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Waff chats on about character stuff

Started by: RichardLongflop | Replies: 35 | Views: 3,509

RichardLongflop
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Nov 24, 2015 4:09 PM #1418168
I agree with your Toolbox points. There are people who can pull off the things that just spell doom for others. Yes, Blender's pulled it off, but he's experienced and knowledgeble enough to do such things. This rant of mine is more towards newer characters we get. Characters with too many powers to count and a shitey attempt at balancing by shoving a ton of limits and filler into the Weakness list.

I say that a good char should have a primary ability, an accessory secondary ability and some physical enhancements, but that's just my ideal guidelines for anyone wanting to make their first character(s). If you're more experienced and have done enough to know what works and what doesn't, you can pull off stuff that'd just end in cringeworthy or clusterfucky stuff if you tried to pull it off as a newbie. Blender's got experience, he's pulled it off. But characters that have stuff like a magic wand with 10+ varied spells, that's just... lazy. That's ten+ deus ex machinas in a stick.


Oh right, and the "when everything is X, nothing is X" saying? It's not a quote as far as I know, it's something that I've heard often through my life and found true in a lot of scenarios. It's when a thing is so common that it's become the norm. Do you question it when you wipe your arse after a gnarly turd? When you come out, do you say "oh sorry, I had to have a crap, and wipe my arse after"? Everyone does it. It's not worth mentioning. If Superman's homeworld was ressurected and he went back there, he'd feel completely average because he's one kryptonian amongst billions. By that point, he won't need to make a point of what specie he is. We write humans because we are humans, we can connect and empathise more naturally. If the majority of characters are human, there's no real need to mention it.

I think my biggest gripe about the "Being Human" weakness is because it's weakness filler. A person's weaknesses should also match their abilities. A good weakness is something that can bypass abilities and affect that person like the human they are. Like Sacred's character. His power is close-range matter manipulation, something that can be hilariously overpowered. (You said that he can still feel pain, well I don't doubt that, his power doesn't say that it can halt pain. I still don't see why it's viable to mention the human weakness.)

His weakness states that, physically, he's weak. Understandable, when you don't need to use your body to perform physical tasks. Worth mentioning, but it's a limit. There's nothing in there that can bypass his power. He's also listed the strength of higher endurance in his weaknesses, which is silly considering he can heal himself.

I'm not against limits! Every character has them, needs them. But you need a weakness too. A limit would be the range of his power, how strongly he can exert it, and how fast he could heal himself. A weakness would be something that the power wouldn't affect, or something that could disable it. But some people slap down pointless limits and 'being human' to create, essentially, a weakness list without weaknesses. Empty, really. That ticks me off.

He later said in a post:
Quote from Sacred
Ease up kiddos. I forgot to include the part where he can't manipulate other fighters and their powers. I'll explain his weaknesses better but cool your jets.

Which is good! That's an actual weakness. It should be mentioned. (He's yet to update his op.)

Human is an unspoken aspect. A weakness should be something that halts or bypasses the power, so that the character can sustain damage like a normal human. There's no need to state the ends, only the means.

Also I think I just droned on here. Didn't expect to write this much.
GuardianTempest
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Nov 24, 2015 4:45 PM #1418176
Quote from RichardLongflop
A weakness should be something that halts or bypasses the power, so that the character can sustain damage like a normal human.
I interpreted that statement as "A weakness should be a drawback to the character's ability/equipment/asset" but I could be wrong.


Quote from RichardLongfloppy
A weakness would be something that the power wouldn't affect, or something that could disable it.
Just to make sure I'm reading this correctly, a weakness isn't just a flaw of an ability or equipment, it can also be an inherent exploit open to opportunists. An example would be Mega-Doombot 9000's big red button on its chest. Sure, it has nothing to do with his gamma wave emitters, cyclops laser beams and boulder-crushing hands, but if anyone manages to press it then Mega-Doombot 9000 will halt everything for a full minute as its self-destruct protocols initiate.

A simple example would be throwing water against a fire elemental, but it can be argued that a vulnerability to water is part of fire manipulation's weaknesses.
roBEAT
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Nov 24, 2015 8:41 PM #1418217
@ Waffles and Hewitt: just kiss already
Hewitt

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Nov 25, 2015 1:44 AM #1418250
Quote from RichardLongflop
I agree with your Toolbox points. There are people who can pull off the things that just spell doom for others. Yes, Blender's pulled it off, but he's experienced and knowledgeble enough to do such things. This rant of mine is more towards newer characters we get. Characters with too many powers to count and a shitey attempt at balancing by shoving a ton of limits and filler into the Weakness list.


