September 19, 2015 - 2:04am — Bayleen
yet another discussion question, darn my curiosity gah.
I actually feel kind of stupid asking this because to me it seems like a no-brainer. Like, 'yeah, character romances and mates/families just happen naturally'! Which, I would agree with and totally get. But I was curious as to how exactly you, as the player, handle/deal with/go about starting or keeping those romances("getting" a mate, starting a family, etc)?
Do you prefer to know the other player personally for a while before starting anything between the characters? Is it critical to do roleplays versus in-game interaction(or the reverse, or both)? Do you just kind of let the character's emotions flow and let things happen or would you contact the player and come up with a sort of plot-line and discuss what you would want to happen with the couple and possibly their offspring?
I could ask a bunch more questions but basically I was just wondering what others' tactics are when it comes to romance and such things.
Well, I dunno if anything's
It was just something very natural that I and the other player were cool with when we realized how compatible our characters were disregarding some drama with like 3 other characters that happened at the same time that did NOT quite naturally happen so it felt weird |D
I dunno, guess what I'm saying is in MY opinion what is important to me personally is having a good relationship with the other player, being good friends just made the interactions more genuine, I felt a connection to them as much as my character felt a connection to theirs, and I think it's just something that works better if it happens naturally like in real life. I mean, there's nothing wrong with planning something with a friend but I've never done anything like that and this romance stuff has never happened with any of my characters except for Atiq that one time, so I'm probably not the best person to answer |D
I can only offer what I did and what felt right to me, and my own personal training with complex character development lol
Romance... that's a little
I would allow your character's emotions to work things out, and their perception of that character to determine things. As for having children, that is something you should discuss with the person who has the other character. c: Collaboration helps a great deal. I wouldn't get into discussing pairing up with another character if they have just met- rather, just wait and see if the other person's character is showing great interest in yours, and take it from there. This approach can work for both in game and role playing, but for the in game experience you need to pay particularly good attention to the other person's body language and see how long they are willing to stick around.
A lot of this is a waiting game and dependent on interest. Or at least, that how it is for me. What particular route have you been taking with this?
Image © Alhnna
In my experiences and so far
But yeah, usually it's not like set up where two people say 'oh cool lets make our characters mates' it just kind of happens over time.
@Cato- Yup I would definitely
@cloud- I agree with you too, yup, especially the 'no instant-mate' thing. No excitement in that, hah. A good relationship has to marinate a bit ah. As for me, when my doe had a mate, yeah it definitely was gradual and I valued the connection between player-and-player. May not be mandatory, but it's always a plus to really befriend the other person. Art is another thing I like to use to show connections between deer, you have the freedom to interpret the emotions of both parties and I've always really liked that.
HMMMMMMMM you know, for me I
But then I also have characters (coughCyruscough) who'd be content with a relationship+ after less than a week.
Most of my characters stronger relationships are with my friends, because they take time to form and so if I bump into a character more than once I add the player on skype etc, we talk and become friends way before characters reach the stronger relationship stages.
I rarely do out of forest/forum rp's because I'm really lazy and lame haha.
My advice is don't force it, characters hang around their friends and maybe eventually something nice will blossom between them. This part isn't directed at you per say but what bothers me sometimes is that people will instantly see the first male/female that suits their character and set themselves on them becoming mates, practically eclipsing all over characters or interaction for the favoritism, and that is what I would consider forcing.
To 'keep' a relationship is simple, play the character. My characters meet up with their mates in game, if the players can't bring their characters sometimes I plot, or draw or write them, or talk about them OOCly to remind the players I still care and am still interested in maintaining the ship.
Jacklo's Characters/Hub
Discord: Daddy#4977
@Jacklo- Mmhmm, mmhmm, I
It's entirely dependent on
Basically yeah there's lots of lovey dovey friend stuff involved, and I think that's because it takes a lot of trust to let your character love another.
my method of choice is doing
I'm kidding though. Everybody has given advice that I myself would have given!
LOL, Fish XD same though
same though -.-;Jacklo summed it up pretty
*INHALES and slides in because this is actually super relevant to one of my characters right now*
hi KostyaShort version:
I giant headache about it.
Then my friend/rp partner/Helel and I also giant headache about it together
because we're both "??romance??????and try to work out "what do"Long version:
It's kind of like real life romance, and I personally think a golden rule is never, ever rush into it. And always discuss it with your rp partner. Of course there's also not really any written rule against having your characters just suddenly mash themselves into being mates/having a relationship, but I think it's a whole lot better if you play it out slowly and watch it gradually develop and blossom into something. It feels a lot more rewarding.
Also as Jacklo put it, forcing characters into a relationship isn't great cos it looks......forced and fake. It also seems kind of hollow and looks like there's something lacking between the characters.
(Unless you have some plot where that forced relationship happens between characters.)
Also want to quickly bring up that it's okay for characters to have unhealthy relationships, as long as the players recognise it's unhealthy and not romanticise it.
Do you prefer to know the other player personally for a while before starting anything between the characters?
I dont think it's required, especially in the crush stage. But for more serious things it really does help if you know the player too because it'd be easier to talk to them and keep track of it. That and it feels a lot less one sided.
