Ayenee Is : How to Play Sections transcribed

Mithrandirxx

The Administration Mage
Staff member
Making.a.Character.


The two most important things to keep in mind when making a Character are:

1. Choose something that you will enjoy playing.
2. Choose something that those around you will enjoy playing with.

That is, after all, the point of the game… to play, and interact with others. The Character you choose to play could seem very interesting to you, however might not provide much of an opportunity for the other Players to really work with, or might be considered "unfair" if you give it too many powers, and not enough weaknesses. This will depend on the individual Players and the setting or plot in which your Character will be placed, and most of all, how you go about playing it.

You should also know ahead of time what kind of gaming you intend to do with the Character. Do you want to simply act out your Character but not try to kill or harm other Characters with it? Or will you be playing your Character in combat? It is important to understand the difference….



Non-Combative Characters
If you don't intend to use your Character to combat and force harm on the other Players' Characters then your choices when making a Character aren't so important. This way of RPing is done with much less friction between Players and is more like group storytelling than a competition. Just about anything goes when making such a Character, but still if you want to have good interaction with the other Players you will want to have a Character that is interesting and entertaining to them as well as you.



Combative Characters
If you intend to use your Character to combat against other Players and their Characters at some point then you should take care to make a "fair" Character. What is "fair" will greatly depend on the situation. For example - a 5000 year old God with the power to snap his fingers to kill people, might not get a good reaction from a group of people who regularly RP in a simple local tavern as less powerful Characters. But also, you might not find it much fun to try and keep a very simple swordsman Character alive, in a setting where the other Characters are all warring Gods.

If you don't have a planned setting, and instead prefer to wander to different rooms and settings and plots with your Character, then it becomes more important to choose fair abilities and weaknesses. However, if you make a powerful Character and find yourself in a combat situation with much less powerful Characters, there are always ways to keep it fair and fun for everyone. More on that under "Interacting with others".

Not all Players or Characters will fall strictly as either Combative or Non-Combative Characters. If this is your case, you should make sure to use your Character appropriately in each situation.



Character Sheet
It is not necessary to submit a Character Sheet to any site or board to play in Ayenee. It is, however, a good idea to have one, if only for your own use, as a reference for your character. If you would like a link to your Character Sheet from this site, email the URL hereand the Sitemasters will add it to the Links section. A good character sheet should include the following:

1. Name
a) Yahoo Screen Name
b) Character's full name
c) Any aliases you choose to mention
2. Physical Appearance
a) Gender
b) Race
c) Size (height and weight)
d) Body type (trim, medium build, well-muscled, fat)
e) Hair Color
f) Eye Color
g) Skin Color
h) Raiment (clothing, accessories like RP'ed items, etc.)
i) Etcetera (tattoos, piercings, jewelry... if it has 4 arms...)


3. Abilities/Advantages
a) Inherited Abilities (powers it was born with)
b) Learned Abilities (powers it acquired, i.e.. conjuring)
c) Useful Skills (ice. blacksmithing, woodcraft, knowledge of horses)
d) Trade (how it makes a living)
e) Other
4. Items
a) Armour
b) Weapons
c) Magical Items
d) Other


5. Disabilities/Disadvantages
a) Inherited Weaknesses
b) Drawbacks to your abilities (ice. a mage's exhaustion after strong spells)
c) Old Wounds (curses your character suffers, an old injury it favors, etc.)
d) Other
6. Associations
a) Family ties (NPC or PC)
b) Friends (NPC or PC)
c) Financial Affiliations (corporate ties, anyone it owes money to, etc.)
d) Enemies (NPC or PC)
e) Other




Character Name
There are no standards by which Ayenee Players make names for their Characters. Anything goes really. However it is to be noted that since a lot of non-gaming chatters use names with numbers at the end, if you choose to do so for a Character name then you take the chance of getting received badly by other Players. It is unfortunate, however it is a result of the overcrowding of Yahoo. So the suggestion is to find other ways to make unique names for yourself. Try different spellings, or words from foreign languages.. Or just a short visit to any RP room in the user rooms section will give you many examples of ways to do that. Also, it is easier to pick a name that no one has registered yet if there is more than one word in it. There are also several suggested sites at the links section if you need help finding the perfect name.



History
To give your character depth, you will probably want to have some kind of history set up for it. This does not have to be written down anywhere, or on a site, but should at least be kept in mind by you when playing your Character. The other Players do not have to be informed of your Characters history, and neither do their Characters if you do not wish. An air of mystery is often called for and that is up to your discretion. However, having a history will help you decide how the Character would act in situations, and also provide for topics for your Character to talk about with other Characters in social settings (example: sharing past war stories with other Knights).

If you've already decided on how the Character will be in the present, then of course you will want to keep it's past in line with that. Also if your Character has abilities or special items, you could use the History to explain how it got them. When deciding on it's History, here are some things you might want to consider:

1. Associations (parents, siblings, family, friends) - who are they, does the Character know them, are they alive etc.
2. Abilities (i.e., magic, supernatural, knowledge, etc.) - was the Character born with them or did they learn/acquire them, and how
3. Items (i.e., money, weapons, magical and other artifacts etc.) - how did the Character obtain them
4. Major experiences - anything else not mentioned in the above that you want to establish for the Character

And of course, add in anything that might be relevant for the Character. Include everything up to the point where the Character starts being played by you. At that point you and those you interact with, will begin making the Characters history as you play.



Playing.the.Character.in.Chat.>>>

Playing.the.Character.In.Chat


Choosing a Room
The user rooms section of Entertainment & Arts is host to many role playing rooms. Not all rooms use the Ayenee standards. Many role playing rooms will have (RP) or (RPG) at the end of their title, however if you see (AE) you will know that is a room for playing by the Standards described here at this site.

Once you have decided to click on a room and check it out, pay attention to the room description if any. This will appear in the chat screen just after the line telling you the name of the room you entered, and also stays displayed in a bar on top of the chat screen in your browser. Often there will be information that you will want to keep in mind, to decide if you want to RP there before entering your Character into the scene.

Feel free to look around, but often "room hopping" is considered rude and intrusive to those already in a room if you keep describing your Character entering and then leaving again looking for just the right place. As often as possible, try not to have your Character enter a room and RP scene until you are fairly sure you will stay for a bit to play.



Entering a Room
When you login to an Ayenee RP chat room, your Character is not considered to be in the area, and you are not considered to be "In Character" (IC) until you have typed and posted an entrance. Before you do, it is a good idea to wait a moment and observe the room. This will give you a chance to think of an entrance that fits in with the current scene. It will also help you to avoid mistakes like taking a seat at the bar in a room with a name like "Starlit Forest Grove", that wouldn't have a bar. You should also post actions describing your character exiting the room as well...that way it won't appear as if your Character just disappeared from the scene.

Some Players use Macros for their entrances. A Macro is an option used with Cheetachat, and is basically saving any text you input into that option, so that you can later paste it into the chat screen with a push of a shortcut key. This way each time the Player enters a new room, the text of their Macro entrance comes up automatically in the chat screen. It is suggested however, not to use Macro entrances. The downfalls of this are obvious: your entrance may not apply to all rooms or situations, the Macro might automatically enter your Character into a situation you'd rather it not be in (for example the tavern is on fire), and also many Players scorn using Macros as being lazy and redundant.



