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About Valen

  • Birthday 12/25/1993

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  1. Valen is a character I've been RPing with for almost half a decade now, and at this point most of his personal arcs have all been fulfilled. So now I'd like to offer him as a support character to assist other RPers in seeing their own plots fully realized. Need someone to ferry you from A to B with an airship? Repair some broken Magitek? An able body to help fight off some baddies? Even just someone to dump some exposition to help move your plot forward? I can be that guy, and you can rest assured it comes with the promise that there won't be any unexpected subplots getting crammed in by me. My goal is to help further your plot, and your plot alone. Relevant subjects that Valen can help contribute with: Magitek: He's been working with Magitek and machina of all kinds for years. If you need something repaired, constructed, or what have you, he can do it. Piloting: Valen is a more than capable airship pilot, and he can help get you wherever you need. However traversing through more treacherous regions might require some convincing. Relics: Valen is one of the key operators of the Crystalline Sanctum, a reliquary filled with ancient artifacts and tomes from various eras. If your plot involves relics or any sort, then he can help. The Garlean Empire: Valen has a long history with the Empire, and is always willing to help those who are threatened by them. However, due to his own personal disposition toward the people of Ilsabard, he may need convincing when it comes to engaging in direct attacks against the Empire itself. Also worth noting is that I'm willing to have Valen serve as an antagonist for any Garlean aligned plots so long as a few conditions are met (see preferences below). Good causes: It may be broad and simple, but Valen at heart is surprisingly empathetic, and is almost always willing to help those truly in need. Let them be those who wish to save family or loved ones, those who seek protection, and so on and so forth. It shouldn't require much convincing to get him to help however he can in that regard. RP Preferences: I'm perfectly fine with combat RP if it comes up. While I do have my preferences in combat style, ultimately I'm willing to go along with whatever combat system (or lack thereof) the host wishes to use. There's no need for long term RP if you don't want that. If you just need Valen for just a few scenes or events, and then be done with him, that's perfectly fine. That said, I'm always happy to create long term connections, but I don't want for anyone to feel there is an obligation to do so if they only need to use Valen briefly. Character death of Valen is a no-go for me, as I have no plans to stop RPing with him any time soon. That said, in the case of Valen serving as an antagonist for any Garlean aligned plots, I have no problem with him being defeated, or even suffering long term consequences due to his defeat, but killing him is just something that will not happen. Though I'm based out of Balmung, I'm more than happy to partake in plots occurring on other servers so long as they're on the Crystal datacenter. I do prefer in-game RP, but if you're wanting to RP through Discord, I can work with that. Contact Information: If any of this sounds interesting to you, then feel free to contact me either through this thread, PM, in game if I happen to be on, or on Discord. My username there is Valen#0485. I do hope to hear from those of you who are interested, and if you have any questions, feel free to ask them and I'll try to answer them in as timely a manner as possible.
  2. I can't speak on how you typically do Combat RP, let it be Freeform or with /random, but I can speak from my experiences as to why Freeform has been faster for me. In most Combat RP events I've participated in when using /random, the post order goes roughly as so. Player A attacks NPC NPC reacts Player B attacks NPC NPC reacts and then attacks players because it is now their turn. Attacked players react. Player A attacks NPC Etc. In Freeform it typically goes this way. Player A attacks NPC and gives brief descriptor of whether or not they succeed. Player B attacks NPC and gives brief descriptor of whether or not they succeed. NPC reacts to its current status following both attacks, attacks players, and gives brief descriptor of whether or not they succeed. Player A reacts and attacks NPC and gives brief descriptor of whether or not they succeed. Etc. As you can see, the post order in Freeform is less cumbersome than with /random. However, I will not hesitate to admit that a similar post order could be implemented with /random to help tighten things up, but there are still some other factors that allow Freeform to speed up combat compared to its /random counterpart. For instance, in Freeform, attacks always hit when they need to hit, and fail when they need to fail. This allows groups to close up fights quickly or progress a fight to its next stage with ease. Every post brings forth something meaningful and allows for battles to progress at a steady pace. In /random you are at the mercy of the rolls, and there will almost certainly be whiffs and misses throughout the fight, meaning that the related posts to those failed attacks are null, as they don't really bring anything to the battle itself other than just prolonging the encounter. If there's one or two misses, it's no big deal, but if your group hits a string of misses, then the posting time really starts to add up. That said, things can get clogged up in Freeform, especially if there is confusion toward the battle's pacing. If some players are wanting to draw things out while others are wanting to speed things along, it can create issues. However, as mentioned above, that's why communication is important for Freeform.
