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The Story of Player Character

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Deltaslug

Deltaslug

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Also, it is possible that the player was not just foretold by Guthix, but possibly by the Zaros.
Temple at Sennisten, the player goes to the Barrows, and the gravedigger there mentions that you have been expected for some time.
It is possible that the old man simply knew you were coming due to info from Azzandra's contacts. It is possible that your coming was known FAR before that.


Too bad one bit of predestination was taken out with the rework of Demon Slayer. Gypsy Aris foresaw us defeating Delrith. Oh wel ... guess doesn't hurt to have 1 less prophecy on our heads.

13-Sep-2013 05:08:49

Deltaslug

Deltaslug

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Be nice if we eventually learn just how much of a "basic" education the player adventurer gets.

In terms of 'formal' education you can earn during the course of your adventures:
- Certification in Dig Site Work (probably the most extensive 'education' the player actually gets during the Dig Site quest)

- Certification in Safety (from Misthalin Training Centre of Excellence)

- Unlocked Education Levels from Artisan's Workshop

- Numerous One off Training and Lectures
-- Technical Skills vary from Catapult Repair, Dwarf Multi-cannon repair, Explosives, Lift Repair, Clockwork Mechanisms (list of quests is enormous)
-- Various Herbology Lessons (See Relycim's Balm, Serum 307, etc)
-- Various Fishing Techniques (see barbarian, Karabwan)
(The frighteningly long list of correspondence level education makes the player quite adept at least at Trade School Level)
-- Various brief magical studies (insert every learnable spell not granted when leveling up, ie: Bones to Peaches, Ardy Teleport)
(This can amount to the equivalent of Trade School for Mages)

- Language/Translator (Gnomish, Phoenix, Pirate)

- Gnome culinary School education (See gnome Cooking)

This isn't even getting into lessons learned in physical activities such as sports, combat, agility :)

another way to look at is the player could earn degrees in Interdisciplinary engineering/crafting/artisan studies, as well as Magical Studies (if you simply combine the Classic, Lunar, and Ancient Magics into a rounded education).

13-Sep-2013 23:34:47 - Last edited on 13-Sep-2013 23:39:06 by Deltaslug

Deltaslug

Deltaslug

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I guess 1 way to look at the adventurer is that they are capable of learning almost any trade skill with minimal instruction or with a single demonstration.

On the flipside, there are many times the player is portrayed as not grasping the finer points of theory behind concepts such as Teleportation.
Also, even if the player has 99 in some skills, while you may have mastered the practical aspect of a skill, you haven't necessarilly honed the finer or more artistic points of it. Example: if you do the Giant Dwarf, and have 99 Smithing, and offer to fix the Axe, you still get the "even if you are the most skilled human alive, you still would not be able to fix it", you need the skill of the Incomando Dwarves (Thurgo) to fix it. similar during What's Mine is Yours, the dwarves at the Artisan Workshop put the finishing touches on a BRONZE dagger and sword.
You would think a 99 craft + smithing player could pull that off ... but ... you lack the years that the dwarves had spent doing that kind of work.

19-Sep-2013 01:00:58 - Last edited on 19-Sep-2013 01:07:18 by Deltaslug

Kveer

Kveer

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I've always played myself as someone who sort of bumbled his way into becoming an adventurer. I know that our character has supposedly wanted to be a famous Hero and traveler for most of their young life... but then, most people do don't they?

I mean, assuming you grew up in any sort of environment where tall tales were told, and your imagination was fed wild and strange stories about far off lands and fearsome creatures easily put down by champions with will's as stern as steel... how would you not want to one day become that? And more to the point, would it not be possible to start an adventuring career completely by accident?

As a child, you've probably learned the basics of handling a weapon (albeit crudely), all it would really take is an opportunity to leave town while running an errand for somebody. One thing leads to another, you're now regularly fighting Goblins and giant wildlife while hunting for pint-sized devils to help a mad wizard finish his latest beaded necklace.

It's a slippery slope, my friends! One we have gleefully greased with blood and gore. Yet still, I get the feeling that the Adventurer is simply playing things by ear... or if you prefer, flying through life by the seat of his or her pants.

25-Sep-2013 06:26:25

William Witt
Aug Member 2023

William Witt

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Kveer! You're a gnome after my own heart, it seems. What you say is similar (but not quite the same) as my own ideas!

Deltaslug, at least one thing in what you said isn't quite right, I think - About the customs officers, wasn't it that those who ate the stew suffered food poisoning and found themselves in Lumbridge or something? It might have mentioned respawning, not sure, but I do believe it was about the fish stew, not about the ones you killed.
The Asgarnian ale must flow.

02-Oct-2013 04:26:11

Aveo7
Mar Member 2023

Aveo7

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Another interesting aspect about the player character: Our morbid fear of water. Even the smallest puddle or creek is completely impassable :P

(Not sure if that's been mentioned before, I haven't read the whole thread.)

23-Oct-2013 22:10:46

Arkkataka

Arkkataka

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Very interesting thread, a thought I've had regarding role-playing is that people can project their own interpretation onto a predetermined player's past.

For instance, a player may be from humble beginnings, but perhaps instead of being a good person it creates a character that is very angry with the world. He instead decides to be malevolent in dealing with people, especially the rich whom he detests. Or maybe he tends to be a silent hero, not looking for glory but simply hoping to make the world a better place. My point is there are numerous interpretations based on a set course of events. Role-playing need not be eliminated by adding a player's past.

Now obviously not every interpretation is possible, but that's not much of a difference from the way things are now. A player can't be a demon, or a gnome in the game. They might pretend that they are a prodigy, but regardless, everyone is working to build up their skills. Rather, not allowing for any possible course of events and instead putting the role-playing through a pre-set past would enhance the role-playing experience and deepen it by forcing more thorough interpretations. Instead of an empty space about the character's past, you can create the character's personality out of events that are already determined in a hundred different ways.

And that's why I think the player should have a past.

24-Oct-2013 00:08:14

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