. This also makes an incredibly
good smoke screen.
Out of Character Traps
The main key to role-playing is, of course, staying in
character. It may be necessary to go Out-of-Character
(OOC) briefly when explaining a technical aspect of the
game to a new player, or when pinning down a standard
time to meet. It is important to remember that every time
you go OOC your character credibility and the role-playing
atmosphere suffers. Be careful not to fall into some of
these OOC traps when playing
the game:
· Blatant OOC Occurrences:
This includes mentioning real world events and items.
Beepers, Star Wars movies, Oompa Loompas, mace (not the
dreamer, the spray), Gumbi, and spell checkers do not
belong in Reclamation. This both violates the Reclamation
user agreement, and contributes to the disintegration
of the in-character environment.
· Information Separation:
Player A chats with his buddy on ICQ: "Oh man, Sorsha
just totally dissed Dreamer B in the dream! She made him
cry!" This sounds like an interesting thing for you
to see, but wait! How can you? Your character does not
know what has transpired. You want to go ask the questions
that will get you the answers, but you have no IC reason
to do so, even though it would make for interesting role-playing.
information separation issues such as multiple character
info. In game information learned through OOC means is
still just that - OOC. Separate it. Even though you do
want to comfort poor Dreamer B. Of course, the same goes
in the opposite direction: if you know someone is playing
multiple characters, respond to each character independently.
· Sometimes Teachers
will demand a long and detailed task from their student,
and it seems more convenient to relay its completion in
an email. Avoid this, as it contributes to character confusion.
Bring the completion to the game and use that information
to incite role-play.
· Playing with Toys:
Spacing down to the next line, then typing in the dreamer
name, followed by a colon, then more text. Looks something
like this:
DreamerA:.
DreamerB: Wow, DreamerA thought of a wondrous OOC
device here!
· The names we see
with the colons following in our text box is out of character.
They are not some-thing your character would be aware
of to imitate. If you wish for your character to imitate
someone else, use an emote. But this is intended to fool
the player, if only for a short bit.
· Logs: Logs are Out-of-character.
Does your character truly make a detailed account of everything
that is said and done in every room she occupies every
moment she is in the dream? If so, how does she find time
to talk and collapse the very mare she is writing about?
Not only that, but also this logic fails when someone
doesn't keep logs.
"I demand to read your logs, or see your memories
or whatever!"
"But I don't keep logs."
Does this mean the character has no memories? Hardly.
· Newly Awakened:
You create a second avatar, you find your buddies to teach
you quickly, and you join a house on your second day of
playing. (This one is irrelevant for the moment, but it
is the principle that it illustrates that is important)
If you do not feel up to playing the awe/confusion/wonder
that the dream would most likely provide to a newly awakened,
then don't make another character. Or at the very least
have a very good role-playing reason your character would
not go through it.
· Stick to your character:
No matter what... Is your character truly more concerned
with turning in his latest task to his teacher than finding
out why his house crumbled? If so, why? Does the dream
truly seem so uninteresting that the best thing for you
to do at all times is sit in thresh? If so, why? Do you
make a habit of ignoring people that seem distraught and
confused? If so, why? Always the driving question is why.
Why would my character do this or think this? Why? If
you can not answer the why, then it is not an IC action
or thought. Why would Bledsoe flatter her? She is a woman.
Why would Dreamer B be nice to Dreamer C? He wants her
cloak.
Cloudsbreak Guidelines
The following are suggestions for role-playing within
Reclamation's evolving story line. A player may be penalised
for diverting from the story line when this breaks the
third rule of Reclamation ("Stay in character"),
but there is leniency intended for uniqueness, creativity
and style in role-play. Maintaining a consistent story
line plays an extremely important part in fostering a
fun role-playing environment for everyone.
Cloudsbreak
Impassable boundary mists surround a Cloudsbreak world
on all sides. These mists are not made of "chaos,"
but rather appear as "mists" would in the real
world. Boundary mists are boundaries to rocks, pigeons,
humans, small woodland animals and postal workers. Sufficed
to say, Cloudsbreak worlds do not have a physical means
of communication with other Cloudsbreak worlds. Reclamation
is a revolutionary
means of communication for these many isolated and segregated
Cloudsbreak citizens, and those citizens able to achieve
the Awakening and connect with other minds in Reclamation
are very special individuals.
Most of the divided lands on Cloudsbreak are small. There
are a few larger worlds to the span of thousands of miles,
but no planets. These places may have differing physical
and cultural evolution by virtue of their isolation.
Cloudsbreak is not Earth, but a fictional place in a
fictional time. It has its own history and its own cultural
development. Each place is open to a vast amount of creative
interpretation but should be fairly original (i.e.: not
based on Earth history, Ultima Online, AD&D, Tolkien,
etc).
Life on Cloudsbreak
Cloudsbreak lands are not technologically advanced, and
as such there are no computers, automobiles, TVs or VCRs.
Nor is there magic that directly emulates the effects
of modern technology. However, there may be things that
are seen or interpreted as magical. For example: you cannot
cast a fireball spell, but you may eat a "magical"
herb and be cured from some ailment a week later. Meanwhile
Reclamation, being the fantastical meeting of study magic
and develop arcane talents, but keep in mind that dreamers
have no awareness of modern Earth's technology.
The City of Dreams is a realm discovered by superior
mental discipline, and every Cloudsbreakian achieving
the Awakening must have developed, to varying degrees,
this portion of their faculties. There do exist Psionic
abilities in a rare number of Cloudsbreak individuals,
partly evidenced by the ability to collectively meet in
Reclamation. These can include telepathy, telekinesis,
clairaudience, clairvoyance and so on.
Cloudsbreakians
Cloudsbreak is a world full of humanoids. These humanoid
dreamers may construct more fantastical avatars that would
reflect their personalities, but when those people wake,
they are human once more on a relatively boring Cloudsbreak
world.
When a dreamer achieves the "Awakening," which
is a special kind of consciousness in sleep not unlike
lucid dreaming, his or her body remains behind in Cloudsbreak.
As such, a dreamer is not unconscious, nor does he or
she retain his or her physical body in Reclamation. When
a dreamer is collapsed into a soulsphere, that dreamer
is not "killed" (as in other MMORPGs). The effects
of Dreamstrike on a Dreamer's soulsphere are open to much
interpretation and debate in Reclamation.
Lyra Studios, LLC Roleplaying Policy
Lyra is committed to helping players enjoy a superior
role-playing environment. If you have role-playingquestions,
concerns, suggestions or requests, we encourage you to
write to support(at)reclamationgame.com
with your comments.
Players can praise each other's role-plays in two ways.
One, by submitting a.role-playing report. This report
should include the pertinent character's name, time, the
role-play, and what you found exceptional about their
performance. All reports are evaluated on a daily basis
and characters are rewarded accordingly. Two, directly
rewarding the character in question with a personality
point.
Game Masters are available in-game for role-playing support
subject to their particular in-character roles. Additionally,
anonymous Game Masters scout the game for examples of
excellent role-playing and will secretly award characters
experience when this is discovered.
When another customer is hindering the in-game role-playing
environment with prolific use of out-of-character speech,
actions, harassment, or random player-killing, players
are encourage to submit a cheat report to the Lyra staff,
detailing the offending behaviour. Game Masters will warn
and penalise players who frequently disrupt the role-playing
environment.
Roleplaying Guide Contributors:
~L~
Bledsoe
Lyra-Jaz
Lyra-Martin
Lyra-Jasmine
Lyra-X
Lyra-Chimp
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