Speech
The process of having your character speak is easy. Simply type in the words you wish your Character to say and once you have hit enter, and the words will come up in the chat screen beside your name. Depending on the software and settings you and the other Players have, speech may come up in a different colour than actions. In Cheetachat, it appears in quotes and with "Username says," before the actual words.

Most Characters have some form of speech or another. Much like the mysterious ability in most science-fiction movies, while it's likely many would speak different languages, most Players just consider their Characters to all understand the same language in Ayenee (sometimes however this is not the case and Players will actually type out chants and words in foreign languages for atmosphere). Aside from that sort of thing then, most speech comes up in plain english, and written in the first person (in other words written just as they would speak it), for example:

Yahoo
Blacksword_Jim : Bartender, give me a pint of your best ale!

Cheetachat
Blacksword_Jim says, "Bartender, give me a pint of your best ale!"



Actions
Begin each action by typing a colon before describing what your Character is doing. This will set it apart from speech. For example, if your character sits down, you would actually type ":sits down". The colon removes the word "says" that appears after your character name to those using cheetachat, and to Yahoo software users will change the colour of the text as it appears on their screen.

Actions should be described in the third person, which is describing things from an outside point of view.

For example you would not do an action like this:
Blacksword_Jim : I walk to my table and sit down.

Instead it would be:
Blacksword_Jim : walks to his table and sits down.


However, when gaming it is a bit different from books, which are most often also written in the third person but in "past tense". When gaming most Players type their actions out in the "present tense".



For example a book might read like this:
Blacksword Jim happily carried his ale to a table and sat down, barely in time to notice a Kender who had just pilferred some rich man's pocket nearby.

For gaming in Ayenee it would be more like the following:
Blacksword_Jim : happily carries his ale to a table, and sits down, barely in time to notice a Kender pilferring some rich man's pocket nearby.


It is not known why this style of writing came to be used for role playing online, but it simply has. It is likely because the storytelling is in real time, and most people feel more comfortable playing and writing that out in the present tense.



Description
You should describe your Characters actions as thoroughly as you feel is necessary so that the other Players understand exactly what your Character is doing. It is important to remember that each Player has a different view of how much description is needed. One Player may type an eight line paragraph to describe the same action that another only types one or two lines to describe. It is each Player's responsibility to be accepting of his or her fellow Player's style. Remember however, this does not mean you can go on describing many actions in a row without giving the other Players a chance to describe the actions and speech of their Characters in return.

Once your actions reach a point that they would directly affect another Character, you -must- wait to see how they react and what effect your action had on them.


Interacting.With.Others>>>

Interacting.With.Others.


Once your Character begins to interact with another Character, it becomes loosely Turn Based. This simply means that you should give the other Player ample time to enter his/her Character's reaction to what your Character has said or done. How long to wait between entries is a matter of common sense. There will of course be times when there will be no reaction at all and you should go ahead and post your next action.

Playing your character is as easy and difficult as being able to see life from the perspective of another being. However because we use words to describe this perspective and not pictures, it means that no two players will ever be envisioning exactly the same scene, let alone the same details. Therefore it is important, when interracting with other Players, to describe your Characters words and actions in as much or little detail as is necessary for them to understand your intent.

When describing your Character approaching another, for example, you may want to let them know from which side and how quickly.

For example you could just say:
Lady_Silhouette : walks up and asks to sit down with Jim.

But it would be more clear and interesting for Jim's Player if you entered:
Lady_Silhouette : strolls casually across the room from her seat at the bar, stopping at Jim's table. She stands to his right side, and while motioning to the empty chair across from him says "do you mind if I sit down?".


The interraction can continue from there with some more action or idle talk, as both Players prefer. Jim's Player might feel like RPing out a casual conversation and have Jim invite Silhouette to sit and drink with him. Or his Player might be looking for some more action and have his Character be rude to Silhouette with the intent to start a fight. At this point Silhouette's Player then gets to help choose the way the RP will go as well. If invited will Silhouette sit and drink?, or will she be the one to be rude and aggressive in hopes of fighting. Or if Jim is rude then will Silhouette just walk away mumbling about ignorant swordsmen or will she take the bait and continue the aggression and fight? All of this is up to the Players.

It is important to remember that while you might be looking for a fight with your Character the other Players may not want that. And the same goes in reverse - if you want to have simple conversation between Characters the other might be looking for a fight. Sometimes it is easy to tell the Player's intentions by the Character's actions, and sometimes it is not. If you are not sure and are concerned about what the other Player is intending it is always best to ask. Just sending them a Private Message is the best way to do this, as it doesn't interrupt the scene in the public chat.

If it turns out you both intend to just have relatively peaceful interactions with your Characters then knowing this should help you to relax a bit and enjoy the scene. If you both had different intentions, then at that point you have to decide if one will compromise or if you will quit the scene. There is absolutely no point in continuing the scene if one of you wants to combat with your Characters and the other does not. This will only lead to arguments and hard feelings and gameplay that both of you will not enjoy, and neither will the other Players having to watch the arguments.

With the proper groundwork set up, and if both Players are wanting to combat with their Characters at that time, then they can move on to the potential to effect or harm each other.


Affecting/Harming.Others>>>

Affecting/Harming.Others.


Once your Character's actions reach a point that they would directly affect or harm another Character, it becomes more important to play strictly Turn Based. Only each Player can decide what happens to their own Character and you must wait to see how others react to know what effect the action had on their Character, if any. If you do not wait, and instead attempt to describe your Character harming or effecting others (this is called an "Auto", or "Autoing"), you will most certainly receive complaints from other Players.

This does not however give the defending Player the grounds to refuse taking any hits at all. Taking hits is a standard which is just as important as that of not Autoing, so please make sure to keep it in mind at all times:

If you do not wish your Character to be effected or harmed, do not let your Character get into combat situations.

And remember as described in the previous section on Interacting – you should establish whether both Players want to combat with their Characters –before- getting this far.

So then, assuming at all times that both Players wish to be combating….

Mechanics of Turn Based Attacking and Defending
The following scenario is just one possible example to help show the very basics of Turn Based combat. Continuing the scenario from the previous section, as though neither player has said they don’t wish to combat, and that Lady_Silhouette has launched a surprise attack on Blacksword_Jim as, all along, she had been hired to assassinate him.

Attack

Lady_Silhouette: lunges towards her opponent, who stands on the other side of the table. Knocking full mugs of ale aside without care, she slashes toward Jim’s right arm with her dagger.


Defense

Blacksword_Jim: is caught slightly unprepared for this and with no other choice, he dives quickly towards his left, the tip of Silhouette’s blade just barely slicing into the thick leather of the sleeve of his jerkin but not the skin beneath. He falls to the wooden floor without his usual grace, and thinking quickly grabs the already messed up table and pulls it on it’s side to hide behind from the next attack.