But how do you think those noobs get there in the first place? The way it's written is, you're making it sound like Noobs shouldn't have the capacity for long and numerous abilities and that they should always start small and it doesn't at all stifle their creative desires at all. It's not like there's a strict ruling against biting off more than you can chew. Lurkers watch the wrhg section everyday and concoct a plethora of abilities in their heads even before they join the site. It's not unusual to see some of them overcompensate and learn the hard way. And at that point they decide if they wanna move on and persevere getting everything right or reroll their character sheet all in one.

In my tenure, I always questioned why Ashe could move objects stuck to the surfaces. I thought it was a quirky thing nobody thought of, but I also thought it was one of the three (the other 2 being an infinite 6-chamber revolver and DeathSight) abilities I could have done without. Only by writing around it and and using it in its practicality was I able to come to this conclusion and skill level had nothing to do with it. I was testing my character, getting to know him, and refining it.

Quote from RichardLongflop
I say that a good char should have a primary ability, an accessory secondary ability and some physical enhancements, but that's just my ideal guidelines for anyone wanting to make their first character(s). If you're more experienced and have done enough to know what works and what doesn't, you can pull off stuff that'd just end in cringeworthy or clusterfucky stuff if you tried to pull it off as a newbie. Blender's got experience, he's pulled it off. But characters that have stuff like a magic wand with 10+ varied spells, that's just... lazy. That's ten+ deus ex machinas in a stick.


I say a good char is defined by his deeds and words, not by what he is and what he's made of. Some of the most simple concepts in the history of wRHG are some of the most brilliant. Bond's character can use Words and Letters to attack, for example. It didn't need to fill the slot of "accessories" or "physical enhancement". You can put all the primary/secondary swag in the world and you'd still end up with a crappy premise if you can't write them well. This ties in with my acceptance of a cliche backstory. What newbs need to realize is that Originality is dead and the best way to learn creativity is to Steal Everything. If you have a solid base from which you can copy from, then you can get started knowing what you copy. Then you can make corrections and changes later.

Note that I differentiate between copying and ripping off. In the latter, you have no intention of being unique and just want to copy something just so you can quickly get started and participate for all the wrong reasons.

Quote from RichardLongflop
Oh right, and the "when everything is X, nothing is X" saying? It's not a quote as far as I know, it's something that I've heard often through my life and found true in a lot of scenarios. It's when a thing is so common that it's become the norm. Do you question it when you wipe your arse after a gnarly turd? When you come out, do you say "oh sorry, I had to have a crap, and wipe my arse after"? Everyone does it. It's not worth mentioning. If Superman's homeworld was ressurected and he went back there, he'd feel completely average because he's one kryptonian amongst billions. By that point, he won't need to make a point of what specie he is. We write humans because we are humans, we can connect and empathise more naturally. If the majority of characters are human, there's no real need to mention it.


Yes, but unlike our biological need to defecate or a popular tragic backstory you don't get to make the call of dictating what the wRHG-verse is and contains. You don't get to say that the wRHG is dominated by human characters. It could be filled with as many imaginary inconsistencies as anyone can dream up. In fact, affirming this false claim, you are inadvertently sending a subliminal message to anyone that joins that they are making a character as part of a majorly human advocacy, and thus any human claim should be redundant. It is not.

Quote from RichardLongflop
I think my biggest gripe about the "Being Human" weakness is because it's weakness filler. A person's weaknesses should also match their abilities. A good weakness is something that can bypass abilities and affect that person like the human they are. Like Sacred's character. His power is close-range matter manipulation, something that can be hilariously overpowered. (You said that he can still feel pain, well I don't doubt that, his power doesn't say that it can halt pain. I still don't see why it's viable to mention the human weakness.)


And I agree with you on this. I already said so. But you treat Human Weakness as a black and white eventuality. That if any user states that, they've automatically dug a hole for themselves.

I've already explained what Sacred meant between the lines and you still don't get it? Forget Molecular Manipulation for a second; Sacred basically said his character can HEAL. By asserting Human Weakness, he means to imply that he's not Regeneratively OP like Majin Buu, but that his healing has consequences or that he is vulnerable and the healing is not instant. It's not Molecular Magic; he can't just regrow limbs and be done with it. There are such things as fatigue, frayed nerves, and blood loss that can play into factor as he is rebuilding his arm. Not to mention, the complexity and time it takes to rebuild an entire limb while under duress. To a keen writer, that's what he'll use to beat the character with. And even if Sacred himself doesn't think that's the case, when the polls come around, readers are more likely to vote on the realistic observer rather than the OP flashiness.

