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Topic Suggestion Thread for Malacal's Future wRHG Character Guide

Started by: Malacal | Replies: 27 | Views: 1,800

Malacal
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Jan 14, 2016 11:40 PM #1430686
Shut up, I'm not good at names :(

So, I am currently making a guide for the wRHG thing-a-bob. Specifically, how to make a character that isn't downright awful. We've had attempts at this before but nobody has ever been satisfied with the often rushed or all-too-opinionated results. It's certainly something the community needs (or so you all keep saying), but it hasn't exactly been executed in the way it should be.

So I, being the egotistical megalomaniac I am, for some reason think I will be able to please you all. In order to accomplish this I want this thread to serve two purposes:

One: For the community to provide topics they think need to be talked about in the guide.
Two: To start arguments.

The first one of the directives can be accomplished in this handy GDoc I made. I'll allow you to read the instructions there. If you for some reason can't post in the GDoc, send me a PM on a topic that you want me to talk about. No matter how much people babble here, I will NOT review any subjects that aren't my own creations or in the Google Doc above. Or in your special case, PM'd to me.

The second is so that I can receive more perspective on these things. I'm one dude, I'm bound to disagree with you, or see a topic as unimportant. OR, maybe Hewitt can do what he does best and disagree with all of you and provide me entertainment. Regardless, the point is to reach an agreed upon philosophy when I write this, that way I don't have to argue with you when I actually make it.

So, what do you think are some things that people can improve upon in the wRHG community? What are cliches that lead to poor writing that you absolutely hate? Are their repeated mistakes in the personality section (like a lack of content, grrr) that make writing characters a pain in the ass? What makes a good character? Discuss.
Haru
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Jan 15, 2016 12:56 AM #1430698
For me, a good character is one who either has a unique power or twist, and a noticable personality.
I really hate when people repeat the same word over and over again, as well as run-on sentences.
I think the problem with my character, Kiro, was the first time it was just stop-go-stop, it didn't feel like a real fight, and the transitions were choppy. (Demo)
Hewitt

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Jan 15, 2016 1:00 AM #1430700
I agree with Haru.
ErrorBlender
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Jan 15, 2016 1:51 AM #1430712
Good wRHGs aren't usually those with unique powers and flashy personalities. They can catch the eye but in the end, its the character's progression that matters to me.

Uniqueness can only go so far nowadays. Just going super speed makes you think of Flash, gadget-y super genius as BatMan, high-tech suit as IronMan, magical stuff into Doctor Strange, etc. Its how you make use of that power that makes it your own. How it becomes utilized as is.

Personalities doesn't have to be extremes or flashy, to me, there should be that one trait that defines them then every other character trait wraps around it like a cloth. For example, take Aquila's old Abra: the man is a psycho. That's his main trait, then everything else such as obnoxiousness, callousness to life, and sociopath tendency comes into play.

My two cents.
Hewitt

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Jan 15, 2016 1:52 AM #1430713
I agree with ErrorBlender.
Xate
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Jan 15, 2016 2:01 AM #1430715
The very, very basic aspect: be logical. If your character is an earth user who can fly, you better have good logic to back it up.

Next up: enjoy what you write. So damn simple. Just write what you want to write, not ones you think everyone will like. Because RHG's legendary warrior is a guy with a jet sword. As for wRHG's, a girl with a sword who uses earth.
Hewitt

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Jan 15, 2016 2:07 AM #1430716
I agree with Xate.
Malacal
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Jan 15, 2016 3:31 AM #1430734
Quote from Hewitt
I agree with Xate.


Quote from Hewitt
I agree with ErrorBlender.


Quote from Hewitt
I agree with Haru.


...I need to invite Waffles here to anger you.
Hewitt

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Jan 15, 2016 4:13 AM #1430741
I agree with Malacal.
Malacal
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Jan 15, 2016 4:31 AM #1430743
Quote from Hewitt
I agree with Malacal.


...
Malacal proceeds to jump out of a window with a rope attached around his neck

Disregarding my sudden suicide: I was serious about not doing anything here that wasn't in the GDoc. The most I might do is quote from something here. The reason for that being that it is much easier to keep track of ideas from a place where I am dictator. Here it's a little more difficult. So, I'd ask that y'all appease my laziness.
Hewitt

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Jan 15, 2016 7:19 AM #1430762
I agree that Malacal should jump out a window.
Crank
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Jan 15, 2016 3:21 PM #1430804
Considering we write stories, I think that story is the most important thing to a character to me. Not really backstory, but their evolution. When I was back on FluidAnims back in the day before I wrote words or told tales, the battles that caught my eye were the ones where the character was effected by the one before it. I like it when things matter. You can have the most cliched character you want, but if there's a sense of purpose in your fights, and they tie into each other, chances are I'm getting caught up on the ones I missed.