  3. I've been RPing in FFXIV for almost 5 years. I've attended and hosted more RP events than I can remember, and many of them (too many of them) were combat based. Some of them were freeform. Some of them used /random. Some of them used /random with associated character sheets. Some of them used the last 2 digits of /random. Some of them were on Discord. One of them even used a 3rd party 0-999 random number generator because the person hosting the event was convinced that /random was rigged. Yet among these dozens and dozens of combat RPs I've been involved with, all but 5 of them that immediately come to mind sucked to varying degrees of suckage. Why did they suck? Well, to answer that question we need to first address the very large elephant in the room. MMO Combat RP sucks. Sure. We can all cherry pick a handful of times where combat RP was fun and enjoyable, but all of you who've participated in your fair share of combat RP know exactly what I'm talking about. Having to wait 15-20 minutes for your turn to say "I hit the dude", spin the wheel on /random, and roll a 32. Having to navigate through chat with a microfilm reader to find the part you missed about your character getting thrown off a cliff because it got buried beneath a sea of text. Of course let's also not forget the iconic Alt+Tabbing to Youtube for 90% of the event because you literally have nothing for your character to do. Yet despite these very glaring, difficult to fix flaws, we still dive into combat RP again, and again, and again, because at the end of the day we want for our characters to be the cool guys who swing big swords and hit people in the face with fireballs. So at this point you're probably wondering "Valen, is this a rant post or do you have a point you're trying to get to?" The answers to both of these questions is yes. Combat RP sucks, but we, like most victims of abuse, just keep going back to it. So if we're going to keep going back to it, the very least we can do is put forth an effort to make it suck less, and maybe, just maybe, actually have fun with it. Bear in mind, these little nuggets of advice are intended to be directed toward story based Combat RP, where the combat is supposed to contribute to an RP plot as a whole, and isn't really meant to be applicable to things like the Grindstone or similar events where half the fun is seeing what craziness can occur from the Chaos God whom we know as /random. 1. Freeform is Best Form Possibly one of the most underutilized forms of RP combat is Freeform combat. There are no rolls to determine what does and doesn't hit. There isn't a need to keep track of HP or anything of the sort. It's just all spectacle. You emote what your character/NPC does in the combat, and the next player emotes what their character/NPC does, and so on and so forth until combat is over. Typically these make for brutal slugfests that end with everyone pulling out all the stops by the climax of it. Of the 5 RP Combats I mentioned that didn't suck in the slightest, 3 of them were Freeform. Freeform lends itself very well to MMO RP, as it becomes less of a number's game and more of a game of narrative, where you and your fellow RPers weave together a scene that everyone is partaking in. Unfortunately there is one glaring flaw with this system. At the end of combat, there is typically a winner and a loser, and because of Freeform's nature, it requires that everyone be on the same page of the outcome before the combat even starts. This can be a big turn off for a lot of RPers, as many like the uncertainty of battle, or just simply don't like to lose. However, often times it's not the outcome that matters in RP, but rather the steps taken to reach it. At the end of the day though, Freeform RP does require everyone participating to play ball for it to go smoothly. Like a professional wrestling match, the participants need to know when to take hits and when to give hits. A one-sided fight is not very interesting, so swallow your pride, take some blows, and give your opponent the upper hand every now and again. This also requires a degree of trust in your fellow RPers that they'll know when to do the same for you. If this degree of trust cannot be achieved, then Freeform combat is likely not the best style for that group. With that said, a lot of problems can be solved simply with communication, even through /tells during the combat itself. 2. Nobody Likes Character Sheets I see this one a lot, especially among decently sized RP FCs. The idea of character sheets are most certainly not without their novelty. It can be neat to apply your character's skills and abilities into a tangible number that can actually affect the outcome of an RP. However, this is only in theory. In practice what ends up happening is that everyone maxes out their relevant attack skills and it might as well be like you're rolling /random without any modifiers. Except it also comes with the additional cost that any unfortunate player who has the audacity to stray from the beaten path and split their attack skills between magic and physical because they're a Red Mage pretty much becomes a gimped character. Not only that, but nobody really likes managing character sheets and XP. It's already hard enough to keep yourself