Defense With Counter

Blacksword_Jim: is caught slightly unprepared for this and with no other choice, he dives quickly towards his left, the tip of Silhouette’s blade just barely slicing into the thick leather of the sleeve of his jerkin but not the skin beneath. With his usual agility he rolls once he hits the floor, thankful that he was not wearing his heavy chainmail this day. He quickly gets to his feet, immediately reaching to pull his throwing daggers from their sheaths and tossing one wildly in Silhouette’s general direction


Attack

Lady_Silhouette: lunges towards her opponent, who stands on the other side of the table. Knocking full mugs of ale aside without care she slashes towards Jim’s right arm with her dagger.


Hit

Blacksword_Jim: is caught slightly unprepared for this and with no other choice, he dives quickly towards his left, but not in time. The tip of Silhouette’s blade slices deeply through the sleeve of his leather jerkin, and he falls to the wooden floor without his usual grace, as blood begins to flow from the gash. In desperation he grabs the table and pulls it on it’s side to hide behind.

Hit With Counter

Blacksword_Jim: is caught slightly unprepared for this and with no other choice, he dives quickly towards his left, but not in time. The tip of Silhouette’s blade slices deeply through the sleeve of his leather jerkin, and blood begins to flow from the gash. As he falls to the floor he manages to roll somewhat, and with his one good arm pulls a throwing dagger from it’s sheath. Seriously compromised by the wound, but desperate, he tosses it wildly in Silhouette’s general direction.


And now, depending on what kind of counter Jim’s Player has chosen, Silhouette’s Player will take a turn again. If Jim is now behind the table, then Silhouette’s Player has the choice to either press the attack further or something else entirely. If Jim has managed to throw a dagger at Silhouette then Silhouette’s Player takes a turn as the defender and can take the hit or not, and include a counter or not.

The scene would continue like this until the Players end the combat in some way or another - one or both Characters could die, or give up, or there might be OOC reasons (disconnection, offline concerns, technical problems etc.).


Taking Hits
As a reminder – each Player is responsible for their own Character only and cannot decide which attacks actually hit their opponent – that would be an "Auto". Though the other Player’s defense may seem impossible, there is nothing to do but to accept it and move on. However your opponent must do the same and if defending and countering at the same time must take care that their counter/attack is not an Auto.

Taking hits when it is fair to do so is not only good gaming, but can sometimes even help your Character in combat. For example, you could take some small damage to get your Character in a position where he could do even more damage to the opposing Character. Remember though, the fact that the Character takes a hit is by no means a low measure of the Players OOC ability. Indeed, a skilled Player always knows when and how to take a hit.


Keeping Time
Keep in mind that while one Character might take 4 seconds to draw a 3-foot bastard sword, another could take 2 seconds to draw and thrust a dagger at his ribs. Also, make sure that if your Character is one that needs to take IC time to prepare for any attack, that you allow for the proper amount of turns to go by while this would happen. For example, a Mage entering the previous scene:

Bluemagus: watches the commotion on the other side of the Tavern with apprehension. From his point of view, it seems as though the big, burly man is unfairly taking on a member of the fairer sex. With a worried frown he begins to mumble a low chant as he stands and slowly edges his way over towards the two.
Lady_Silhouette: barely has time to twist out of the way of Jim’s dagger flying through the air at her. As the blade soars by only inches away from her she tries to keep her balance, but bumps her right hip quite forcefully against the side of the next closest table.
Blacksword Jim: curses, but isn’t surprised that he missed with no chance to aim. Still disregarding the bloody gash caused by Silhouette’s dagger he pushes backwards, not really wanting to be the aggressor this day. "You know, wench, whoever ye be. I had only wished for some strong ale and soft women to relax with this day".

Lady_Silhouette: keeps her back turned to Jim as he speaks, as though trying to prove she doesn’t fear him. She speaks to him clearly with a snide tone "Well you can’t always get what you want in this place".
Bluemagus: continues to observe with a little jealousy over Jim’s ability to ignore pain like that. As he reaches a spot several arms' lengths behind Silhouette, he finishes the chant – the result of which is a soft blue aura beginning to appear around his body.

Obviously, Bluemagus is about to perform some sort of magic. What he is about to do is not so important for the example - but note that it took the Character more IC time to chant to prepare the spell, than it did for Silhouette and Jim to make their quick movements and speak to each other. So, Blue’s Player obviously let that IC time and therefore OOC turns go by before describing his Character ending the chant.

The same would apply for any Character that needs to chant, build up power, find or grab a weapon, aim that weapon, etc. The Player should make sure the appropriate IC time is kept in mind when describing what their Character has done (and of course remember always to only use what abilities and items your Character was given or earned).

Amount of Description does not equal Success of Attack
As previously described, it is not important how much or little description you use when interacting or even when combating. What is necessary is that the other Players have a clear understanding of what your Character just did or said. For example in the last scenario Bluemagus’ last line could have read instead:

Bluemagus: watches Jim, jealous that he can ignore pain like that. He finally gets near the two fighters and ends his chanting. A blue glow appears around his body.


The result is the same, and just as valid as the first example, and in some cases describing things quicker is appreciated by some Players. The amount of description never, at any time, decides the level of power of the Character, or how successful the Attack was. What can and should be factors are:

1. Does your Character already have that skill or item you are using to attack or defend (no changing character stats to suit your combat needs!)
2. the individual situation and Characters involved (each one is different – treat it as such – no Character is always the "best", or the "most" anything)
3. the ----IC----- time (make sure your Character takes the proper amount of IC time to do whatever it is you want them to)


Conclusion
This was only one very basic example of a simple form of combat, to help new Players understand the concept. Combat is not always this simple as it might involve more than two Characters, or use more complicated abilities and weapons (for more information see "Where to Go for More Help" or try some of the "Player Submissions"). However, in the end, if all Players keep to the simple standards described here most situations can be handled in fairness.

Review:
*Don’t combat unless you’re willing to have your character harmed*> Don’t always expect to "win"> Take turns> Don’t"Auto"> Take hits fairly


Should one of the Characters be killed during combat, or any other time, the Player of the dead Character is welcome to post about it at the Mausoleum, where it will be recorded (include a transcript if you wish, but if the death is agreed upon then it is not necessary). If the death is not agreed upon however, the Mausoleum offers other services - please see the "What if I Want More Combat Rules?" section for more information about this.

In any roleplaying game, there will inevitably be conflicts between Characters. Following these guidelines should help these encounters be much more enjoyable for you and your fellow Players. Still, no matter how fair or entertaining you might hope your Gaming can be, there may also be disagreements between the Players themselves.


Resolving.Conflicts>>>


Resolving.Conflicts.


No matter how well and fairly you play the game, you will most likely find yourself eventually disagreeing with another Player. Here are some suggestions for dealing with the most common problems. Remember - if all the Players involved in whatever conflict exists can find better solutions than these that work for everyone, then of course they should do so. What is most important is that the conflict is resolved to the satisfaction of all those involved.



Character not welcome in a room
Sometimes people make rooms for Fantasy only, or Tech only, or perhaps a group opened a room for X-Men RP. Whatever the case may be - if you login to a room with a Character, and are asked to leave you should probably do so. If you stay and insist on playing out your Character it will only cause arguments instead of good interactive RP. Try another room, there are always many of them, or make your own if you'd like.