Quote from RichardLongflop
His weakness states that, physically, he's weak. Understandable, when you don't need to use your body to perform physical tasks. Worth mentioning, but it's a limit. There's nothing in there that can bypass his power. He's also listed the strength of higher endurance in his weaknesses, which is silly considering he can heal himself.

I'm not against limits! Every character has them, needs them. But you need a weakness too. A limit would be the range of his power, how strongly he can exert it, and how fast he could heal himself. A weakness would be something that the power wouldn't affect, or something that could disable it. But some people slap down pointless limits and 'being human' to create, essentially, a weakness list without weaknesses. Empty, really. That ticks me off.


You play Fallout 4 or Dungeons and Dragons? You know that Strength (STR) and Endurance (END) are two different things right? Like Wisdom and Intelligence, they belong to the same category of stats but affect different things. Sacred is saying his character has a low STR which means he can't lift heavy stuff physically, but having high END means that he can run around a stadium track and not feel tired. It implies that while he doesn't have the muscle to deflect pain, he can at least take alot of blows before feeling fatigued---of which the experience will be painful. It also says that Sacred has enough energy to use his Molecular Manipulation despite his wiry build. Muscle Strength IS NOT Cardio Strength.

Furthermore, while he states that there's nothing that can bypass his power, but he doesn't state that there's nothing also that cannot bypass his power. You're overtheorizing and looking way too much into it.

Your mentality of having a character not fit a certain mold stems from attempts to have an ideal character, instead of assuming that OP-ness is not allowed and abilities can instead be tailored and shaped. I'm not saying Sacred's Power Description is perfect. It does need a bit tweaking. But it doesn't need to fit an "ideal mode". A nerf here and a further explanation there should suffice. And justification for the dreaded HM which as I've explained he's already done.


Quote from RichardLongflop
He later said in a post:
Which is good! That's an actual weakness. It should be mentioned. (He's yet to update his op.)

Human is an unspoken aspect. A weakness should be something that halts or bypasses the power, so that the character can sustain damage like a normal human. There's no need to state the ends, only the means.

Also I think I just droned on here. Didn't expect to write this much.


It's alright. That's what this thread is for right? Discussion and debate. While I find it despicable that you would impose standards on character creation schemes that have no standards save for No-OP, I'm still open to the fact that you and I can understand our thought processes on the situation and hopefully you can add and refine your own knowledgebase seeing as nobody has contested you up until recently.

Also, I was not originally arguing that Sacred should not change his character, but that your attempt to whine and bitch about Human Weakness just rubs the wrong way and I sincerely hope you don't do this to every noob that comes in this sub-section.

Quote from roBEAT
@ Waffles and Hewitt: just kiss already


Discussion. And debate. I feel like you just saw the tl;dr and decided that we were at each other's throats. Why don't you actually contribute to the topic at hand instead of contributing to the drama.
roBEAT
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Nov 26, 2015 8:55 PM #1418665
I actually read everything but it was funny how you guys are talking a lot alike while disagreeing so much.^^

As for the topic, I think that Waffles has some good points about people making ridiculous weaknesses. I remember seeing a character who had like every stat especially durability increased to the edge of human possibilities or even above that, making human weaknesses not apply for the most part. In the weaknesses it said: He's a human and has all the human weaknesses. Another weakness I remember was on a dude who could control electricity. It said: can't control any other elements. (Since when is electricity an element anyway?) In my opinion that was even worse.

And if your character is a human you should probably rather talk about his traits for example mentioning an above or below average resistance to pain. If it is average you can mention it since most characters are powerful fighters which makes saying something like "He has average durability" ok. It might not be pretty but it helps for clarification. I'm ok with being human being a weakness if it affects specific traits but then you should name these traits.

But no rule without exception. While just slapping "he's a human" into your list of weaknesses is usually bad, it's always a different matter for each character.


And toolboxes? Well idk. The problem is that many characters with toolbow abilities come from people who either don't explain their character enough, make him/her just too complicated and unlogic or just have problems with English. I would be fine with a well designed toolbox character that I can understand. And if I feel like the character would limit my creativity as an opponent I just wouldn't fight him. Again, it's a matter of that specific character.

You are right recommending beginners to stay away from toolboxes but it should not be a rule or appear like it were one. This kind of unwritten rule and too harsh critique towards beginners might scare them off.