immersed in a Combat RP when you have to wait through turn order, but it's even harder when you have to keep Alt+Tabbing to your character sheet to evaluate your attack modifiers, abilities, etc.. While these sort of things might be cool within a tabletop RPG environment, it really doesn't mesh well with MMO RP, and if anything will slow combat down even more. "But Valen", I hear you say. "If there's no character sheet to establish a character's capabilities, then whats to say that they won't act outside of their limitations as a character?" This is a good question, and it unfortunately doesn't have a simple answer. While we've all heard our fair share of horror stories of godmodding and power gaming, in all the combat RPs I've hosted and partaken in, more often than not players know their characters' limitations and will typically act within them. That said, it is still a real possibility that a player may attempt something they're incapable off, in which instance, its best handled in a case-by-case basis. For some people you can simply say "I'm pretty sure you can't summon Ifrit to rain Hellfire down on your enemies, but I'm sure your mage could conjure a firestorm.", while others may require more finesse when dealing with. Ultimately, the best way to handle these situations is to know the tendencies of the RPers prior to combat and establish expectations for the RP before actually starting the combat. "But Valen!" I hear you still saying. "If not for character sheets, then my seasoned knight will have the same chance of success as a lowly peasant in combat!" And that's a fair point, but I do believe there are solutions to this that don't involve adding arbitrary numbers on top of arbitrary numbers. For example, the system I use when having to roll /random in Combat RP is that I have the player describe the way their character attacks. If their character's attack is done in a clever way such as "I charge the dragon, using my giant sword to shield me from the fire as I make my approach, and then slash at the dragon's neck!", then I grant them 2 rolls on /random. Not only does this increase their chances of landing a hit, but it could also potentially net them 2 points of damage instead of 1. This rewards players for actually RPing their character like a seasoned knight instead of just saying that they're a seasoned knight and should receive bonuses because of that. However, bear in mind this is just a single example of an alternative to using character sheets, and I'm sure there are many other better and more intuitive ways than the one I described. 3. Take Out The Trash Seriously, nobody likes fighting a group of faceless red-shirts. These fights typically add nothing to the plot as a whole other than to be an RP pit-stop for me to browse Reddit while I wait my turn. These fights always go on forever, and they are almost never fun. If you insist on having your group fight through a horde of cultists/soldiers/bandits/rabid chinchillas, then either group them into a single entity, or just allow your group to emote how they cut them down as they move on to the next part of your event, as that can at least be a little bit fun giving them a brief Dynasty Warriors power trip, but the novelty wears off really fast. Speaking of hordes of people.... 4. More Than 4 and Fun's Out The Door In your mind it may be cool to have your entire FC or friend group present at a single mass combat, but I promise you, it's not. When it comes to Combat RP, the more people you have means the more time between turns, and the time it takes to go through a cycle of a full party in a Combat RP is roughly twice the length of time it takes for Jupiter to make a full revolution around the sun. If you find yourself in a group of 6 or more people, I'd highly recommend trying to split it into relatively even groups with a secondary GM to help run a separate combat for the 2nd group. If that's not an option, then I implore you to encourage your players to have their posts ready by their turn to help speed things up, because otherwise you'll be there for 5 hours and everyone will hate you by the end of it. The best way to prevent this from happening though, is to simply try to keep your combat groups small. 4-5 is typically workable, but more than that and you'll start seeing a lot of issues really fast when people start to Alt+Tab out of game and miss integral posts because they got tired of sitting around for a 30 minute turn cycle. That said, I do understand that sometimes there are big events that everyone wants to be a part of, but in those cases I'd highly recommend taking preemptive measures to ensure that turn order can go relatively expeditiously. How you decide to go about doing this may vary from case to case, but they should nonetheless be taken into consideration before hosting a combat RP with a large number of people. 