Advise on Roleplaying from the DM Team
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Roleplaying Advice
The City of Arabel module is designed primarily for characters ranging from first to tenth level, with our expectations that most characters can readily reach seventh through eighth levels-meaning most characters will be at, or near, those levels. However, the server is designed to let characters reach as high as level twelve or thirteen, but at that point the DMs here begin to have pretty strong opinions on what we want those characters starting to do.
These are guidelines of course, we don't require anyone to follow them-but we do think we're free to ask players of high level characters who entirely ignore them to consider making a new character; and we typically will ask such powerful characters to stay out of our DM'ed events because their mechanical power and inability to roleplay the kind of high level character this module is made for is disruptive and unbalancing for both our DMs trying to run events, and players of lower level characters trying to enjoy our server. We consider it a deal here, we let you play a very high level and powerful character on our server; in return, you're doing a little extra to help get newer or less experienced characters involved in some extra fun.
1). Recognize that we do expect these guidelines to be followed from the start for characters, don't suddenly hit level ten and then try to do all this. We always demand well roleplayed characters, but as your level gets higher, so do our standards of enforcement. By the time you're level 10, if you suddenly decide to start roleplaying, your character likely has already earned a reputation as a "dull" high-level character from the DM team and we aren't likely to be pleased with anything the character does.
2). Begin considering your character's retirement. Now is the time to realize your character has reached the upper limits of the server, defeated great enemies and overcome amazing difficulties, where will he/she go next? You have two options, your character dies in a crash and loses everything, or your character finally falls in some great combat/retires to the good life to rest on his laurels after one last great adventure.
Consider why your character began to adventure in the first place, and what would a successful life of adventure mean for them? What kind of legacy would the character like to leave? How would they like to be remembered? Try talking out ideas with a DM, we're usually happy to help you go out with a bang.
Presuming you plan to continue the character for some time before retiring it at least, the following list is the kind of activity we expect you to be engaging in and again–we enjoy seeing characters do these things very early in their life too!
A). Picking up from point two, your character needs to have some real goal to pursue. Some enemy to defeat, some quest to resolve, some legacy they plan to leave behind. If you're not ready to retire the PC yet, it is likely because your character hasn't accomplished this-and when they have-you'll be ready to put this character aside for a fresh, new idea. So figure this out!
B). Establish a network of followers and a patron. A follower is someone who is an approximate peer (usually lower level characters) who can aid you in specific tasks. A patron is typically some NPC who is specific to a certain faction and who can provide you with information and direction related to your character's goals or effort to leave behind a legacy. Start on this early, well before level 10 if you can.
C). Lead a team and demonstrate improvement in teamwork. This is often the most challenging criterion. Typically your team should be some PC Faction that seeks to support your goal or effort to leave behind a legacy. This group may even be those who pick up your goal and legacy if your character retires to a life of luxury. One of the things the DMs want to see from this is that your character is helping get new characters involved in ADVENTURE and INTRIGUE. Use some of that loot and gold you probably have stockpiled to attract these followers, to host events (like fighting tournaments, riddle contests, treasure/monster hunts) and so on. Try thinking like a DM, what can you do with your high level character to get players involved in stories and plots you know about in much the same way our NPCs do themselves.
D). Join an organization (again, you probably should have done this sooner than level 10 and no DM faction will accept a character this high a level, but forming a PC organization is completely legitimate as well). This is to prove that your PC is developing and becoming more integrated into our fantasy setting. Druids should be active with a druid's circle, paladins should form/join knighthoods, priests should be joining their temples or developing their faithful into a congregation and so on.
E). Gain renown in your chosen field. As your PCs reach mid-to-high levels, they should become known to others in their occupational classes as well as to the general public. Fame (or infamy) is a mixed blessing, but one that most experienced adventurers acquire. Keep track of what your character is doing outside of scripted quests, this is where your reputation is built. Does your character take people out hunting giants, delving into the deepest reaches of the Underdark, does he seek to challenge all comers to a duel, does he arm wrestle Cormyrian direbears for fun, is he known to use a small army of undead as slaves, is he an expert on the Vast Swamp or the dangers of the Hullack Forest? If all he's known for is being level 10, its probably time for a new character.
F). Don't rest on your laurels. Some high level characters start off quite active, doing many things, spreading ADVENTURE and INTRIGUE and combating their enemies. Then they actually 'win' in that they have no more enemies, they resolved most the plots that gave the character its background and conflicts. Now, there isn't much to do but talk about everything your character has seen and done, and they're so powerful that what is an average challenge for them would slaughter most characters who travel alongside them. In other words, your character is basically done. Again, now is the time to find something new. To help make City of Arabel a dynamic and fun place to roleplay, new characters and new ideas are wanted all the time. If you really want to log in that warrior who fought the Firestorm Conflict, or the wizard who helped bring down the Lurker, it may be fine to log that character in occasionally to roleplay and share some of the server's history and stories with other players who weren't there or even go explore someplace a little—but you really should at least consider making your main character something new. Don't just hang around with that old character, getting stale, getting bored with it-but not knowing what to do. Just toss yourself into a few new ideas, take a short break and come back ready for something new.
Finally, if you were a player a DM came to talk to about this problem, ie a high level character who we think isn't doing much or should retire soon, don't feel singled out or insulted please. We've had talks like this with some of the more famous characters on the server, guiding and nudging them along to help us tell a larger story about the city of Arabel. Many players actively sought us out for advise on how to make their high level character shine until the end, and amongst recent PCs that's included Eliphas (died reclaiming a mighty artifact for the druidic circle), Octavious Foehammer (died holding off a mythic dragon so his companions could make it to safety).