If you are the one in the room already and wish for a certain Player to leave, at least be polite about it when asking. For example, explain that it's a fantasy or tech only room, etc. and that they are welcome to return with a more appropriate Character.



Interrupting the "mood" of any gaming already going on
Often you will enter a room where there is an RP scene already well under way. This does not mean you can't join in, but you should take care not to interrupt rudely. It's no different than if you were really walking into a tavern or poolhall and the people there were in the middle of a conversation or game. Take the time to see what's going on before describing your Character entering the area, and try to join in the spirit of the gaming going on already.

While sometimes it will be welcome, do not always expect a group of Players RPing out a very somber scene to enjoy a Jester dancing around playing tricks. Neither they, nor their Characters will necessarily welcome the interruption. And the same in reverse - a group playing out a scene at a carnival might not care much to have someone enter and try to change the mood of the RP by bringing in a stalking killer Character. You won't really know if such a thing is welcome until you try. Often it is. However when it is not, you should respect that. Again.. it will only cause arguments to force the issue.



Character entrance is too long
Many Players find overly long entrances to be rude and intrusive. Please keep this in mind when describing your Character's entry into an area. If your entry is received badly then perhaps it is time to shorten or change it.



Character is too powerful
No matter how many warnings and suggestions are given there will always be Players who wish to combat with exceedingly powerful Characters. If this happens and you feel the combat would be unfair, then it is suggested that you PM the other Player and explain. Perhaps they will agree to limit or handicap their Character for the combat or to some other arrangement. If no solution is possible then it is best to not agree to combat.

If your Character is accused of being too powerful yet you don't use it for combat, it might help if you explain this to the other Players. Otherwise, use your power Character fairly at all times, or else you risk being ignored by other Players.



Not wanting to combat vs. wanting to combat
You may find yourself in a situation where the other Player insists on combating and you don't want to. If you've explained in PM to them and they still insist on attacking IC then it is best to ignore them. You would most likely not have had an enjoyable combat with them anyway.

If you wish to combat and the other Player does not - you should always respect that. No matter how much you believe the RP should lead to Character Combat, it is not worth Player argument.



Player/Character doesn't respond to other Characters words or actions
This happens often, especially in very busy rooms. Perhaps the other Player did not see your Character speak or act towards them, or perhaps they are simply AFK. Before getting upset or rude you should always try to PM the Player and ask what the situation is. If you are not satisfied with the reply, or receive a rude reply, then againthe best option is to move on and find someone to RP with who is more agreeable, and will pay more attention.



Player/Character stopped responding or left suddenly
Most often this is because of technical or computer problems and the Player will return shortly. There is not much you can do, except wait to see if they come back, and if they do not continue the RP if you wish, as though they had disappeared suddenly. Often this sort of thing can be ICly dealt with in a lighthearted way.. for example:

Blacksword_Jim: waits expectantly to see what Bluemagus' light show is all about. However he notices the mage disappear without warning and shakes his head in confusion. "That's the third such vanishing act in two weeks. Is this the Ayenee version of The Body Snatchers?"


It is absolutely unacceptable to continue acting as though the other Character is still in the area, simply because their Player did not get a chance to describe their exit.



Player didn't allow for anyone else to take turns
Often Players will describe too many of their Character's actions in one turn, not giving you the chance to react with your Character. There is no need to start arguments over it, or to claim you've been Auto'ed just yet. Often it can be dealt with by retroactively describing your Character's actions.. for example:

Lady_Silhouette: turns and sees that Jim is preoccupied with Blue's odd disappearance and realizes this is her chance. Eyeing Jim's double-handed sword, laying on the ground next to the upturned table, she lunges for it. Pushing all debris out of her way, she grabs the hilt of the huge weapon.
Blacksword_Jim: hears the sudden movement and wheels around, his eyes widening. As he sees the woman nearing the weapon that lays just a few feet from him, he drops quickly to reach for the sword before she can get to it.


As you can see - just because Silhouette's entry came up before Jim's doesn't mean his move is less valid or happened too late. Silhouette's Player should have allowed for Jim to react to the lunge toward the weapon as he was nearer to it, and this can be a way for Jim to fix that kind of error. This does not mean, however, that Characters can "go back in time" in such a way in any situation. This is only a solution for when a Character has gone too far ahead in time and overstepped their turn.



Player/Character never takes hits
Often you will feel that your opponent is not taking enough hits, or enough damage from hits. It would be best to simply accept this during the combat and if the problem is bad enough, avoid combat with that Player in the future. If you feel that dealing with it immediately is necessary then you should PM the Player and discuss it.

If you find you are often told that you are being unfair in not taking hits - then you should probably consider taking more of them. And again, if you do not wish to have your Character harmed, or you expect to win every fight, then you should not be combating.



I've been auto'ed! What do I do now?!
Don't panic. It happens. You don't need to call the Player names, or halt the RP or instantly put them on ignore. Instead you can try to repair the situation, and help teach a possibly inexperienced Player all at the same time. Much like the example above when Silhouette didn't let Jim take a turn, an Auto can be dealt with often in the same way… for example:

Lady_Silhouette: lays on the floor, with the wind knocked out of her, looking up with malice at Jim.
Blacksword_Jim: smirks with self-confidence, trying not to chuckle at the mess this assassin has made of her job this time.
Lady_Silhouette: growls, not liking being made fun of one bit. In a flash of movement, she whips out a small dirk from her boot and jabs it as far up as she can reach towards Jim's lower thigh, snarling in anger as the blade cuts deep enough to sever tendons and disable him.
Blacksword_Jim: realizes his overconfidence almost got the better of him this time, however just as Silhouette stabs upward he falls backward to get out of the way, taking a shallow gash to his upper leg but having no severed tendons.


Once again, the Player of the Auto'ed Character can usually fix the situation retroactively, as above.





Disagreements over items, abilities, etc.
This is much the same as dealing with a Player who never take hits. If you disagree with the items and abilities a Player has given their Character then it is best to simply avoid combat with them as it will likely lead only to arguments. If you are already in a combat situation and the Player comes up with items and abilities you don't feel that Character should have or are fair, then you should PM the Player about it. As ever, if no agreement can be reached there is no point in continuing the combat.



Disagreements regarding attacks/defenses
Even after all of the above you may find you have a combat situation where both Players can't agree on exactly what has or should have happened. Or for any other reason you may both wish to have your combat mediated. It is best to decide on having a mediator present before the combat starts if you can arrange it (often someone in the room will agree to act as such for you). However if this was not done and you would like to have the fight looked over - the Justicars at the Mausoleum will be happy to help you.




"Growing".the.Character>>>

"Growing".the.Character.


Creating a Character is just the beginning. Roleplaying is all about interaction between Characters, and interaction creates growth. A character that isn't allowed to grow and change often becomes boring to play after a while. This section will offer a few ideas to help you build a growing character, and keep it evolving.