5. What Are You Fighting For? As mentioned in Take Out The Trash, you should be asking yourself what a combat adds to the plot as a whole? If that's a question you can't answer, then it might be worth excluding it. This isn't like a hack-n-slash video game where the fun is in the fights. The fun in Combat RP is the story behind the fights and how these fights affect the story itself. For example, a battle with a Cultist who is a subordinate to the BBEG and is a major key to the BBEG's plan could be warranted as important. However a battle with the Cultist's pet Molboro probably isn't, and if you are insistent on having your group fight a Molboro, then just pair it up with the Cultist and call it a day to save your group from getting burnt out before even reaching the actual point of the event. 6. Just End It Already! Much like this post, Combat RP can often go on way longer than it needs to. While your millage may vary, I've found the sweet spot for Combat RP length to be around 1.5 hours. Depending on the flow of the combat, I might drag it out for 2 if the group is really getting into it, but the combat should most certainly not go on any longer than that. However, the key factor in determining if a combat has overstayed its welcome can be achieved by simply reading the room. If your group just doesn't appear as interested or enthused as they were at the start of combat, it's probably about time to wrap it up. Sometimes this might require making an audible and changing a few things, but at the end of the day your group will thank you for it. I know it can really suck for a combat to end in an undesirable way due to a premature ending, but RP is about having fun, and if your group is not having fun anymore, then wrap it up. If there were any other details or events that were supposed to occur during combat that you weren't able to get to, just sleep on it and figure out a way to bring this information to light in a separate, preferably non-combat oriented RP. A Final Word Often times some of the most integral moments in a plot occur during or as a result of combat, but Combat RP in and of itself has a lot of innate problems that make it clunky and awkward to work with, and no combat system is ever going to fully fix that. But hopefully this advice will help curb some of those issues to at least a small extent so that you can get more fun out of it in the future. If you have any further suggestions, or even counterpoints, I'd be more than happy to hear them. I'm by no means perfect, and one can always be further enlightened through the perspective of another. I just hope that this advice can at least prove somewhat beneficial for my fellow RPers out there.
  4. It's not necessarily about them possessing raw strength as much as it is their training and upbringing. Pure Blooded Garleans lack the capabilities to manipulate aether, so they have compensated for this even before the development of Magitek by honing martial skills above all else. Not only that, but Pure Bloods primarily only exist in the upper echelons of Garlean society, and because of that receive the best training possible from a young age, putting them well above both their peers and their enemies.
  5. It depends on where you stand in the Garlean hierarchy. Are you a pure blooded Garlean with a family history of strong military or political ties? Your military career is probably going to be pretty cushy and you'll probably end up reaching a relatively high standing within a few years as long as you don't prove to be grossly incompetent. If you're a conscript from a conquered or annexed territory however, you'll probably have an uphill climb to make, for the first 10 years at least. Anyone who doesn't directly hail from Garlemald that completes 10 years of service in The Empire's military becomes a fully fledged citizen of the Empire, and gains all the perks that come with it. That also puts them roughly on the same ground as their pure blooded counterparts, and their progression throughout their military career (if they choose to continue from that point) will likely be more streamlined than it was prior to that. However, you're probably more interested in what those first 10 years look like, and the truth is it varies between commanding officers. Typically speaking, foreign conscripts are tasked with the dirtiest jobs in the Empire. Since Garlemald isn't unbeholden to racism, most commanding officers will view their foreign recruits as pawns and cannon fodder, figuring that the ones who are competent enough to survive a trial by fire will actually be worth something. However some are more sympathetic and less inclined to throw their recruits into the meat-grinder. In the end though, the Garlean military isn't really about being dicks to their soldiers for the sake of being dicks. Garlean culture is one that rewards success and has a very small tolerance for failure. If a soldier proves to be useful, regardless of where they came from, most commanding officers will entrust them with more and more important tasks. However, if they're either incompetent or otherwise unremarkable, they go straight to the front lines until they either die or make something of themselves. As for punishment for insubordination. It once again depends. Unless the soldier who committed it was someone of notable standing, I'd imagine just a field execution, but the context of why they didn't follow orders and the result that ensued from their insubordination could also play a factor in their punishment as well. Lastly, in regards to the food, I don't know. I imagine it would be a bit bland with maybe a bit of salt to bring some flavor out.