All in all, good characters are the ones that are open to change. Sure you may have a plan to get to point B, but it doesn't have to be a direct path to get there, and don't restrict yourself by saying 'x' has to happen in battle 'y'.

Also, you have chapters on your Google Docs. Are you expecting full blown chapter submissions?

Checking in from the job I quit over 4 weeks ago.
Chromium7

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Jan 15, 2016 8:39 PM #1430848
A quick overview of my thoughts on this matter:

Quote from Haru
For me, a good character is one who either has a unique power or twist, and a noticable personality.


I think that the root of our discussion springs from this; some characters feel unique to us in some way, while others do not. However, that has to be put in perspective because:

Quote from ErrorBlender
Good wRHGs aren't usually those with unique powers and flashy personalities. They can catch the eye but in the end, its the character's progression that matters to me.


We have different tolerances for how different or unique a character has to be in order to set them apart...

Quote from ErrorBlender
Uniqueness can only go so far nowadays. Just going super speed makes you think of Flash, gadget-y super genius as BatMan, high-tech suit as IronMan, magical stuff into Doctor Strange, etc.


As well as different points of comparison. Though this opens the door to discussion of copyright and plagiarism, we have to ask ourselves; is our priority to create a diverse lineup of characters that do, quite often, bear enormous similarities to characters established in other mediums, or are we looking for the increasingly hard-to-create "never-before-seen" characters, with "never-before-seen" abilities that are much smaller, potentially less diverse, and filled with bland, filtered, or even chilled dialogue?

Yes, of course, we should strive for both. But until someone shows me how to force every character ever created across all of time into my mind every time I create a character, we're going to have to deal with the possibility that I'm not up on my pop culture, or that I'm copying someone's cave drawings from the prehistoric age. And on that last point, if your unwittingly copied cave drawing is fighting my unwittingly copied cave drawing, and no one is around to show us said cave drawings, are we still copying the cave drawings?

To avoid further migraines, let's stick with what Error was saying:

Quote from ErrorBlender
Its how you make use of that power that makes it your own.


Even if that one bird that one caveman drew was flying first.

The rest, though- is a matter of taste. Some might stray one way, in the case of flight-

Quote from Xate
If your character is an earth user who can fly, you better have good logic to back it up.


While many others to this day enjoy pitting characters with and against Superman who, Post-Crisis at least, can fly- because... sunlight? Now we've come full circle, and we're back to the original question this thread raised; what exactly are we supposed to write?

And funnily enough, it's been answered already, twice- or one answer apiece from two different people.

Quote from Malacal
A character that isn't downright awful.


Quote from Xate
What you want to write, not (what) you think everyone will like.



(Which is to say it's subjective.)


But if we're still looking to guide the actions of others, there's still a whole lot we can do.


1) Guess at what people want in a wRHG opponent or clanmate. Presumptuously, no less.
2) Encourage people to guess at what people want in a wRHG opponent or clanmate, and show them how to make better guesses and/or take the guessing out of it altogether.
3) Encourage people to be more up-front about what they're looking to do with their character so that people can come to them on their terms, and show them ways in which they could do so; perhaps by expanding on the idea of hitlists.
4) Encourage people to be more vocal in stating what they aren't looking for in a wRHG opponent or clanmate, and show them ways in which they can do so without angering anyone or scaring them off.
5) Encourage people to be more vocal in stating what they aren't looking to do with their own character, and show them ways in which they can do so without angering anyone or scaring them off.

Then:

6) Guide or no guide, do those first 5 things ourselves.
7) If we're having trouble doing the first 5 things, call ourselves out and try to set things right.
8) If someone is trying to set things right, let them- or help them without angering them or scaring them off.
9) Expand on these ideas and put them in a visible and easy-to-reference place. Make a guide, ask a mod to sticky it once you're done.
10) Be good people even if I messed up this list somehow.


Cheers.
Hewitt

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Jan 16, 2016 3:07 AM #1430903
Chrome and Crank both make fine points.
Malacal
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Jan 16, 2016 5:08 AM #1430922
Quote from Crank
Considering we write stories, I think that story is the most important thing to a character to me. Not really backstory, but their evolution. When I was back on FluidAnims back in the day before I wrote words or told tales, the battles that caught my eye were the ones where the character was effected by the one before it. I like it when things matter. You can have the most cliched character you want, but if there's a sense of purpose in your fights, and they tie into each other, chances are I'm getting caught up on the ones I missed.

All in all, good characters are the ones that are open to change. Sure you may have a plan to get to point B, but it doesn't have to be a direct path to get there, and don't restrict yourself by saying 'x' has to happen in battle 'y'.

Also, you have chapters on your Google Docs. Are you expecting full blown chapter submissions?

Checking in from the job I quit over 4 weeks ago.


The GDoc entries should go under chapters. Say under "Abilities" you put, "limit break abilities r dum"

On an unrelated note: thank you all for the highly quotable posts. Your thoughts are much appreciated.
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