In my opinion toolboxes and other problems are actually pretty easy to avoid by designing your character after a certain theme (anger for example) instead of just somehow mixing a cool personality with a meaningless or overused backstory and a wide array of cool powers. It's an approach I'd recommend everyone to try.
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Nov 27, 2015 5:48 AM #1418751
"I'm honestly more curious about that quote you were trying to pass off as legit. Where did you hear it and does it actually exist? XD" - Le Hewitt
Well, it does exist. But, it's something so varied in choosing of words and phrasing you'd have to look for specific scenarios.
Like Syndrome from the Incredibles for example: "When everyone's super, no one will be."
ErrorBlender
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Nov 27, 2015 9:17 AM #1418822
Y'know, we could pool ourselves to give a guide for new writers. Since our approval system relies on the community, a guide made by the community could help. It would just guide on what to watch out for and be keen on what members say when they disapprove.
Hewitt

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Nov 27, 2015 9:20 AM #1418825
The problem with that is, I'll just pretty much say that anyone can do whatever they want. And that includes that they can make ridiculously broken things. But that's why the community exists to steer them.
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Nov 27, 2015 9:27 AM #1418831
Alright then.
Hewitt

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Nov 27, 2015 9:31 AM #1418833
Well I mean. We dont need a guide on character creation. But one on creativity and stuff is good. Like where do you get your ideas and how do you make battles work
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Nov 27, 2015 9:34 AM #1418836
Basically a commentary? How writer X does this and Y does that?
RichardLongflop
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Nov 27, 2015 7:39 PM #1418903
Quote from Hewitt
But how do you think those noobs get there in the first place? The way it's written is, you're making it sound like Noobs shouldn't have the capacity for long and numerous abilities and that they should always start small and it doesn't at all stifle their creative desires at all. It's not like there's a strict ruling against biting off more than you can chew. Lurkers watch the wrhg section everyday and concoct a plethora of abilities in their heads even before they join the site. It's not unusual to see some of them overcompensate and learn the hard way. And at that point they decide if they wanna move on and persevere getting everything right or reroll their character sheet all in one.


Well yes, people do learn from their mistakes, and that's a good thing. But I see people doing the same thing over and over, as if they're learning from copying other people or just laying down all their ideas into one character. When I made my wRHG, I had all these ideas for different characters I could do, and of course, people are going to have all these cool ideas and they'd want to use as many as they could, and it can be hard starting off with something you can easily manage because you just want to pack so much in. But I want to say, start small. Start off with something managable. Something that not only you can enjoy writing, but something that your opponent can also enjoy writing, and something the reader can enjoy reading.

If your character is just jam-packed with stuff, then it can end up a clusterfuck. You probably have an opposing view to this, but personally I think a good story is one where you don't need to do any reading beforehand. If you have a character with a metric ton of stuff, then if I'm reading their story it could appear like they're whipping out a new ability or thing every other paragraph, and It'll just feel messy and overloaded. Or they could use a small selection of their things, which could work depending on how you go about it. And if I were writing against them, then I'd need to constantly check their character page over and over and I'd get bottlenecked into finding ways around their walls of stuff. If I was against a guy who had a wand that could have an answer to pretty much any thing I do, then it's just gonna be tedious. Unless they're like Blender and their character's character is good enough that such things are balanced. (He's a pacifistic dude with humanity conflicts stuck in a murder-suit. Hah!)

Through my ranting in this thread, I hope to not only help those writing the characters, but those writing against them, and those who read the battles after.
People have a right to load their character with whatever they want, but they're in a place where other people have to deal with them too, so it can be a bit selfish to do so.

Quote from Hewitt
I say a good char is defined by his deeds and words, not by what he is and what he's made of. Some of the most simple concepts in the history of wRHG are some of the most brilliant. Bond's character can use Words and Letters to attack, for example. It didn't need to fill the slot of "accessories" or "physical enhancement". You can put all the primary/secondary swag in the world and you'd still end up with a crappy premise if you can't write them well. This ties in with my acceptance of a cliche backstory. What newbs need to realize is that Originality is dead and the best way to learn creativity is to Steal Everything. If you have a solid base from which you can copy from, then you can get started knowing what you copy. Then you can make corrections and changes later.

Note that I differentiate between copying and ripping off. In the latter, you have no intention of being unique and just want to copy something just so you can quickly get started and participate for all the wrong reasons.


I made the primary/secondary/physical guidelines so people can focus less on a massive stack of powers and more on the character. It's something easier to manage. If you have a clusterfuck of abilities combined with a simple cliché character then it's just messy. And if you have less stuff to focus on, you have to manage it better.