  6. The Crystalline Sanctum Reliquary and Historical Archive's goal is the recovery and preservation of relics, the documentation and uncovering of ancient history, as well as exposing the secrets of modern history kept by the political and social elite. Be you a scholar striving research and knowledge, an adventurer seeking to delve into long forgotten tombs, dungeons, and lost cities, or even a silver tongued socialite with a desire to uncover the dark secrets of the society's upper crust, the Crystalline Sanctum has a place for you. The Sanctum is a primarily good aligned Free Company with dashes of morally grey skullduggery. We have a strong focus on relic hunting and research, as well as a fair amount of political and social intrigue on the side. We do host our fair share of combat RP, but we also host just as much social oriented RP. However, we are not an Adventurer's Guild where we go monster hunting every week, nor are we a Tavern Free Company where the vast majority of RP events consist of only idle conversation. The Sanctum favors instead having its events be centered toward contributing to an overarching narrative that we wish for our members to be a large part of. This is not to say that the occasional monster hunt or just chatting it up with our members over a few drinks is unwelcomed, but we do feel it necessary to iterate that we want for our events to be truly meaningful not just to the Free Company, but to the characters participating in them as well. While The Sanctum is not a new Free Company, it has been in stasis for a little over a year due to life obligations of its leadership, and so this is a fairly fresh start for us. However, we do have plenty of amenities to offer our members. We are a Rank 8 Free Company with a medium house located in Shirogane. A more in-depth look at the FC house can be found here. We also have plenty of RP events planned out into the coming months, with the early events being designed specifically to cater toward allowing new members to be able to hop right in so they don't feel like they've walked into a story that started without them. If anyone is interested in joining, or simply wishes to inquire more about the Free Company, they are welcome to either post here, message me directly, or if you're on Discord, you can hop onto our recruitment Discord server, which serves as a direct line to all 3 officers. A link to join the Discord server can be found here:https://discord.gg/QrDT8A3 (This link will not time out). Though we may not be able to respond immediately, we will do everything we can to speak to you at our earliest convenience. Lastly, if anyone just wants to look more into the Free Company, our page here on the RPC is located here. We also have a Tumblr page, but is currently a bit empty at the moment. However, we do plan on updating it with event synopses and other various announcements as they come. Thank you for your time, everyone, and we hope to hear from those interested.