The Unfinished History
One good way to ensure that your character has room to grow is by leaving things unresolved in its history. Say the character is wanted for murder, has some strange disease, or had its heart broken at one time in the past. These sorts of recurring conflicts can offer opportunities for your character to interact with others. They can also give your character depth and intrigue, which will usually attract the interest of other Players. A past which continues to effect your Character can lead him/her into relationships and situations, and can be played until the conflict is resolved.



Interactions Create Relationships
Your Character's past is secondary. The real Roleplay begins when you take that character into chat and begin interacting with other characters. Your character can meet other characters, like them, dislike them, love them or hate them. The world In-Character is much like the OOC one, and your character's relationships should have an effect.

No matter how your character feels about another, it is important to be consistent with your character's attitudes. If your character meets an elf and they come to blows, then walk away angry at one another, you should most likely have your character dislike that elf should your character run into him again. Consistency of attitude helps define a character.



Ramifications of Past RP
Interactions are the center of good roleplay, and those interactions should leave their mark. Your character's past does not stop at the History on its Character Sheet. It continues to expand every time the Character is played. Gifts given to your Character are in its posession until your character gives them away or uses them. Should your character be injured in a fight, or learns a spell from another character, you can play out the effects of the injury or the spell's use in future RP. Friends and enemies your character makes should be remembered. In short, your Character's IC experiences should remain with it.



Quality over Quantity
Growing a character requires effort and devotion. A well-done character is one whose IC experiences help define its personality and abilities. This is not easy to do. The more characters you have, the harder it becomes to properly develop them.

Some Players can maintain several well-rounded characters, and there is nothing wrong with that. However, it is recommended that players new to these concepts stick to one character until they are more confident in their abilities. Indeed, many players are loyal to a single character for years, and their characters are the better for it.



Continuity
However you decide to make your character, you should be consistent. For example, a character who posesses a deep-seated fear of fire might be slower to leap to the rescue of a family trapped in a burning home. While he may overcome this fear, its presence should not be forgotten.

It can be fun to play a character who changes with each new experience, but it can be just as rewarding to RP the challenge of a consistent personality.



And so on….
There really are no limits as to how far you can take your Character (as long as you and those you game with are enjoying the experience). Once you are completely comfortable with the ideas and practice of creating and maintaining a Character you can consider using more advanced concepts like Non-Player Characters (NPC's).


NPC's>>>
NPC's.


A Non-Player Character (NPC), in Ayenee, is nothing like an NPC in a classic GM'ed game, where the GM creates and controls NPC's to act as opponents to the Player Characters (PC's). In Ayenee, NPC's are created and controlled by the individual Players. For example, your Character may have a dog and you might want to describe the animal as it interacts with your Character as well as others.

Gerran_the_Seer: remains huddled in the corner of the tavern, the entire time Jim and Silhouette are fighting, not really wanting to get involved. However, his loyal hound Gramail sits upright, watching Jim intently. The dog whines and strains at his leash, clearly wanting to help the man who he believes is in trouble.


Gerran's Player can use Gramail to possibly help Jim, hinder Silhouette, to add mood to the scene, or even just for entertainment.



NPC's as "Extras"
Another entirely different kind of NPC are those that are very much like "extras" in a movie. They are still controlled by the individual Players but usually are not created by them in advance, and instead are thought of on the spot. They can be used as bartenders, other patrons, stable boys, taxi drivers, air/space traffic controllers - the possibilities are endless. An example in the ongoing scenario:

Lady_Silhouette: eyes Jim carefully and with new appreciation for his talents, as she stands and slowly backs away towards the bar.
Blacksword_Jim: has a little more trouble ignoring the added pain of a gash in his leg, only causing him to become angry. Finally moved to aggression towards the Lady he snatches up the nearest piece of broken glass and hurls it at Silhouette, aiming for her face.
Lady_Silhouette: eyes Jim suspiciously while he picks up the glass, and just as he throws it she grabs a passing tavern wench, pulling the girl as much in front of her as time allows.


As you can see, the tavern wench was not a Player Character in the room, but just an NPC that Silhouette's Player used as a human shield. This is a perfectly acceptable option, when not overused (overuse would be if Silhouette had pulled NPC's in front of her for everyattack, or if Silhouette had suddenly called in 10 warriors to burst into the tavern and help her - both would be unfair).



Important
NPC's should be Played with all the same restrictions as PC's. This means of course, that you can't use them to Auto others, and others can't Auto your NPC's if you don't wish. Some Players don't mind, and even specifically create NPC's to allow others to fight against, expecting their NPC to lose and die. Usually it will be obvious what kind of NPC it is (like the example of the barmaid above), but if that is not the case (like with Gerran's dog), it is always best to wait and see, or if necessary then ask.

Whatever the case may be, including NPC's in your gaming can help add depth to your Character or particular plots and scenes, and are often helpful for those who host RP rooms.




Using the Boards to Play>>>
Using.the.Boards.to.Play.


Often Players that want to RP together don't have matching schedules, or for other reasons don't or can't meet up in chat. To help accommodate that, the Ayenee Community offers several boards..

Ayenee IC Board
On this board Players can post their In Character messages to each other. There you can display your RP in short story format (of any length), and any other Player can reply and interact. For example, one Player might post a short story about their evil character making preparations to let loose a plague in an area of Ayenee. And other Players might respond with stories about how their Characters are planning to stop him (or help if they desire). The interaction can continue this way as long as those involved wish. Sometimes it can also lead to gaming in chat, however this is not necessary.



Ayenee General Store
This one is pretty much self-explanatory. It is a board at which you can post, In Character, to trade for and buy items in Ayenee. This can be quickly and simply done with messages written as though the Characters themselves are trading in the shop, or leaving messages for each other in the Store. However, sometimes transactions are done here in story format as well.



RP Only Board
IC Stories and transactions are also welcome at the RP board, and often you get a wider audience there. However the board is busier and faster paced, as it handles OOC topics regarding RP as well, and your post may get scrolled off before getting the attention it deserves.



Assassins Board
This one should be fairly obvious. If you'd like to ICly hire an assassin or other such corrupt beings (for example thieves), you can do so here. Again, posting should be IC but can be in whatever format you wish (i.e. short transactions between Characters or stories, etc.).



Most, if not all, of the specialty boards also welcome IC posts. For all of them, and the ones mentioned above you must still stick to the basic standard of Ayenee RP, to not Auto. Just as in RP in chat, you must stop and give the other Player their turn at describing the events when things would begin to effect their Character (or building, lands, pets, NPC's etc.), and they should do the same for you in return.

Please note that individual Character combat is basically never RP'ed out on any of the boards, due to the fast paced and detailed nature of that sort of interaction. Make sure that all Players of Characters you seek to involve in any board RPing are aware of your posts, and have an opportunity to request that they not be involved if they are unable or unwilling to do so.

On the boards however, the admins of each forum will be there to help you, should you feel that another Player is not gaming fairly on their board. They are also an excellent source for help with all aspects of Ayenee RP.


Where.to.Go.for.More.Help.


So.. you've read everything in the How To Play section.. and yet it hasn't covered whatever answers you are looking for. Don't fret.. there are still other options.



