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Velociryx
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of Candle'Bre
Apr 1999 time: 05:29
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There's really not a lot to teach, Master Sloww. You take on the role of a fantasy oriented charater who is essentially either a warrior, priest, thief or wizard (there are shades of grey and a staggering number of "subsets" of these, but those are the basics). You generate a character using a method that the Game Master approves of, and he's your guy. You work with the GM to come up with a history and background for your character (working with the GM ensures that "you" mesh with the general background fairly well, or that if you don't, there's a built in explanation for why not), your character's stats and abilities are largely used to determine your % chances for doing the various things you'll attempt during the course of the game, and as to your own actions....well, they're entirely up to you.
The GM outlines a story and sets the stage....gets the ball rolling by presenting a scenario which you respond to, "in character," and that is how the game moves along....GM and player interaction driving the story to places neither one ever really considered before the story begins (the GM may have some broad based ideas in mind, but the particulars--at least in all the best, most memorable games--are usually things that get made up on the spot.
One part armchair acting, one part group storytelling....that's the essence of it. 
-=Vel=-
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Comrade Tassadar
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I've played Baulders Gate. Does that count?
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:29
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An example for Sloww
Let’s say you came to me and said that you wanted to be some type of warrior….so we drew up a warrior character for you…got your stats and background all worked out….now, what to do next?
Well, in this setting (on the forums), the GM would set the tone and the stage, perhaps with something like this:
OoO
The cry of seagulls.
Sounds of waves crashing.
Sunshine on your face.
It all begins to come back to you now, as if in a dream.
You bought passage on the cargo ship Halliman in the port city of Wrenn, largest coastal city of the Duchy of Pendrel, with hopes of traveling to the vast deserts of Zarhesh, where it is rumored, the great Sultan of that land is outfitting an expedition to search for a lost city, buried somewhere beneath the burning sands of that place.
Fighting men always have a place in such expeditions, and you saw it as a way to make a name for yourself. Besides, if the city was discovered, imagine the riches! A powerful lure indeed.
Some three weeks into the voyage, however, the Halliman encountered a savage storm.
The last thing you remember was attempting to go topside to see if you could lend a hand...then….nothing save waking up here.
The beach is far from deserted. As you sit up and try to get your bearings and gather your wits about you, you spy the hulking remains of the once proud ship that got you this far….smashed and ruined on fiercely jutting rocks.
Cargo containers litter the beach, and a good many more are floating idly in the lagoon you washed up into. Nearby, there are four other bodies washed up on the shore, but from this distance, it is impossible to tell if they’re living or dead.
As you contemplate your unexpected situation, drumbeats sound from the land’s interior….
OoO
And from there, you would respond with some notion of what you plan to do….
-=Vel=-
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