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COMPLETE: Our session's rules and classpects.

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COMPLETE: Our session's rules and classpects. Empty COMPLETE: Our session's rules and classpects.

Post by Rubedo Promet Tue Apr 29, 2014 5:39 am

Chapter 1: Our session

HeartHopeLightSpaceLifeBreathMindRageVoidTimeDoomBlood
Lord
PrinceSecretCorvus
HeirVitreuTheiyw
BardCastel
PageAarush
KnightRubedo
ThiefAmtheaLustre
RogueSersenAryane
MageDucita
SeerPythiaAzikat
WitchEisireSielus
MaidCerese
SylphAlbali
Muse
Derse / Prospit
Striked trolls: Dead


And now some food for thought. I'm pretty sure at least half of the classpects here are slightly off, especially if you took some kind of test to determine them that has been outdated for possibly years now (we've learned a bunch of new stuff on the way, as updates piled up, and either way you are almost certain to get different stuff from each of them).

Let's remember Hussie toyed around the idea of the game. He made the characters based around their aspect and not the other way, because CLASS determines how a character interacts with himself, while ASPECT determines what they like. Their core. Fortunately, this lets a lot of room open for interpretation, so we can place already existed characters in roles that should go best according to them.

I'm basing the mythological roles (or classpect, just cooler and 10x more badass sounding) on the theory that bladekindEyewear made for them. It's actually pretty solid and also works with a really interesting point called INVERSION. This should also let us clear the session of so many repeated titles (3 knights, 2 mages, and 2 maids)

Some of you may have already noticed how Cerese's bio says she's a knight of space (yes, as well as Sielus lol) but now she is a maid of rage. This is because I analized her character deeply, and found out her true nature was that of a maid of rage. Were our maid of rage try to play the role of a knight of space, it would prove incredibly difficult for her to write. But once with a title that's more comfortable with her, our maid of rage can evolve as a character and accept her true self, making writing her a lot more fun, a lot less difficult, and way more interesting. If you are currently having trouble determining.

If you have to ask yourself "how am I going to make my character perform his/her duty as a HERO of ASPECT" then you're looking at it the wrong it. The classpect should not be forced on your character just because, the classpect IS your character, even with the things he or she likes the less about him. Weak points on a character are not something meant to "disappear with time to fulfill his or her quest", but meant to be something that the character should be able to accept and eventually explode in their favor, like Cerese's anxiety, Aryane's shyness, and Rubedo's insecurities. They don't have to learn to be "less like that", they have to learn to accept themselves instead of trying to fit a mold of what is "acceptable". That's god tier.


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Post by Rubedo Promet Fri May 09, 2014 10:42 am

Chapter 2: How the game works

Game rules

A succesful session does not only imply the creation of a new universe, but it also challenges the players to reach full maturity in a race against the clock so they will be able to repopulate it wisely when the time comes. If one of them fails to meet the expectations, the session goes doomed (this is why partially why most of the sessions fail even before getting to the game!) However, a succesful's session objective might not be creating a new universe at all. It might have a hidden purpose, such as the Beta kids "Set everything for the reckoning and then escape to the Alpha session" objective.

========> The first step is learning trust and teamwork, since the game will force you to work in a client/server connection against the clock.

========> The second step is awakening on your moon (which won't be done unless you learn to stop lying to yourself and take the truth of something that scares you like a champ). Every session has most likely one player fully awake (most likely the space player) and at least one half-awake-but-not-quite-conscious-yet (this one depends if a player knows something is wrong but refuses to follow that train of thought). Since our session are teenagers and not kids, it wouldn't be strange for most of them to be at least half awake or sleepwalking.

========> The third step is accepting who you are, accepting that you are going to die, and learn to interact with the world without lying to your real self. This is done by reaching godtier, which is why only "players at the top of the echeladder and fully realized with themselves reach godtier", this is why you are "ready to face death". The ecchelader let's you learn little by little about yourself, and the godtier ecchelader let's you know your prowess in acting as your new self (it is kind of scary at the beginning, after all).