Sure, the simplest things can be the best. Things that are straight-forward are the easiest to understand, and can be the most fun to master. They can also be used to do a range of things, but such abilities are hard to muster up. One thing I like to suggest is to take a cliché, unoriginal thing and put a spin on it. Say... alternate forms. They are often straight upgrades to the previous character. How about, instead of a complete physical change, your character instead becomes... malleable? Handyman may seem to have forms, but really it's just him using the good ol' multiple arms power. These are not seperate forms.

How I'd like to deal with these cliché powers is to step back, look at the foundations of them and see if I can mess with them. Originality is hard to muster, and straight-up copying a power is bad practice, but if you copy it and mess with its basics, good stuff can happen. A sword that always returns to its owner? How about a sword that always returns to its sheath upon a command. You can get inventive with that. Super speed? How about instead of the character being fast, they can boost the speed of whatever they touch so long as they touch it. You can get inventive with that. Super strength? How about instead of flat-out strength, anything you hold becomes lighter to you, but heaver to others, so long as you hold it. You can get inventive with that. Cliché, unoriginal powers can be good, and you can turn the simplest of them into viable main abilities, so long as you try to change their foundations.

Quote from Hewitt
Yes, but unlike our biological need to defecate or a popular tragic backstory you don't get to make the call of dictating what the wRHG-verse is and contains. You don't get to say that the wRHG is dominated by human characters. It could be filled with as many imaginary inconsistencies as anyone can dream up. In fact, affirming this false claim, you are inadvertently sending a subliminal message to anyone that joins that they are making a character as part of a majorly human advocacy, and thus any human claim should be redundant. It is not.


The wRHG-verse may not be dominated by human characters, but the wRHG character section is. Honestly, a good answer to this kerfuffle would just to have a "Race" thing on each character. You can say your character's race there. If it's human, you can state their personality stuff in the personality section. You can stuff their physical stuff in the physical description setting. If they have stuff like super strength or super reflexes, or a super weakness to certain things, stick them in the ability/weakness sections.

If they're not human, or are only partially human, then you can state that in the Race thing and note differences wherever they need to be noted. Human claims are not redundant. They just put them in the wrong place.

A human isn't a single, definitive being since they have variations within a scope. But, when it comes to non-human chars, we think of an average human within that scope. Since we are humans, we are the species that we would compare any humanoid non-human characters to.

Quote from Hewitt
And I agree with you on this. I already said so. But you treat Human Weakness as a black and white eventuality. That if any user states that, they've automatically dug a hole for themselves.

I've already explained what Sacred meant between the lines and you still don't get it? Forget Molecular Manipulation for a second; Sacred basically said his character can HEAL. By asserting Human Weakness, he means to imply that he's not Regeneratively OP like Majin Buu, but that his healing has consequences or that he is vulnerable and the healing is not instant. It's not Molecular Magic; he can't just regrow limbs and be done with it. There are such things as fatigue, frayed nerves, and blood loss that can play into factor as he is rebuilding his arm. Not to mention, the complexity and time it takes to rebuild an entire limb while under duress. To a keen writer, that's what he'll use to beat the character with. And even if Sacred himself doesn't think that's the case, when the polls come around, readers are more likely to vote on the realistic observer rather than the OP flashiness.


Character pages aren't made to be subtle. Between the lines? Leave that for the stories. And he ought to mention the limits of the healing ability. Lizards can heal whole limbs. It's still healing. Sure, they're not humans, but a super healing power isn't a human thing. His human bones may break and his human arms may be torn off, but without mention to the limits of these powers, then what does that matter? What's the extent to how he can heal? And how much does he have to concentrate to do it?

"Forget Molecular Manipulation for a second." I can't, since healing is part of that. You can't seperate a possibility of the power from the power and expect me to treat it as something completely different. There are millions of molecules in simple life forms, and his power affects all of them. From that I assume that it's more of a "point and click" sort of thing, rather than having to focus on all the millions of tiny things at once. If he doesn't need to care about individual molecules, I doubt he'd need to care about stuff like frayed nerves. Blood loss is a real issue, but that is a thing true to all humans.