Is it critical to do roleplays versus in-game interaction(or the reverse, or both)?
Roleplay = mostly yes, ingame wise = it depends?
Personally I prefer some rps to happen, cos it's fun. But it's not always necessary.
For example with Kostya's budding romantic feelings, Helel and I haven't rp'd anything out yet and are having a sort of "let it develop behind the scenes" type thing (basically where we discuss it, and agree on things that have gone on outside of actual rp). Also because you can't really rp everything and some things aren't really worth rping at that point in time. For example it's not really worth me trying to rp Kostya getting tense each time Thomas jokes about him and Bucky being boyfriends, even though it was actually a catalyst for Kostya recognising those romantic feelings.
We generally rp the major things. Like at some point soon we're going to be organising a rp between their Jude and Kostya, with Kostya admitting to Jude that he's got feelings for Bucky
because he's not sure if his and Jude's friends with benefits thing is okay anymore.Basically all of this relationship stuff happens outside of forest in the human world.
Interestingly waaaaaaaaaay back when Draak and Mitra (Quamar's) were a thing we didn't really rp it at all and it all played out inforest while we talked and jittered over it over msn, and it still all worked out. Eventually we even planned for them to have a kid; Aura.
Do you just kind of let the character's emotions flow and let things happen or would you contact the player and come up with a sort of plot-line and discuss what you would want to happen with the couple and possibly their offspring?
I don't decide who my characters fall in love with, it kind of just, happens after a while sometimes (it also depends on the character cos it doesn't always happen). And if the other character has requited feelings it's a bonus. If not...it's angst central for them.
If my character ends up having feelings for someone elses I'll quietly watch it for a while, and then if it persists I'll bring it up with the other person and tell them that "WELP I think *character* has feelings for *character*" and then it will go from there and the planning/plotting/etc will begin.
It's really, really important to contact the other player if things start getting serious for characters because discussion is vital if you want it to succeed. It really does not work if the planning and plotting is one sided and there's minimal discussion between rp partners.
I think the only time it's okay to do things "one sided" is if your rp partner goes MIA and you have no idea where they've gone. I had to do that with Chime and Olive's relationship because Hubalaboo (Olive's player) vanished for real life years (and they're still MIA D: ) and I ended up making Chime move on because it was bringing her down.
Also this.
Not pictured: All the squee-ing that also happens during discussion and planning.
woah giant rambled LOLHELLO DRAAK PRETTY MUCH
and raz is making puppy eyes.How exactly do you, as the player, handle/deal with/go about starting or keeping those romances("getting" a mate, starting a family, etc)?
IT'S WEIRD ACTUALLY BECAUSE THIS USED TO BE REALLY, REALLY DIFFERENT BACK IN THE DAY (like 4+ years ago). mates were a much less complicated issue because the characterisation and gameplay on TEF had a simplicity to it that no longer exists. WAY BACK it was still like, deeply frowned upon to just make a post like "yo wanna be mates" or something, but you could literally just throw your character inforest with someone for like. a day. and something would grow out of it.
NOW THOUGH THAT DOESN'T REALLY HAPPEN and characters tend to know one another for a while before anything romantic happens, even if they have instant chemistry. the longer it's drawn out, the more rewarding it tends to be when the characters eventually realise their feelings/etc etc.
I FORGOT WHAT ELSE I WAS GOING TO SAY HERE.
Do you prefer to know the other player personally for a while before starting anything between the characters?
i think OOC communication is incredibly important, but it doesn't necessarily have to start before a character develops feelings. the development of romantic attraction between one or both characters might actually be the reason for an OOC partnership to begin. PLUS I'VE NEVER REALLY HAD THE EXPERIENCE OF LIKE, KNOWING SOMEONE OOC AND BEING LIKE "HEY YOU WANNA HAVE OUR DEER BE MATES". it's kind of just happened naturally.
i think after your deer are mates/etc, ooc communication becomes vital to keeping the relationship alive.
Is it critical to do roleplays versus in-game interaction (or the reverse, or both)?
NAH. i think it's all down to personal preference, to be honest, though speaking with the other player OOC about it regularly is useful either way. personally, i'm barely ever in-game and i don't roleplay often on here, so Draak and I have developed relationships 'behind the scenes' for the better part of a few years now - but i don't think that would be possible if we weren't good friends.
Do you just kind of let the character's emotions flow and let things happen or would you contact the player and come up with a sort of plot-line and discuss what you would want to happen with the couple and possibly their offspring?
eeEEEeEEeEEHHHHHhhh. i go wherever the character takes me; in the past, 'planning' a relationship has only ever resulted in it feeling forced and confining. plotting is cool as far as the bare bones of a plot are concerned, but there has to be a lot of OOC communication to make sure no-one is forcing a character to be...well, out-of-character.
tl;dr; OOC communication is REALLY IMPORTANT and makes everything more enjoyable. PLUS, THAT WAY YOU GET TO SCREAM EXCITEDLY AT THE OTHER PLAYER WHEN YOUR CHARACTERS DO SOMETHING FLUFFY/PAINFUL. 8D