========> Each session is about finding balance within creation. Every person is different and some combinations will turn out imbalanced and doomed from the start. Maybe they weren't as good friends as they thought they were, or were missing a key piece to find balance among themselves. Which is why sessions are ought to have an even number of females/males, passive/agressive problem solving (prospit/derse), and why godtier titles tend to complement themselves and allow diversity in the new universe.


Planets

Just like godtier titles, each planet will adjust to each player's necessity of maturation. The quest on each planet is one that only that specific player can fulfill. Only John can use wind and battle his denizen as the heir of breath. Only rose has the light to learn to play the rain that is polluting the oceans.

========> The name of the land of a VALID session tends to be connected to the player's godtier title (cofcofhistrueselfcofcof), one to their class and one to their aspect. Seers have a connection to flowing (of knowledge). Which is why we get "Land of thought and FLOW" for the seer of mind, and "Land of RAIN and light" for the seer of light.

========> The land will also most likely have a problem related to something the player is contrary with, so it can be solved by "being themselves" at the time of learning the aspect they are lacking in. Warm characters get frozen lands, active ones get too passive calm ones, happy ones get dark lands... on the other side, cold reserved characters get hot lands, lazy characters get violent or moving lands (like floating if they are too "on the earth" or eathquakes if they are more "head in the clouds"), gloomy characters get bright ones. It depends on what they are "best at" behaving.

========> There's a theory going around that a planet can change it's name once you have solved your quest as a godtier and defeated your denizen answering THE ULTIMATE RIDDLE (which I'm guessing it's also personal to every player? Kind of like "are you willing to be you, and accept every bad and good experience that took you here"). For example, Land of Wind and Shade (Wind being the solution, Shade being the problem) would change into Land of Wind and Sound (because the wind stays, but the shade is gone!! and the wind lets the pipes make music!) or a Land of Crypts and Helium would turn into a Land of Chrysanthemus and Helium (life is back and brought flowers with it, and the helium conducted rain is still there to keep them fresh!)
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Post by Rubedo Promet Fri May 09, 2014 10:52 am

Chapter 3: The moons



As for choosing DERSE or PROSPIT, they determine how your character solves his or her problems:

"Prospit dreamers (as Hussie described them) tend to be the more of the
"straightforward heroic" types, while Derse dreamers are more "scheming
and sly" ones. At the same time, Derse dreamers are prone to want to
take action immediately with a "if you want something done right, you
have to do it yourself" attitude, while on Prospit, the dreamers are
more passive and "go with the flow."

Prospit: Straightforward and defensive. See also:
#Heroes that become warriors
#Do what you feel is right
#Do something first ask questions later
#Defend the tower
#YOLO


Derse: Scheme planning and offensive. See also:
#Warriors that become heroes
#Setting up a plan to get something
#Get information first attack later
#Strategical war planning
#Just as planned


Now, the moons also follow a certain set of rules. What kind of rules you ask? Well...

1. A character won't be awake by its own on Prospit or Derse unless they:

========> a) die and get kissed, as a way to awaken a "prince" or "princess" from a fairytale (after all, they are "royalty" on their respective moons), or

========> b) faces something they weren't ready to face before, that let them cloud their perception of reality in order to cope with a truth they don't want to see. In resume: they are denying something from themselves with all of their might and basically lying to themselves. If they are more or less aware of this "something" being an issue, then they are prone to sleepwalking/being awake already but not noticing it (like Roxy's sleepwalking or Dave's dreamself losing himself in his computer).


2. The dreamselves indicate how players react when faced with problems and how ready they are to confront reality. This is super important, since accepting the fact of you playing a game with such a heavy atmosphere engraved into it can be quite a huge blow to take and accept!