Quote from Hewitt
You play Fallout 4 or Dungeons and Dragons? You know that Strength (STR) and Endurance (END) are two different things right? Like Wisdom and Intelligence, they belong to the same category of stats but affect different things. Sacred is saying his character has a low STR which means he can't lift heavy stuff physically, but having high END means that he can run around a stadium track and not feel tired. It implies that while he doesn't have the muscle to deflect pain, he can at least take alot of blows before feeling fatigued---of which the experience will be painful. It also says that Sacred has enough energy to use his Molecular Manipulation despite his wiry build. Muscle Strength IS NOT Cardio Strength.


I don't play either of them, but I get it. Also wouldn't endurance be how much he can deal with being tired, instead of how much he can deal until he is tired? It's not stamina.

Endurance would be more of dealing with pain, but you're right. It goes well with the healing thing. (But still, it shouldn't be in weaknesses.)

Quote from Hewitt
Furthermore, while he states that there's nothing that can bypass his power, but he doesn't state that there's nothing also that cannot bypass his power. You're overtheorizing and looking way too much into it.


Uh. You might need to reword that. I reread that a few times and still don't get what you mean.

Quote from Hewitt
Your mentality of having a character not fit a certain mold stems from attempts to have an ideal character, instead of assuming that OP-ness is not allowed and abilities can instead be tailored and shaped. I'm not saying Sacred's Power Description is perfect. It does need a bit tweaking. But it doesn't need to fit an "ideal mode". A nerf here and a further explanation there should suffice. And justification for the dreaded HM which as I've explained he's already done.


My version of an ideal character is one that I can easily grasp, where I can easily understand it so that I can get straight to using it in all sorts of fun situations. One that is fun for the writer to write, the opponent to write and the reader to read.

I feel like this is selfish of me, though. I'm thinking of the sort of character that I, personally, would like to read and write against. This could differ per person. Those who write these characters that are- in my view- badly designed and organised, could enjoy reading and writing against other characters that are the same quality as their own. But I can only peddle my own viewpoint in this thread. It's valuable to get the viewpoints of others in here too.

And yeah, wanting this of a character is pretty hypocritical considering my own one, but mine's more of a personal challenge rather than for a general battle. Handy's all about character improvement. (I am pretty self-conscious about how my character is, though.)

Quote from Hewitt
It's alright. That's what this thread is for right? Discussion and debate. While I find it despicable that you would impose standards on character creation schemes that have no standards save for No-OP, I'm still open to the fact that you and I can understand our thought processes on the situation and hopefully you can add and refine your own knowledgebase seeing as nobody has contested you up until recently.

Also, I was not originally arguing that Sacred should not change his character, but that your attempt to whine and bitch about Human Weakness just rubs the wrong way and I sincerely hope you don't do this to every noob that comes in this sub-section.


And I thank you much for contesting me. Really. I can be a stubborn, self-righteous bastard that people enable and I do need someone like you to better myself.
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Nov 28, 2015 2:29 AM #1418962
Richard (Waffles),

While the points you're making are not entirely unjustified, I think we can all agree that you're missing the bigger picture here. Your argument is basically stating that if someone lists a power/weakness, they MUST delve into the semantics of it. They should say how many seconds it takes for a certain power to proceed. Exactly how many feet are covered when a certain ability is activated. The amount of carbs from what the character ate for breakfast that day. You're missing the point.

There's a beautiful thing about wRHG, and that's YOUR ability to interpret your enemy. YOU are creating the story when you battle him/her. YOU have the power to create weakness. As Hewitt elegantly said: When a battle occurs, it is not up to the fighters to decide who won and who did it wrong, it's up to the readers/voters.

I hate saying it like this cause it makes me sound old, but back in my regular wRHG days there was no expectancy of details when it came to creating your gladiator. You just made them and then created who they are from actually writing the battles. As you know, wRHG is based off of RHG. And RHG was something that formed from the constant swarming of stick figure fights. If you look at RHG battles, you have these two stick figures with incredible superhuman (superstick) abilities. Taking humongous hits from the other fighter's power, when not defending themself with their own power, did little to no damage to the fighter. This was sorta why I tried to highlight my character being "just human". I wanted to emphasize that if some superstrong badass guy gut punched my character across an entire mountain, he would die. Like any other person. I shouldn't have to spell that out for you because that's something I expect everyone else to pick up on their own. (By the way I've updated my weaknesses so that this misunderstanding doesn't happen again.)

