Mucking Tips

Monthly Tip: Kinds of Conflict

There are three major categories of conflict. One is war/conflict with evil. We have some of it in Narnia, but canon limits it quite a bit. The second kind is environmental (frosts, floods, famines, etc). Canon and realism restrict this also, outside of minor problems presented by varying seasons and medieval life(which you should definitely embrace!). The last is relational conflict. RC is generally caused by two things: romance and interpersonal problems. Romance is the simplest conflict to create, but in interpersonal conflict you have more freedom than any other kind, so don't limit yourself to what is simple. Conflicting personal beliefs make great RP, and irritating-but-not-evil characters can lend to some of the most interesting and even funny RP.

Monthly Tip: Creating Meaningful Characters

When planning a character (alternate or primary), make sure your character has a sustainable position in society and the ability to build relationships with other characters. They don't need to be responsible, healthy, or even good, but they must be accepted and engaging in some respect. This will help ensure a character which will build and be affected by a strong RP environment.

Mucking Tip of the Day: Staying Informed

You will frequently hear the phrase, "Don't share IC information OOCly." This is an important rule, but there are a few noteworthy exceptions. One of these involves events that have occurred while a character is OOCly idle. If you're about to RP with another character who you haven't seen in some time, take a moment to discuss what the two of you would and wouldn't know about what has happened to each other during that time. Has your character's best friend been traveling recently? Is there any IC reason why your character wouldn't know this? Find out ahead of time so that you don't both end up feeling frustrated and looking silly!

What Can Your Talking Beast Hold?

Although Mrs. Beaver uses a sewing machine and eats jam, the Talking Beasts on our MUCK are largely non-anthropomorphic. Dexterity (the ability to manipulate objects with hands) is generally determinable in a very easy fashion: does the species have a thumb-like digit? If so, it can probably handle a weapon or tool. If not, it can't. Also keep in mind that most non-dexterous Talking Beasts have claws or teeth (or horns) which are suitable to the tasks they need done. Your Wolf may eat some roast venison or your Unicorn may take a liking to a particular adornment, but keep the 'humanness' of your Beasts logical with their given forms.

Tip of the Week: Wants and Needs

Most Talking Beasts have the capability to provide for all their needs via
their claws or other bodily resources. For this reason, they don't have much
need for money. A new character gets 10,000 coins at the beginning to help them
train up and get settled with any extraneous items, rather than because most
Talking Beasts want, need, use, or have much money. They don't generally have
much desire or use for coins, except maybe those sorts of characters that like
to collect shiny trinkets. Keep this in mind as you RP and acquire skills and
items! What would your species really want or need? It's probably less than a
human.

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