========> Unless they are (most likely) a doom player. Doom players have a special characteristic, that being THEY DIE A LOT. Either that or suffer horrible consequences. Doom players are a bit like the alchemists in FMA: To use their power they must give something in return. This is why they are most likely to own two dreamselves, since they are bound to suffer more.


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Post by Rubedo Promet Fri May 09, 2014 11:07 am

Chapter 4: Classpect

Classes tell us about how a character acts, while aspects tell us more about what is important for them. In order to understand a class better, you can rearrange it in the following way:

A [class] of [aspect] = [aspect]'s [class]
A mage of void = Void's mage

Each class has a phrase that comes along with it and which helps you understand classpect better. Each aspect has some keywords as well. Use this to better understand what certain class' powers would be. Let's take a witch of hope for example:

"The one who manipulates hope"
"The one who manipulates belief"
"The one who manipulates angels"
"The one who manipulates imagination"
"The one who manipulates possibilities"

These two tricks should help you understand classpect a little better.

Classes:

Aspect:


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Post by Rubedo Promet Fri May 09, 2014 2:24 pm

Chapter 5: Inversion and Overembracing

CLASSES ARE PRONE TO INVERSION AND OVER-EMBRACING. I repeat, CLASSES ARE PRONE TO INVERSION AND OVER-EMBRACING.

Ok fine. But what is inversion?

THIS IS INVERSION!:

Not fun times.

An inverted player is the one who has rejected their nature and wishes to become something they are not. They will switch to the exact opposite of their class: instead of creating they will destruct, and instead of being passive they will be active. Their aspect will invert as well. An inverted class isn't good at all, won't get anything done no matter how powerful they seem, and usually ends up with catastrophic and traumatic consequences for them

The inverted player will be punished for this inversion:
1. As a first warning, they will see the death of the player from the aspect they are attempting to invert to. Rose inverted to void progressively, which is why she saw her mom dead (she saw the DEATH of the VOID player in the scratched session!). Jade also saw the death of Dave, the TIME player of their session.
2. If the player insists and fully inverts (Grimdark Rose = Witch of Void) they will be condemned to get nothing done, and will eventually die the more they choose to try and get everything done in their inversion.
3. On a side note, apparently the only way to "heal" from inversion a player who is already hopeless, is to cease their existence and then revive them (Jadesprite the seer of time going godtier anyone?)

We already know the consequences for the players who invert trying to fight with something they don't understand how to make work. A player inverts when they are tired of being who they are. A passive player of knowledge will get tired of doing nothing and will want to take action for themselves and CHANGE instead of knowing, an active player of change will grow tired of doing all the work and will be tempted instead by leading others on what they have to do through their KNOWLEDGE. Every aspect and class has an opposite to which a player can invert.

If you are planning on inverting your character at some point (please do keep in mind they are at risk of being killed, so think it thoroughly to get them to revive) use the following charts to aid you:

This is the aspect chart. To find the opposite, you just have to follow the line.

Wait, it's fucking transparent. Oh well, just click this link and it will open the image more clearly.

COMPLETE: Our session's rules and classpects. Tumblr_maw4gokNZy1r25nnno1_400

This is the class chart. We had a star before but this one was funnier and easier to understand: to find the inversion, you just follow the arrow.

COMPLETE: Our session's rules and classpects. Tumblr_mh0cdcOua91rfgavko1_1280


Oh ok fine that settles itNO.

WAIT A SECOND: What is "Over-embracing?"

THIS IS WHAT OVER-EMBRACING LOOKS LIKE!:

Again. Not fun times.

This is over-embracing your role. Accepting it to the point where you use it to rise to power to top everyone else. And then you might even become an antagonist of sorts! There's no real trick to finding what an over embracing role does. Simply take the powers of your characters to the limit, and think of a way to make their mind break. Vriska ended up having a just death because of this.

Be careful, though: an over-embracing player might end up permanently dead if they can't come back, due to them affecting reality too much to earn a just death!
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