Bottom line, by trying to make it the norm for everyone to explain every nitty gritty bit of detail when it comes to their character, you leave no room for variety when it comes to the writing. As if the character cannot change or learn. And that's the whole point. This isn't just about writing where two guys beat each other. It's about creating a story.
RichardLongflop
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Nov 28, 2015 3:04 AM #1418963
Quote from Sacred
Richard (Waffles),

While the points you're making are not entirely unjustified, I think we can all agree that you're missing the bigger picture here. Your argument is basically stating that if someone lists a power/weakness, they MUST delve into the semantics of it. They should say how many seconds it takes for a certain power to proceed. Exactly how many feet are covered when a certain ability is activated. The amount of carbs from what the character ate for breakfast that day. You're missing the point.


You're missing the point. A character page should be no-bullshit, straight-forward details. Leave the subtletly for the stories. Now, I'm not saying say the exact limits. Honestly, you went a bit hyperbole there mate.

With your char, I'd say roughly how far his power can go and how fast it can work. "A few meters" and "pretty quickly," with matching limits like "weakens with distance" and "slows down with complexity." Man, see how specific I was then? God, I ought to write for dictionaries.

Quote from Sacred
There's a beautiful thing about wRHG, and that's YOUR ability to interpret your enemy. YOU are creating the story when you battle him/her. YOU have the power to create weakness. As Hewitt elegantly said: When a battle occurs, it is not up to the fighters to decide who won and who did it wrong, it's up to the readers/voters.


Reading a story is 50% words, and 50% the reader's imagination. A character page is not a story. That's more 80% words, 20% imagination, because you cannot portray every inkling of a character's personality, of a character's past, because those things have the potential to be infinitely complex. But powers? Nnno. You want writers to know how capable your character is. Don't beat around the bush with that stuff.

In the battle, a character is fluid and alive, their powers defined- from their point of view- by situations and their personalities and thoughts, the experiences and emotions. In a character page, their powers are defined by your words. In a story the character themself may have a rough view of their limits, and so do those they are against, but in the real world, the writer must know these details. Unless you want one of those cheesy animu scenes where screaming and/or anger can magically make their power work 200%.

Quote from Sacred
I hate saying it like this cause it makes me sound old, but back in my regular wRHG days there was no expectancy of details when it came to creating your gladiator. You just made them and then created who they are from actually writing the battles. As you know, wRHG is based off of RHG. And RHG was something that formed from the constant swarming of stick figure fights. If you look at RHG battles, you have these two stick figures with incredible superhuman (superstick) abilities. Taking humongous hits from the other fighter's power, when not defending themself with their own power, did little to no damage to the fighter. This was sorta why I tried to highlight my character being "just human". I wanted to emphasize that if some superstrong badass guy gut punched my character across an entire mountain, he would die. Like any other person. I shouldn't have to spell that out for you because that's something I expect everyone else to pick up on their own. (By the way I've updated my weaknesses so that this misunderstanding doesn't happen again.)


wRHG is very different to RHG. Sure, wRHG may have started as just a written version, where you could visualise fighters as stick people with scarves and edgy powers and what not, but writing allows far much more detail. Writing allows for universes with detail and characters with depth. Getting even close to that with RHG would involve teenagers speaking into bad mics or text too fast to read halting the battle's fluidity.

It may have started as a written version of RHG, but it's evolved. It's less cartoony and animated, and more depth and detail. Stickfigures don't fit much in this world any more, not since people realised how much you can pack into a paragraph.

Quote from Sacred
Bottom line, by trying to make it the norm for everyone to explain every nitty gritty bit of detail when it comes to their character, you leave no room for variety when it comes to the writing. As if the character cannot change or learn. And that's the whole point. This isn't just about writing where two guys beat each other. It's about creating a story.


Warning: metaphor ahead.

And when you make a cabinet, you don't bang the nails in with a hammer that has a rubber neck. You can make that cabinet any way you want, you got the planks and nails, smack things together and see how it goes. But your tools must be solid and defined. But that hammer can be passed down, it can gain familiar marks about its body. It can remain solid, yet still visibly change and evolver over time. A shiny new hammer can bash a nail in the same as an aged hammer with rust down its handle and the initials of your father etched into the shaft.

But if its length and weight was vague and up for interpretation, it'd be thumb-breakingly horrible to use.

Bottom line, don't be vague with the source material. Well, not extremely vague. There's no need for massive detailing, but simple details are good. A person can be creative after reading a rough character page and- what I view as- a completed character page, but working from source material that's more complete not only sticks 'em to canon more but makes the character's powers/weaknesses easier to understand and so easier to use.
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Nov 28, 2015 4:21 AM #1418985
Quote from RichardLongflop
You're missing the point. A character page should be no-bullshit, straight-forward details. Leave the subtletly for the stories. Now, I'm not saying say the exact limits. Honestly, you went a bit hyperbole there mate.