Player Submissions
Gathered in the Submissions section an ever growing collection of articles, essays, etc. by your fellow Players. As any topic is suitable, chances are you will find one to interest or help you. Each article includes a poll where you can give your own opinions or see what other comments and ratings it received from other Players.



Message Boards
The Boards are available 24 hours a day, and are a great source of Player to Player help for new and old gamers alike. In addition to the RP Only board, there are many different specialty forums (for example, tech, magic, psionics) where you might find more in-depth help and discussion on specific themes.



Board Admins
In addition to posting and asking for help from other Players at the boards, if you need, you can contact any of the board admins, and they will be glad to assist you. If they don't have the information you require, chances are they can refer you to someone, or somewhere that does.





What.If.I.Want.More.Combat.Rules?>>>


What.If.I.Want.More.Combat.Rules?


Many Players, who combat often, find themselves looking for more rules or structure to their RP. In the interest of offering that structure, as well as guidance to new fighters, Ayenee has the Necropolis. This is a community of boards and pages dedicated to helping Players improve their combat skills.



The Mausoleum
This is the very center of The Necropolis, and overseen by Memnoch. There you can post the death or resurrection of your own Character,and it will be noted in the "Book of the Dead". Under a new service, Players can now also post to have the Justicars who work there, judge on fights that meet the following requirements….

1. Both (or all) Characters involved have to be signed up with the Mausoleum List. Anyone can be signed up - all you as the Player need to do is

• email the exact Character(s) yahoo screen name to [email protected].
• have detailed Character Information, or a link to a Character page in your Yahoo profile (this will not be used in any way to accept or not accept names to the list - but --only-- for the Justicars to later use when judging combat situations)

• wait until the name(s) appears on the Mausoleum List (this will take no more than a week)

2. A complete transcript of the fight is required in all cases (you need Cheetachat to do this - please see the help section for details).






By signing a Character up with the Mausoleum, you as the Player are agreeing that the Justicars can determine a percentage of damage (0%=none to 100%=death), based on what they read in a posted transcript (i.e. insufficient dodges, admitted hits, etc.). Having Character Information or a link to a Character page in your Yahoo profile will, of course, help the Justicars to do their job, and is why that is necessary. Again.. your Character Information will not be used in any way to decide on who does or does not get listed. Any Character may be on the Mausoleum List, however keep in mind the Justicars will be judging based on the standards in the How to Play section of this site (including all those about how to make and use a fair character), as well as their own experienced judgement.

Any concerns about names invalidly put on the list, or Characters you wish taken off the list can be brought to Memnoch using Yahoo Pager, Screen Name: Memnoch_the_Cleaner.

And of course… all usage of the Mausoleum is voluntary. If you do not like or agree with the standards by which it is managed, you have no obligation, as an Ayenee RPer, to use it. However, this means of course that you cannot also use that service to post your "kills" of other Players' Characters.





What.Are.Player.Submissions?>>>



Sitemasters.


Your Sitemasters are:


Daelan, the Woomaster: Site design, layout, coding, graphics
Anna: Concept, editing, graphics



While credit for researching and writing a large portion of the Non Player content goes to the Sitemasters, they would like to graciously, gratefully, and deeply thank the following people for much of the content, ideas, and support necessary to build this site (and this list will be continually growing thanks to the ever helpful nature of Ayenee Players, old and new).

Travis English, the inspiration for the Question Mark map and possibly for all of this

AEP, An Ethereal Presence, Paul

Memnoch, evil nasty overlord of the Mausoleum, Craig

Spider, the ever helpful if not always present, [Editors Note: I have no idea what his name is, sorry Spider!- Anna]

Twink, filled with creamy goodne… errr.. no no, the giver of all things good and Tech in Ayenee, Ryan

Kamarie, and that damn chicken too, [Editors Note: the chicken wouldn't tell me her name! - Anna]

The "Ethos", yes technically all of them, Chuck

Brett, yes the Psychic one, Brett [Editors Note: see I know his name! - Anna]

Zach, the one who gives good christmas gifts

Tyberium, giver of plagues and good advice, Daemon

Riot, for providing the place where we met
 
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As impressively long as this is, I have to say... it all sounds like a bunch of common sense to me, and role play isn't really that complicated.

I think it was massive blocks of words, like this here, that caused so many people to think "more words is better," and ultimately lead to the destruction of actual interaction between players, socializing, and the community as well.
 
Well this was one of the early on guides that helped a lot of players when they first entered Yahoo chat and were confused as to why people were adding ~ or * or if using cheetachat were adding things like the think bubbles ect. I don't believe that the guide says more words are necessary other than for potential clarity which is true. I think the problem that you're ascribing to larger posts is far more general elitism from some para-roleplayers or oldbies who would scoff at a single sentence for an action or a whole move. This I think was actually propagated through T2 combat the whole 7-3-7 thing if I recall the format correctly. Thus a player was determined only to have skill if they were able to meet or out post the other. I think that fostered elitism in general which led to greater closure of story lines and clicks. I would say that truly did harm interactions between the communities and general socializing. I think however the greater issue that came about between players was IC-OOC Crossing or perceived crossings which hurt friendships started fights ect when inside a storyline where the players characters were not precisely on the same side.
 
The problem I'm referring to is short attention span. And the whole world is suffering from it. Lol

I don't use the term "TLDR" ...but a lot of people feel that way, with a lot of things that cross before their eyes.
 
That is tragic when people are too lazy to read part of the story but it does happen and you are most assuredly correct there are people who in essence lack the fortitude and will to read all that happens in a scene they joined, but those people at least as far as I am aware never really roleplayed with others in the first place they only cared about their character and thus displayed a type of narcissism where nothing that happened even warranted their attention.
 
That is tragic when people are too lazy to read part of the story but it does happen and you are most assuredly correct there are people who in essence lack the fortitude and will to read all that happens in a scene they joined, but those people at least as far as I am aware never really roleplayed with others in the first place they only cared about their character and thus displayed a type of narcissism where nothing that happened even warranted their attention.

Oh yeah you saw it all the time. Everyone in the room is going right along and then someone who's been there for an hour all of a sudden posts something that doesn't work, at all, with what had been happening. Aaaand queue the half dozen thought bubbles hollering at the guy who just jacked with the story line. lol.
 
T2 didn't foster elitism! Not at all. That was the standard for tenaria and they had a ton of engaging stories, plots, and things going on.

I can't say what broke it down at the end since I quit the game after my mom passed and I moved to another state. I can say from what I saw in my leaving was a lot of The players and new players had issues separating ic/ooc.

There was favoritism and the drama over ayenee.org v ayenee.com and the seemingly 100 sub-realm sites...left a large community with too many chiefs and not enough Indians...

It really had nothing to do with to post size..and if that really was what killed the rp... WoW

However...if you all are serious about kick starting rp this crap up there is best left in the old crypt.

Make something New!

Cause even back then I rolled my eyes at the .org and that being expanded and made over complicated.

What happened to the one page and like 7 rules (maybe more maybe less) that kept it sweet and simple!
 
