Emoting (Split from Annoyingly Well-Played Chars)
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- sanchez
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- Jos Elkink
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- cantrlady
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sanchez wrote:Likewise, too much emoting can limit the responses other chars can have. I've seen this happen in one town, where a single annoyingly well-played char has virtually destroyed what used to be lively conversation. No matter how skillful, it's still self-indulgent.
I enjoy roleplaying with an emoter but hardly do it myself. I don't find it self-indulgant but rather enjoy that they take the time to put that much into their character.
- sanchez
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- Dreamhand
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I agree that self-indulgent emoting can thwart a dynamic exchange.
For me, good emoting takes what was given by other characters and incorporates it into a response that (A) demonstrates that your character is affected in someway by the exhcange, and (B) gives a clear invitation to continue the exchange.
Good dialogue is a dance with partners (however many there are) exchanging the lead, taking what is given and returning it with the intent of encouraging more. Of course, there's a "destination" for any dialogue... each character has objectives they want to achieve. When two or more characters have different goals, you have conflict and drama... that's good stuff! Even a seduction has conflict and drama. That's what makes a good scene or a good story, right?
Jos, I totally understand your perspective... Cantr has a remarkable political/economic component that's been great fun to explore. But you haven't created a faceless statistical simulation here... you've invited people to invest in the sim with vibrant and creative personalities. Some will focus on the acquisition of power and an analysis of evolving socio-political structures, others will immerse themselves in the personalities that make up those structures.
I initially weighed in on this thread because I was picking up a very strong "anti-emote" vibe across the board. I see now that it's not that at all... just a dialogue of role-play preferences. I just don't want to see Cantr lose that vital element which (for me) is it's strongest appeal.
For me, good emoting takes what was given by other characters and incorporates it into a response that (A) demonstrates that your character is affected in someway by the exhcange, and (B) gives a clear invitation to continue the exchange.
Good dialogue is a dance with partners (however many there are) exchanging the lead, taking what is given and returning it with the intent of encouraging more. Of course, there's a "destination" for any dialogue... each character has objectives they want to achieve. When two or more characters have different goals, you have conflict and drama... that's good stuff! Even a seduction has conflict and drama. That's what makes a good scene or a good story, right?
Jos, I totally understand your perspective... Cantr has a remarkable political/economic component that's been great fun to explore. But you haven't created a faceless statistical simulation here... you've invited people to invest in the sim with vibrant and creative personalities. Some will focus on the acquisition of power and an analysis of evolving socio-political structures, others will immerse themselves in the personalities that make up those structures.
I initially weighed in on this thread because I was picking up a very strong "anti-emote" vibe across the board. I see now that it's not that at all... just a dialogue of role-play preferences. I just don't want to see Cantr lose that vital element which (for me) is it's strongest appeal.
Dreamhand
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Age and cunning will win out over youthful enthusiasm every time.
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Age and cunning will win out over youthful enthusiasm every time.
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