  7. The Sanctum serves as the headquarters for The Crystalline Sanctum, as well as a vault for the various artifacts they've acquired over the years. The Sanctum is a medium house is located in Plot 28, Ward 15 at Shirogane. Here you can take a quick look through the estate and the amenities it has to offer. This page will be updated periodically as the house is planned to undergo some small renovations, and is also planned to have several additions added in the coming weeks. The Sanctum As mentioned before, The Sanctum is a medium house located in Shirogane, and incidentally has quick access to the Shirakumo Hot Springs. We also have a private bath house located at The Sanctum which is free to be used by its members at their leisure. The Sanctum Exterior The Bath House The 1st Floor On The 1st floor, we have the foyer where interviews for new recruits are likely to be held. It also serves as a small lounge area. The Foyer The 2nd Floor The 2nd floor serves as The Sanctums Lounge area where our members can talk and relax during downtime. There is also a library where you can partake in study or a quiet retreat from all the noise. The Lounge The Basement The basement also serves as The Sanctum's kitchen, bar, and study. Many large Free Company gatherings are hosted here, but it can also potentially be used to host friends of members so long as arrangements are made with the officers in advance. The Basement (Angle 1) The Basement (Angle 2) Additional Rooms Lastly we have our additional rooms which are open to all Free Company members (with some potential IC restrictions). Currently the only one of these rooms that is completed is the Briefing Room, however once renovations are completed for the Magitek Lab and The Vault, these rooms will become available as well. Magitek Lab (Private Room 2) The Briefing Room (Private Room 3) (Angle 1) The Briefing Room (Private Room 3) (Angle 2)
  8. The following rules below are subject to change as well as subject to have additions made to them. Violations of rules 1-4 may result in being reprimanded with punishment ranging from a warning to removal from the Free Company depending on the nature or consistency of the violations. Rules 5-6 however are meant to serve more as guidelines and we simply ask you keep them in mind. 1. No harassment of other Crystalline Sanctum members. This includes sexual harassment, as well as the use of any racial or anti-LGBT slurs. 2. While we cannot control how you present yourself outside of the Free Company, you may potentially be held responsible for any complaints brought to us from outside the Free Company for inappropriate activities such as but not limited to the ones listed in Rule #1. 3. Do not let OOC predispositions carry over into IC interactions. 4. ERP may not be done in any public spaces at the Free Company house. 5. While you will not be reprimanded OOC for IC actions, please remember that IC actions do have IC consequences. 6. If you are concerned that another Free Company member may be engaging in or is considering engaging in acts of self harm, we ask that you inform an officer immediately. We do understand the delicacy of such situations may not allow for this, but we greatly implore that you contact us if possible.
  9. Linked below is our recruitment discord server. If you have any interest in joining, or any inquires about the Free Company, we advise you join this server so we can talk with you directly. In case no officers are immediately available, you will not be booted from the server after logging off. However, after all inquires have been fulfilled, we ask that you leave the server, but don't sweat it if you forget to leave though, as we can just remove you afterwards without issue. This thread will remain unlocked so anyone can let us know the link stops working for whatever reason. Additionally, if you are interested in collaborating with our FC but do not wish to join, you are welcome to use this server to contact us. However, the conversation will likely be moved to a group message to avoid clutter. One last thing is that anyone who fails to respond within 3 days will be removed from the server. If you still have questions though, you are welcomed to use the link to try to contact us again. https://discord.gg/QrDT8A3
  10. The Crystalline Sanctum does not operate under a single "leader", but is instead headed by its three core officers. Damaris Kincaid, Makoto Obinata, and Valen Stalhart. The purpose of this page is to provide a quick rundown on these three characters so that any interested parties may quickly be able to gleam some of the basic information about these characters. This page is subject to being edited from time to time to ensure that all information stays up-to-date. Damaris Kincaid A swift witted Viera with an affinity for magic and a talent for weaving webs of information, Damaris acts as the Sanctum's spymaster. While she may come across as calculating and even cutthroat at times in her methods of planning and skullduggery, she can be a surprisingly big softy when it comes to interacting with anyone she considers her friend. Incidentally, she also makes no secret of her love for all things cute and fuzzy. Makoto Obinata Hailing from Doman warrior nobility, Makoto is a scholar on the disciplines of war. Calm, composed, and disciplined, he spends most of his spare time exercising, drilling, and reading history. As the Sanctum's Chief of Security, he takes his job seriously and maintains the Sanctum's dojo and martial library. He is dedicated not only to furthering his own strength and skill, but the strength and skill of those who would seek his insight. Makoto is also a seasoned fisherman, viewing the struggle between man and wavekin as another discipline through which to better oneself. Valen Stalhart The Sanctum's resident Magitek expert, and a skilled warrior in his own right, Valen spends the majority of his time maintaining the Sanctum's various machina when he's not fighting claw, tooth, and nail against some form of impossible odds while back-to-back with Makoto. Though he guises himself with a mask of pragmatism underlined with hints of a dry sense of humor, he desires nothing more than to assist those who need it most, and will do everything he can to give his help to those who ask for it.