It's weird as hell reading this again. A lot of the combat stuff I wrote myself, and the rest was Anna &/or me writing, often with the other editing for clarity... We had several folks review it before upload, and edited accordingly, but the majority of these pages were built by the two of us. I forget the exact dates, but it was something like 12 years ago? Maybe more like 15... It's a bit wordy in places (probably MY doing... Anna's writing style is concise. I lean toward the blah-blah), but I think the core principles hold up remarkably well.


And yeah it's totally Common Sense stuff! Absolutely! This was written to fill a need, and at the time it was called for. Begged for, even. We absolutely could have pared it down to 7 "rules" (GUIDELINES! :p). Hell, I can pare it down to 4 words. Here's your RULE: Don't Be A Dick. DONE.

But we wrote all the rest out to answer the dozens of questions we'd get repeated on the message boards over and over and OVER... We tried (as much as possible) to write out the stuff we felt should require no explanation, but people wanted explained repeatedly. We wrote out the basics.

The basics were the site's whole PURPOSE. Anyone looking to figure out what the hell Ayenee was needed those basics. Thus the name, Ayenee Is...

It's like that 2-pager in the D&D PHB where they explain what a roleplaying game is and walk you through a goofy gaming session for the first time. To the gamer who has PLAYED, it's cheesy and over-wrought, but from the perspective of the first-timer? It's invaluable. The basics can never be stepped over. Certainly not for a site whose purpose was to convey the basics!


Regarding the TL;DR comments (which are fair given the short attention span of the intarwebz), it's worth noting that this is a transcription & not the site in its original format. What you're seeing here is 1 wall of text, and it's pretty big at approx. 9,000 words (even so, what's that? Like 2 bare-bones college essays in length..?). But as published, this was split up into 10+ different linked pages, any of which could be skipped or ignored as the reader wished, or split up over multiple reads. On average a page is about 900 words, which is not bad, particularly when compared against similar explanations in other RPG's.

As it happens, I have a digital copy of the Pathfinder Core Rulebook (5th printing) on me, and I'm a big nerd so I did a quick comparison! I'll compare word & page counts for JUST the Getting Started, Combat, and NPC sections of the PF-PHB (NOT including things like Classes, Skills, Feats, Monsters, etc., most of which are vaguely touched upon in the original Ayenee.Is conceptually, but were left out as mostly inapplicable). So apples-to-apples, the Ayenee.Is... text weighs in at:
9,003 total words (including Page Titles, Links, & all examples)
24 pages, double-spaced

Versus the Pathfinder Core book:
30,928 total words (same inclusions)
34 pages, single-spaced

For a guide to a game which, at the time, entertained arguably as many people as any published RPG on the market, I think the Ayenee.org site was not too much of a read. And frankly, nobody reads the Sitemasters/Credits crap. We knew that was an indulgence & a waste of page count going in. :p


Ayenee was a fantastic confluence of events & people. It grew to staggering proportions mostly by dumb luck and a lot of effort by loads of people looking to have a good time. We built a gamers' paradise in an environment provided by a company who had no CLUE what they had given us. (Anyone else remember when Yahoo made official Ayenee rooms? Not the User Created ones, either! Yahoo-sanctioned, company hosted! I was there for the 10 minutes that lasted before they were torn down by kids screaming about corporate control of what was OUR game!)

But it wasn't T1 vs. T2 or .org/.com squabbles or message board hosts falling apart that tore it down. It was time. And folks growing up getting jobs, and World of Warcraft and the like replacing the obsolete text-based format, and kids more interested in being internet trolls than fun, creative gamers. And guys like me getting married and having kids, working 9-to-5, falling out of love with text-based RP in favor of classic tabletop pen-and-paper.

And there's nothing wrong with any of that. To each his own, I figure.


That said, I fully agree with _E_ that if you want to revitalize Ayenee, make something new. Make it inspiring and badass, and I hope it does amazing things & makes a lot of people very happy. I met my wife of 16+ years in Ayenee RP. You folks know her as Anna. Ayenee certainly gave us a lot, and I hope the site archive above (which I would NOT call CRAP) gave something back to a few folks, too. But it is definitely due for an update, hopefully by someone who loves it as much as we did. Maybe that someone is you.

For my part, I sincerely wish you the best of luck doing it.

--Daelan
 
E, I stated T2 as a reason for elitism to grow on the basis of the automatic capacity for forced hit aspect with newbies which by itself would decline new people being able to enter into the game without at least one if not more forced auto deaths upon the player. Such things are often not what one would consider conducive to recruitment in general terms. That along with the growth of 7-3-7 to 15-5-15 which I had seen thrown into open playing about half a year before the Pepsi suit against Yahoo. In general however elitism is a natural aspect of any social congregation as an outset of reasons why we against the outsider are better than the outsider. Also as to Tenaria's plots and stories, engaging plots and stories can be made with a limited number of players from as few as two to as many as eight , but that does not mean they are open for new people to simply join in which again defines an exclusivity aspect which fosters elitism. As for the retention of this article or collection of three pages I think was for Ayenee.org to have an archive of earlier documentations created by founders of the AMBC (Ayenee.org) like Daelan, Anna, and Kellendil. Or later additions like Travis English's T2.2 rules or the Combat guidelines or anything else from the original days, not to claim they are the rules but as a touch stone of what kicked off a beautiful world of interplayed imagination. As for getting this place back to where it was at the top of the game, that would require a few things we don't have the first being Yahoo's advertising in the mid-late 90's where Yahoo was the Google of its' day. That brought in thousands of new people into Chat each day and in turn maybe a hundred would continue playing but it added up. We don't have that kind of traffic into our chat rooms, and the transition into pure forum rp has not worked out well for most places that attempted the transition. Another thing we would need would be people with more time on their hands like we all were when we first started we could spend hours playing through the night without in general the bigger worries we now all have to deal with. As for making something new I'm all for the idea of new things but the branding of Ayenee which is an inherited name (Thanks Anna & Daelan) is the main reason we receive any traffic aside from spam bots in the first place.
 
As for getting this place back to where it was at the top of the game, that would require a few things we don't have the first being Yahoo's advertising in the mid-late 90's where Yahoo was the Google of its' day...

Fully agreed! If the goal is a revitalized Ayenee with an active RP community, then this message board with it's name recognition & Legacy URL is a fine starting point. But the Ayenee Message Board Community was never the guts of the game. That was really only within Yahoo Chat. The Boards were a great place to post plot starters, epic event transcripts, and the occasional character development writing, but for the most part the boards never had the In-Character excitement of the Chat. Boards lack the immediacy & convenience of the ever-open Chat Room. The old' "drop in and see what's up with friends" draw... Without that, we're condemned to always look backwards, and looking backwards isn't FUN.

On that point, I fully agree with _E_'s "Make something new!" comment. Nostalgia is old guys chasing ghosts. Past a certain point, you what? Sigh and toddle off to lose your brain in the endless Facebook scroll? To hell with that! What's the draw of that FB feed? It's a FEED. Granted, it's a tablespoon of shit with every turn of the mouse wheel, but at least it's generally NEW shit.


