I created my character as Ishgardian initially because I thought they were cool (before they were cool) and it so happens with the heavensward expansion and all that I have situated myself in a position to witness history, conflict, adventures, etc.Â
To which I say that if your character is trying to get into plots of some sort. Position yourself in a place where its not a stretch to get a character involved. Do you have relatives that could be harmed by the events of the MSQ going on? I've seen lots of characters with no moms or dads to speak of, no troubling relationships that make life so much more than the selfish wants of a singular, detached entity.
Does your character have a duty to someone or to some ideal? These are all good ways to cause conflict and interesting RP.Â
Do not get all too wrapped up in the Quicksands RP, I mean this in the best of ways. In the classic D&D campaign, it always starts at the tavern, you prod the NPCs for rumors and information with your pals and then you LEAVE THE TAVERN to investigate. The Quicksands are a fantastic place to talk, socialize and the like but rarely does greatness occur in a bar.
Also, do not be afraid to go along with plots of your friends. You do not always need to be the "Main character" And sometimes, when lacking inspiration to form your own story, it is best to test the waters of your character when greatness is thrust upon them from an outside force.
I hope this helps.
To which I say that if your character is trying to get into plots of some sort. Position yourself in a place where its not a stretch to get a character involved. Do you have relatives that could be harmed by the events of the MSQ going on? I've seen lots of characters with no moms or dads to speak of, no troubling relationships that make life so much more than the selfish wants of a singular, detached entity.
Does your character have a duty to someone or to some ideal? These are all good ways to cause conflict and interesting RP.Â
Do not get all too wrapped up in the Quicksands RP, I mean this in the best of ways. In the classic D&D campaign, it always starts at the tavern, you prod the NPCs for rumors and information with your pals and then you LEAVE THE TAVERN to investigate. The Quicksands are a fantastic place to talk, socialize and the like but rarely does greatness occur in a bar.
Also, do not be afraid to go along with plots of your friends. You do not always need to be the "Main character" And sometimes, when lacking inspiration to form your own story, it is best to test the waters of your character when greatness is thrust upon them from an outside force.
I hope this helps.