Teen Titans Legacy
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Teen Titans Legacy

A RPG (Role Playing Game) based shortly after the original Teen Titans TV series. Choose or create a character and get stuck in the action!
 
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AuthorMessage
The Muse
The Doctor
The Doctor
The Muse


Posts : 1319
Join date : 2011-01-28
Age : 28

RPG character
Name: Vira
Code Name:
Villain or good guy?: Evil

The badly used, the cliche and the overused Empty
PostSubject: The badly used, the cliche and the overused   The badly used, the cliche and the overused Icon_minitimeSun Mar 16, 2014 10:13 pm

Multiple Personalities: So done and done that it's done-er than done. This one pops up all the time, not to mention is usually done a bit...wrong. Personalities shouldn't know about each other if you want to be technical, and in a fight this should lead to a lot of confusion since you don't know what's going on, but that doesn't really happen.

Good Demons: What happened to evil demons? Why are all demons good all of a sudden? Along with this can't we get some regular demons. There are almost no young demons. If you wanna be original, make a demon that's actually 15, doesn't just look it. No one does that. No joke.

Bad demons, Bad people: Your bad demons need an objective by the way. Every villain has some sort of objective. Being evil for the sake of being evil is pretty evil, but unless you have an epic personality and a novel length history it usually turns out looking sloppy.

Healing factor: It exists, and is almost always done the same. Self explanatory. Maybe not cliche, but definitely over used. At the same time, it's pretty basic. Feel free to use it, just don't think it's new. Also, don't forget to let your character's mindset fit the fact that they face little short term consequences.

Shadow powers: Cliche, nearly without exception. They never make sense and are usually typed up in ways that give them too much variety. Why not just give yourself psychokinesis? That's basically what this power usually turns into. Not to mention the super iffy 'weakness to light' that never really makes sense because 'bright' depends on how dark it's been. Don't choose this power, for the children.

Underpowered/human characters: Maybe it's not overused, or cliche. But when your character's power is turning into animals, or throwing gadgets around, don't think you'll win many fights. The only way the comics do it is by using, what would be called if comics were RP's, metagaming, rhinohiding, ninjadodging, powerplaying and more metagaming. Usually all of these will be used in one battle.

Mind control, including emotion:It's an RP, these are only allowed when they're able to be overcome. Basically, they turn out very anticlimactic.

Doctor/Jack Sparrow/Deadpool characters: You probably think you're pulling this off perfectly, most people do. Most people not doing this just see someone who's acting completely erratically. Usually the dialogue doesn't make any sense and the character seems wishy washy. These symptoms mean it's being done badly. It should usually be avoided, but if you must, make sure your character's actions make sense to your character and not in a 'I don't care' way, but in a 'Progression of thought' way.

Sound Powers: These are hard to do, but to a much lesser degree than the other things listed. Make sure it's really thought through though.

Were-animal: Your animal better be special, because regular animals will be chewed up and spit out on a super powered site. Regular animals won't survive. Make the transformation super(insert animal) if you think it's already 'superhuman'

Geniuses: If you want your character to be a genius you need to
A. be sorta smart
B. be able to technobabble
C. sometimes do basic research
D. not have a superiority complex
E. AVOID METAGAMING
F. probably know exactly when to go into your characters mental process. Sometimes it should be avoided, other times it should be highlighted. Don't go on about all the math it took to make one decision. Do explain what that decision entails and why it was so awesomely fantastic and the best decision to make. This also goes for if you do make a human characters. Your posts should be LONG and DETAILED. Multiple paragraphs. If you don't think you can do those, if you don't do those, the character usually comes off as incredibly simple.

WILLPOWER: Why does everyone have so much will power. Geeze, give up every once in a while. Retreat. Pick your battles. Sometimes it just isn't worth it.

Mysterious characters: Once again, without the right tone put into the posts. These usually feel flat, emotionless and simple. Not cool, edgy and deep.

Perfect body:Back to human characters. When you're perfect in every way, you don't have much life besides that. Also, Batman physiology just isn't humanly possible. Deal with it.

Half canon species: Go big or go home...or make your own species if going big is too much.

Don't be afraid to use things on this list. Be afraid of using them badly. These things are mistakes usually made, but are not end alls....but do be careful, and if you're just starting to RP, probably avoid them.
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The Muse
The Doctor
The Doctor
The Muse


Posts : 1319
Join date : 2011-01-28
Age : 28

RPG character
Name: Vira
Code Name:
Villain or good guy?: Evil

The badly used, the cliche and the overused Empty
PostSubject: Re: The badly used, the cliche and the overused   The badly used, the cliche and the overused Icon_minitimeFri Mar 28, 2014 3:22 am

Add on!

Physics powers: Sure they're fun in the comics, but remember that everyone here needs some solid physics. Gravity follows gravity's rules. Convservation of mass and energy are the looser rules. Inertia too. The one most useful for powers is Electromagnetism. Strong force and weak force...exist. Gravity powers are tough. It's one that has an obvious hold. You can't make it overpowered and it doesn't really have any reason not to effect others. I'd suggest telekinesis instead.

Telekinesis: If you want this approved, it should probably work somewhat like the force. Fine movements should be difficult. You might as well just say you can't move other characters. Make sure you have substantial limits and/or weaknesses for this one!

Spells: Not everything that only takes one power slot can be made into spells. If it lasts, it's not a spell. Spells should be more like moves. Imagine a pokemon with 10 attacks, stat moves will be iffy. Terrain changes may be allowed...maybe.
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