If you want an Ayenee Silver Age, so to speak, you NEED a chat room of some kind. That's a given. Technically we have one at the top of these boards, but that's more of a puddle... What you need is a river. Something that flows & brings people in regularly. Maybe a Facebook Group with a chat app? Or if you want old school, find an active IRC community and just start making an Ayenee Tavern room there, see who shows up. They still exist, and at this point if they have 50 people in the server regularly it's still 50 more than we have.

Personally, I think investigating FB options feels newer, and will pull activity better.


On the plus side, we have a few things going for us:
  1. For starters, you don't need 30,000 unique visitors daily like we once had to maintain a great RPG. You need about half a dozen in any given hour and it might grow from there. But only if it's fun & inclusive. You can get a game going with 4 people, but for a COMMUNITY, I'd guesstimate 100 people or so, really. Less if those people were more active, but I'm hearing crickets right now.
  2. RPG's and gaming in general are experiencing a BIG resurgence right now. Streams like Critical Role have really shown a LOT of people what D&D and other such games can be like, and people dig that interaction.
  3. We were big in the 00's. There is still some residual name recognition that might be leveraged. Unfortunately that's mostly among people who now have kids, mortgages, & maybe a few student loans.
  4. The biggest advantage we always had was the NO LIMITS inherent in Ayenee. You play a Malkavian, I'll play a fantasy Wizard, that guy plays a cyborg, and that chick's a Catgirl Poke'Slave or whatever, and it's all good. We're not genre-restrictive, and it's 100% user-generated content, so the game adapts as you write it. Ayenee is the very definition of no-holds-barred collaborative storytelling.
The negatives?
  1. We're text-based, and therefore obsolete. In a world of TL;DRs, our BEST stuff is words on a screen. That appeals to a severely limited number of people. If you want active gaming, you need young people without the daily exhaustion of 9-to-5 jobs, 3 kids, and a lawn to mow. The 15-25 crowd thinks in 140 characters or less. #attentionsp...
  2. We've been becalmed for a length of time which online can be compared to CENTURIES. Inertia is boring as fuuuuuck.
  3. We're currently land-locked. Nobody new comes in, everybody old has Netflix.

And you need a smart, motivated leader to push things along. I realize everybody and their third cousin had an opinion on Anna back in the day (many still do), but by god she was PRESENT. And ACTIVE. And INNOVATIVE. Hell, sometimes just staying in the Ayenee Tavern room to keep it OPEN was all she could manage from work in the beginning, but it was something. She named Ayenee for Christ's sakes (and I'll have words with any hack who claims different)... She put herself out there, and caught a lot of flack for it. Sure, it was all on the back of Yahoo's success, but for our small part the evidence doesn't lie: Ayenee blew UP and she was a big part of that. You need somebody like that taking some risks.

No, she's not interested. And honestly I think this place would be much better served by someone a little younger than her or me. Someone who can respect the legacy of this place, but who won't be hindered by it. Frankly, I think the fact that I even MENTIONED IRC chat means I'm too damn old to play that role myself.

Anyway. A few thoughts.
 
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Well Daelan, I remember IRC and mIRC, so whats that say about my age, also give Anna my regards. As to the idea of using Facebook as a means through which we could potentially generate membership and interest as well as chat interactions it hasn't turned out so well. the group at its height I believe had nine members. Although an active presence there might have been more helpful, instead of using it as a means through which to lure people here.
 
I'm still thinking of setting up that wiki, and I think that this would be a great article to go on there when it's up. We could have terms like OOC and such link to page about those terms, too.
 
Lol yes guidelines! I would hate to start a 2 hour thought bubble debate!

Anyways... Just a thought since it seems like this ship has run ashore....

You know some of my first general concepts for WoW related characters came about because people had brought them to ayenee...

WoW in a sense is a multi world realm...

Why not consider using the in game group finder to advertise rp things?

Like "ayenee tavern (rp)"?

I know when I post such for General rp events it attracts all sorts of rp'ers on non rp realms.

Just food for thought!

Either way... No offense meant for calling it crap. I was major sleep deprived and hell still am. So it was the best word to use at the time.

Sure keep a record of it but if you are starting a New wiki to try and breath fresh life to an old idea...

Why throw a rotting carcus on it to confuse and deter New players?

Keep It fresh. clean. relevant. Exciting. New.

Don't bore them at the gate. Let them get inside first!

Have a remembrance page and link back here if it's that important. But really if you want a new age of something.. You all gotta focus on something new.
 
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Hey, no offense taken. Honestly it's cool to have a second viewpoint in a discussion! Shows everyone is invested! XD

Re: "advertising" or existing in different platforms, I think that's really our only option at this point. If Ayenee is to exist in any form, obviously we need to change. Adapting to a new platform is not only a good idea, I honestly think it's the only idea. These forums could serve as a unifying hub, much like the old ones.

Maybe an of_Ayenee Gamer tag, maybe? Like a self-identifying "I'm an Ayenee Gamer" ID. Not just past tense, either, but right now. Like a guild across all games, all platforms. You see somebody whose character is Dudeface_of_Ayenee, you know he's a friend to the cause of good games.

Impossible to regulate or monitor, but then Ayenee is always at its best freeform.
 
While that's true, if you have your site name attached to random users' name and some of those dudes cause problems, it could be damaging to the site's reputation. Also I don't think advertising will be effective if there's nothing active/interesting/novel for people to see when they click the link.

I was thinking that if we have some sort of thing that gets people involved, that would be ideal. Like voting on that community rules, or an ongoing effort to build a "canon" for the Ayeneeverse, or active RPs.
 
I say focus firstly on getting this site pro-active again, when people see active roleplay and engaging stories, they will pursue the inner workings of the forum; rarely will people go to the rules and guidelines of a forum without the activity. I was never interested in the .org and .com disputes because both forums had their members that truly didn't help the situation and instead added fuel to the fire. I happily went betwixt forums where Eden, Tenaria, Rhydin and Ayenee were mentioned- and played main or minor roles. We all helped build Ayenee by the stories we told, and the lore we all helped weave from those stories.

I haven't been active in roleplay for quite sometime, merely for the fact I got tired of the same bitch wars and d**kfights... not to mention the over-weening ego-trips and chest thumping. I simply wanted to write, and build something 'different' with likemind people that just wanted to write, evolve and engage with others. I don't like how discarnate roleplay has become where people write and don't even interact with others characters... yet seem to maintain a semblance of the actual story.

Quests and the likes always have generated interest, same with tournaments. Quests for the storytellers and tournaments of the combat-minded. But indeed, create something new and fresh- where we can all coexist without the old squabbles and agenda(s).
 
If this wheelbarrow tips over, I am going to have a hamster piddle in your skittles <3 I just may do that, once I knock some of the rust off from a lack of writing. My first IC posts on a public forum is almost 3 years. The longest retirement for me, actually.

I must say, I am quite enjoying what you and Daelan have written thus far, even Josh's little interlude. Maybe curiosity did kill the cat... but I am morbidly intrigued why his literate sights are on Corban. Poor Rodger. Josh should be careful however, he may get a few Magic the Gathering cards flicked into his eyeballs. XD
 
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