This right here already makes your entire post have questionable logic. You're trying to say that more explanation be put in a character synopsis page rather than in the story they're written into? AND that every little piece of ability your character has should be laid out for all eyes to see that way there are no surprises in the story? What kind of writing methods do you work with? If there's no surprise and you already know what you're gonna get, why read? Or write for that matter?

Quote from RichardLongflop
With your char, I'd say roughly how far his power can go and how fast it can work. "A few meters" and "pretty quickly," with matching limits like "weakens with distance" and "slows down with complexity." Man, see how specific I was then? God, I ought to write for dictionaries.


Another thing that's flawing your ability to actually debate this topic is your useless sense of sarcasm you're infringing on your posts. This condescending method of speaking will only lessen any sort of credibility I or another will lend to you in this discussion.

Quote from RichardLongflop
Reading a story is 50% words, and 50% the reader's imagination. A character page is not a story. That's more 80% words, 20% imagination, because you cannot portray every inkling of a character's personality, of a character's past, because those things have the potential to be infinitely complex. But powers? Nnno. You want writers to know how capable your character is. Don't beat around the bush with that stuff.

In the battle, a character is fluid and alive, their powers defined- from their point of view- by situations and their personalities and thoughts, the experiences and emotions. In a character page, their powers are defined by your words. In a story the character themself may have a rough view of their limits, and so do those they are against, but in the real world, the writer must know these details. Unless you want one of those cheesy animu scenes where screaming and/or anger can magically make their power work 200%.

wRHG is very different to RHG. Sure, wRHG may have started as just a written version, where you could visualise fighters as stick people with scarves and edgy powers and what not, but writing allows far much more detail. Writing allows for universes with detail and characters with depth. Getting even close to that with RHG would involve teenagers speaking into bad mics or text too fast to read halting the battle's fluidity.

It may have started as a written version of RHG, but it's evolved. It's less cartoony and animated, and more depth and detail. Stickfigures don't fit much in this world any more, not since people realised how much you can pack into a paragraph.


It's too easy for me to whip out the "Don't you know who I am..." card when it comes to wRHG here on Stickpage, so let me break it down for you. When I helped establish wRHG on this website, one of my main strides was to help those that want to make more out RHG then what was there. Create more than just x hits y. The way you present the story establishes your tone, skill level, complexity, and overall creativity. This is not meant to be shown by how complicated your character is or how well you develop your character's biography. This is shown by your ability to take whatever character you create as long as it follows the rules (which I established by the way) and put him/her up against whatever other fighter you're facing and then finding a way for your character to defeat them. This should not be so easily pinpointed in a character page, because guess what:

Say there's a character who has two weaknesses on their bio. Fire makes them melt and breathing in propane instantly shuts down their lungs. If wRHG worked the way you're proposing, guess how every single writer will make their gladiator win. Fire, or propane. Surprise! And that will happen every single time. No new methods, no new discoveries, no expanded creativity to encapsulate victory. Just the same old same old. Personally, I'm starting to feel that your over-neediness for making sure that the enemy in your story is completely laid out for you begs the question of how much you're really willing to write on your own.

Quote from RichardLongflop
Warning: metaphor ahead.

And when you make a cabinet, you don't bang the nails in with a hammer that has a rubber neck. You can make that cabinet any way you want, you got the planks and nails, smack things together and see how it goes. But your tools must be solid and defined. But that hammer can be passed down, it can gain familiar marks about its body. It can remain solid, yet still visibly change and evolver over time. A shiny new hammer can bash a nail in the same as an aged hammer with rust down its handle and the initials of your father etched into the shaft.

But if its length and weight was vague and up for interpretation, it'd be thumb-breakingly horrible to use.


If you're not smart enough to realize that the hammer you're wielding isn't capable of making a cabinet, you probably shouldn't be wielding a hammer.

Quote from RichardLongflop
Bottom line, don't be vague with the source material. Well, not extremely vague. There's no need for massive detailing, but simple details are good. A person can be creative after reading a rough character page and- what I view as- a completed character page, but working from source material that's more complete not only sticks 'em to canon more but makes the character's powers/weaknesses easier to understand and so easier to use.


Bottom line, it's not up to you to decide what standards should be set when someone puts together a character. I set the base rules, but left the interpretation open because that's the point. If you don't feel comfortable enough taking on someone's wRHG, then don't take them on. Let the community and those in charge of this piece of Stickpage decide whether or not what I'm doing is write or wrong. (Sad attempt at a joke, sorry.)
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