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§ Advanced Guide §

If you're in here, I'm assuming that you've been in RP quite a while, and have quite a solid grip of most things within the realms of RPG. If you're somebody newer than they'd like to admit: There's no shame in reading the Novice Level, do it. Within these pages we're going to dicuss many things that will feed your fuel to become a better, more advanced RolePlayer. These things come with age, don't rush it. . . .And deeper into the abyss we plunge.

Tip #1: Follow the rules.

You've RolePlayed in clans before, you've been a pawn of a giant chess game, but now you want to be king. Big Kahuna. The grand master. If any of these reasons are why you'd like to create a clan/sect, forget it. It's a lot of thankless work. But if you want stunning, magestic Role Play, awesome IC meetings and binds to other characters, a literally bubonic plague of RP, creating a clan/sect is where to start. There are certain things you should have before you begin to create one of these Sects/Clans.

1. Have a reason to have the clan. A clan without a meaning isn't a clan, it's a gang. A clan is almost a religion. It has it's own rules, commandments, and guidelines that the clan-members must follow to keep the clan from falling apart. Maybe create one to oppose a previously-standing clan, which your characters believe to be unjust, or perhaps just strive for world domination.

2. Clans aren't all about killing. When you create a clan, the most important thing is public relations. Make connections with the outside world, create alliances, tolerate some, even if it's just until you get what you want from them.

3. When establishing members for your clan, be discriminating. Would you let just anyone walk into your house? Of course not. For the same reason, don't just pick someone off of the streets (or tavern) to be your right-hand wo/man.

4. Once you have a clan and members, arrange a meeting place (Maybe even ask Jasmine/Owner to make a chat for it). It should be your home away from home, and where all of your celebrations and great minds go into full force. It should be a hidden area, hopefully away from view, unless you're a friendly clan, that has no enemies.

5. Alright, you have everything, right? Wrong. Remember when you were tha little pawn in front of your Primorgen/Leader of the clan, and he made you feel like shit? Don't. It doesn't matter if you use negative reinforcement or positive, make the characters in your clan feel wanted/needed/essential. The rest of the journey is up to you.

Tip #2: For those long lasting RolePlay sessions, stand up about every half hour to stretch. Otherwise all that sitting will affect your posture and destroy your back muscles.

Establishing a guild is a tad different from creating a sect/clan. Here are the proper steps you should take in order to have an outstanding, upstanding guild within Aurora Realm.

1. Establish a group of people, ideally larger than ten, to aid you in making this guild. Have a group meeting. In that meeting, plot out the name of the guild, what the majority of Citizens are like, who is who and what is what. When deciding who is who, remember that even the lowliest manger slave can be the centre of the biggest plot/mystery within the guild, so don't all go for a high position. There can only be one king, but that get's boring after a while. You have to have commoners, guards, etc. Create storylines (Pre-meditated or spur of the moment) for each character. Don't just sit around.

2. Fill out the form on the guild Section under Registrations. If there's anything that needs verification, a staff member will contact you.

3. Now you're rolling. Begin sending messages to other guild, creating allies and foes. A guild is a government. Always have something to keep the people busy. A ball at the palace, perhaps? A local hanging that goes awry? Anything goes in the time of Aurora Realm.

Tip #3: Earn respect, not fear. If you chose the latter, when people get courage, you're gone, no matter how loyal you think they are.

Let's say you're stuck on one of the steps of either making a sect/clan, or creating a guild. Perhaps your plot-lines could use a little thickening, or how about those loose ends at the end of plots? Well, my friends, here's some hopeful answers to those questions. When making plots, it's fun to have good guy v.s. bad guy for the fate of the damsel in distress and the end of the world. That's all fun and good, of course.

But..sometimes we need, and strive, for something more realistic. What if the bad people weren't all bad? If the man who held your wife hostage was, in the pit of his soul, a kind man striving for attention? What about that? Perhaps that ghoul who chased you down the stairs and slashed your friend to bits was only a confused animal, scared and dangerous, but innocent? Not the best examples, but I'm sure you can manage. What I'm saying is, Haze the line of Good and Evil. It makes the moral decision of whether to let someone live, or kill somebody on the spot, more gut-wrenchingly difficult for the RPer. Sometimes, of course, there's mean, bad, gruesome twosome guys that you kill. That's fun. Get those all the time, and it's boring.

Something about RolePlay is that it's Rping a character which has a real life. Real life isn't always at a climax. You have to have some downtime, especially in RP. Well, without downtime, what would you even know what the climax was?! If you get a continual series of climactic events, they seem to shrink in enthusiasm each time. Think of a novel. Have RolePlays that build up to something great, and then BAM!, the climax. Then, downtime.. talking, discussing, laughing.. then. . building up. . .etc. Here's another tip. Make people think. Give your character depth. Have him/her have different perks/pet peeves/annoyances/hindrances. etc. It makes them more real.

Tip #4: Try dwelling on something utterly normal, and describe it abnormally. The most used form of this is "the shadows". Try something else.

There's certain characteristics that a well-rounded RolePlayer must have.

1. Patience. Sometimes, things don't happen overnight.

2. Spontaenity. Sometimes, you have to make your own adventure, and those can be just as good/better, than the well-thought out ones.

3. Intelligence. Read the rules. Live by the rules. Die by the rules. Don't cheat the rules even if you're in a room full of newbies and nobody would know. It's a display of how un-intelligent you are, not how un-educated they are.

4. Wisdom. Guide people down the right road. Be able to solve problems that other RolePlayers have. Know yourself and your character. Most of all, be yourself. That is what makes RolePlay a diverse, multiplaying game.


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