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F. A. Q.

Frequently Asked Questions.

 

Frequently Asked Questions:

Here's a basic FAQ for some commonly asked questions about my roleplay.

 

Q) What kind of characters do your characters get along best with?

A) Typically, my characters get along best with low-brow humans. Low-level gentry (The Sheriff of Nottingham), thieves, thugs, slavers, prostitutes, tavern wenches, inn-keepers, and pimps. The more super-natural your characters are (demon / vampire / drow / fae) the less likely my characters are going to be able to find a common ground to stand on with yours. Likewise, Nayleen will not get along well with white-knight types like Paladins, or crusader-style battle-clerics of goodly deities. Nayleen  - and even most of my characters - would probably get along famously with the majority of the "heroes" in the game 'Darkest Dungeon'; Highwaymen, Plaguedoctors, Graverobbers, Houndskeepers, Bounty-Hunters, Men-At-Arms, Occultists, and other salt-of-the-earth types whom are looking for coin and to make a dubious living.

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Q) Why does Nayleen hate me so much?

A) Nayleen is a drow, who is trying to fit in and climb within an evil racist human society. If your character is intrusive, randomly violent, monsterously inhuman in appearance, or otherwise disruptive to her goals, you're going to have a near impossible time trying to get to know her. If you want to get on her good side? Present opportunities for social advancement.

 

Q) Will Nayleen have sex with my character?
A) If it serves her purposes in gaining an alliance she feels she actually needs, yes. If it's just because you want your character to appear important enough for her to fuck? Probably not.

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Q: What the fuck is Llorkh?

A: Llorkh is kinda what we started using as a default city name for a large medieval fantasy city. It's named after a rarely mentioned place in the Forgotten Realms (Faerun) setting, but knowledge of the setting isn't required to play there as we are NOT STRICTLY CANONICAL!

 

Our Llorkh, (Link included) Our World History, and Our RP setting is a lot more generic; but also? A lot less fantastical and a lot more mysterious then the standard D&D.

 

Key features of Llorkh as we understand it in continuity:

1) It's relatively close (a week or two's travel) to whatever you want to see in the region that isn't a larger city.

      - If you really want a map? Here's Llorkh's local region~ (Link incoming)

      - If you really want a world map? Here's a map of Faerun with Llorkh highlighted in Red. (Link incoming)

      - Other areas of Forgotten Realms that are featured in computer games and popular novels are highlighted in orange.

 

2) Llorkh is Lawful Evil in alignment, and largely humancentric, racist, and the majority of it's citizens are very poor humans who blame other races for it's problems -- but does not (openly) worship evil gods.

 

3) Slavery is legal in Llorkh. The majority of slaves in Llorkh however, are human.

 

4) Llorkh has few exports outside of silver mines.

This is art I commissioned from Rupert Everton.

Q) How do you get so many good RP's in public rooms? All I get is crap!

A) Because I play by a set of principles which I'll outline below:

 

1) Look at everything - including your own character - through the cross-hairs. Nothing is sacred or protected. When you can no longer bare to allow an X-year old character to die, is when you need to retire them, and make a new one you're less attached to in order to keep the story from becoming predictable to both yourself, and others.

 

2) Enjoy taking hits, and having your character talk about, and react to those hits they took in later RP's - even magic/supernatural healing or regeneration shouldn't be perfect. (Sore ribs, grudges, bones ache when it's cold, reminding you of an old rival, etc.) Get stabbed. Get thrown off a second story building and break a rib. Walk around with your arm in a sling. Scars given to you by other players are the coolest ones to have when you're cyber-sexing. <3

 

3) Everyone must play like an antagonist. Let your character hold grudges. Have your character walk into every room ready to start confrontation in order to get an objective done; even if it's as simple as grabbing a stranger's arm to ask directions to a tavern, or find a person who owes you money. Be willing to offend people's characters. All of your objectives should require you to coerce, threaten, or convince people to cooperate with you, or with eachother.

 

4) Avoid playing immortal, supernatural or inhuman characters - like vampires, dragons, demons, demi-gods and others - unless you have an established audience who is willing to work with you, these kinds of characters are almost impossible to work into the average tavern scene regardless of how you finagle disguises, magic, shape-shifting or whatever. It just comes off as campy and lame.

 

5) If you have to kill someone -- try to do it in ways that allow them to fall off the radar for a few weeks when possible. Ambiguous deaths under time-constraints are better -- throw them off a cliff into shallow water, stab them in an alley and run from the city watch or other witnesses.. avoid cutting people's heads off on camera where possible. Things that allow the possibility of survival.

 

6) NPC's matter. A lot. They - given their strength in numbers -- should be considered *more* dangerous then the average player. The law matters. Avoid using them as fodder, or to prove how evil your character is. NPC's can be evil too. It's lame to rob an NPC. It's dramatic to rob a player. Let NPC's surprise you. It's narratively more enjoyable for the crowd if that Half-Orc thug at the bar proves why *he* is the half-orc thug in the bar, and not you. <3

 

7) Most importantly -- don't have immediate goals that hi-jack other people's story lines or importance. Instead? Focus on goals that are small scale enough for other people to be able to care about them without ignoring their own story needs. If your character can casually flout the law in public, ignore or effortlessly kill NPC's regularly or easily enough that you can ignore guards in the middle of town or is to big for a tavern girl with a kitchen knife to be a threat to if she sneaks up on you -- you're probably thinking to big and need to tone it back.

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