  11. I've always thought this was such a weird fixation among RPers. I get the appeal of having some sort of past trauma to help shape your characters. Even I'm guilty of that, but it seems like so many RPers go out of their way to be as self destructive as possible with their characters for no reason other than to make them suffer. I understand that there's joy to be had in overcoming struggles, but when people choose to consistently undo all the progress their character makes, I tend to just stop caring about the character entirely.
  12. I've returned after a 3 month hiatus and found that most of my old RP buddies are either taking a brake, or have quit entirely. So without an FC or people to RP with, I guess its time to build a new start for myself. My time zone is EST, but I typically stay up pretty late, so I'm normally available up until about 1-2AM EST/10-11PM PST. I like to consider myself pretty flexible when it comes to lore, but I don't have much interest in anything outright lore breaking (Being characters from another franchise, being a true White Mage, etc.) or anything that's way out there (Long lost Allagan prince/princess, being Void Touched with all the benefits and none of the drawbacks, etc.). As the title states, Valen is a Magitek Engineer who can hold his own in combat. He has a substantial amount of knowledge in constructing, repairing, and operating Magitek, and an almost equal amount of proficiency in martial combat, particularly with a lance. He may appear a bit quiet and even stone-faced on the surface, but he's a genuinely nice person who's almost always willing to help whoever he can, however he can, and is perfectly happy to make friends along the way. RP Interests Magitek Adventure/Combat People who have a History with the Garlean Empire (good or bad) Political Intrigue Relic Hunting/Exploring Allagan Technology Espionage Acts of Philanthropy Forming Friendships Forming Rivalries Anything Involving Fighting the Garlean Empire RP Disinterests Anything Outright Evil Anything Involving Working With the Garlean Empire Casual Bar RP (I don't have anything against this every now and again, I just don't like for it to be the central focus) Anything Lore Breaking (As stated above) Epeen Measuring (Everyone deserves a moment to shine, but I have no interest in participating in RP that only serves to inflate someone's ego) Character Killing (Lasting injuries and whatnot are fine, but I have no intentions of ever letting Valen die, and I'm not keen on killing other people's characters either) Feel free to comment or send me a message if you're interested in RP. I am having a schedule shift at work coming up in the next week, so I am uncertain what days I will have free, but I am generally available on the weekends and I am certain I will have a few free days scattered throughout the week.
  13. That's not going to happen. At least not on that scale. Best case scenario you'll get two or three houses next to each other. A full district on the other hand would be near downright impossible.
  14. Probably not very much. I mean, just because you use a lance doesn't mean ICly you have to be a Dragoon, and just because you punch good doesn't automatically mean you must be a Monk. Your character may fit the archetype, but that doesn't mean they have to be labeled as such. Even in games like Final Fantasy VII, Cid has the Jump ability, but he's not called a Dragoon. Barret uses guns and gadgets, but he's not called a Machinist. The only person from that game that outright says they are a certain "class" would be Yuffie. So even if in-game everyone is playing Jobs, that doesn't mean ICly they will have to abide by that.
  15. I'm personally in the camp that it isn't a great idea to ICly tie yourself to a Job like Dark Knight, Dragoon, Paladin, etc. unless you're wanting for it to be a central part of the character. When you bind yourself to in-game Jobs (and classes, to a much lesser extent), and you also plan on making an effort to stay mostly true to the game's lore, you're shackling yourself to the will of the game developers and may end up in a situation similar to what a bunch of IC Dragoons ended up in shortly after the lore book came out. So just because you want to wield a big sword doesn't mean you have to be Dark Knight, and just because you punch good doesn't mean you have to be a member of the Pugilist Guild. Heck, you can wield a big sword and punch good if you want, and still not be bound to any particular in-game Job.
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