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A few thoughts....
The picture is titled "Equus",
copyright 2001 by Sara 'Silvestris' Strand.
More of her art is here.

6/7/02: You're mostly out of luck today.

Rather than unwinding here in prose... a brief poem, instead.  I started out writing this for Tanager... but I realized it was written by me, instead.

This was heavily inspired by William Stafford's "A Ritual to Read to Each Other", although I did not realize it until I finished writing.  If you'd like to examine Stafford's poem, click here.


Introspection

Between each shivering light, each sundering darkness,
There rests a moment each of us can taste--
The moment of decision in the twilight of the soul,
The wondering if this world is lost to waste.

This moment has a sparse and bitter flavor,
Like pothinir, or fish-skin wrapped in char--
And, half-asleep, you half-awake to partially understand
You're still half-caught conceiving who you are.

But if you stoop to join me by the fire
And words curve over words to interlace--
Between the shivering lights and sundering darknesses we drink,
There's still a chance to know the world's embrace.

Our hearts will fade to dust before our eyes close,
But take the time to cherish what we are--
The children of Elanith in her glory and her agony
Each looking up to seek a guiding star.

If you will join my dreamland, then be welcome,
If you will stumble mindless, back to sleep--
Yet evermore be chary of the doubts within your soul.
These dreams can claim, and waking's price is steep.



2/12/02
: On the relationship between Tanager and Jacinto (and the players thereof)

I am not Jacinto's player.  I never have been, and I never will be.
    Some people will be startled that I even have to say this.  Others will doubtlessly have a jaw drop and a response, "You're not?"
    I have known about this particular myth for a month or so, but I never thought it was worth commenting upon until Jacinto was complimented in a whisper by an NPC for roleplaying two such dissimilar characters with such speed and skill.  I'm complimented that anyone would think I am that good a typist... but it's simply not true.  I haven't taken over the character, I didn't own him from the beginning, and I certainly never bought him.
    Jacinto's player is my real-life fiance.  We occasionally vanish and reappear at the same time because we're on the same Internet connection-- we have a hub.  If it sometimes seems that Jacinto and Tanager are so telepathic that they must be the same person... it may be directly attributed to the fact that the players are usually in the same room.  They share a bond that bears some similarity to that of an Aes-Sedai and her Warder (Robert Jordan, anyone?) which is directly responsible for the characters behaving in this fashion.  If we were not playing from the same room, we would use AIM to simulate their link.  None of our other characters act in this fashion with one another.
    "What about that situation where..."  No (to those of you who know what I'm speaking of) I never took over Jacinto's character.  I called suggestions from across the room, or sat next to him while he typed.  There was no point at which he was not aware of and actively able to affect anything I might have suggested for his character, and there was no point at which he could not have refused any situation.  At the time when this roleplaying situation occurred, the degree to which it would augment people's belief that I was multiplaying Jacinto had not occurred to me.  All I can say now is... oops.  Sorry about the confusion.  (If you don't know what I'm speaking of-- ask me some time, if you're really curious.  I'd rather not describe it here, since it's sort of a backstory spoiler.)
    And (to settle one last erroneous belief that I know has been bothering some people) I did not force Jacinto to reroll.  He would tell you that I stood against the idea initially and that he eventually managed to sway me.  I didn't like the idea of Jacinto rerolling because rerolling scares me: I don't advance quickly and because the sheer amount of work that would vanish in a reroll is horrifying.  (This is why, after a year and a quarter, Tanager is still only four levels past title.)  If you'd like to hear his reasons for rerolling from a warrior into a cleric, you'll have to ask him, as I won't speak for him here, and these are just my thoughts.  He had good reasons, though.



1/24/01 : Separation

Where does the character leave off and the player begin?
    It may seem an initially silly question, but I am serious.  I've spent a great deal of time thinking about this over the last few months, and I am by now well aware that my answers on the matter are not the same as everyone else's.
    Although GemStone III was my first introduction to roleplaying, I actually picked up more of my roleplaying style from the three-and-a-half year break I took from GemStone in which I spent a great deal of time playing in tabletop and LARP games.  Tabletop roleplaying refers to roleplaying games in which rolling dice substitutes for the work that the computer does in Elanthia; some tabletop roleplaying games include AD&D, Shadowrun, In Nomine, White Wolf's World of Darkness games, and the old, abandoned system known as Rolemaster-- which was the first incarnation of GemStone.  While there are systems to calculate combat damage, proximity, the effects of spells, and so forth, tabletop relies very much upon the skill of the GameMaster in describing the world and the situation-- no room descriptions and no combat messaging (well, save perhaps in Rolemaster) save the ones the GameMaster pulls together in advance or on the fly.  It relies very heavily upon the GameMaster and the players to describe the situation.  There are typically three to eight players in a tabletop game and one GameMaster to deal with everything they do.  LARP stands for Live Action Role Playing, and live-action roleplaying goes a step beyond tabletop in that live-action roleplayers abandon the dice.  LARP is actually closer to Elanthia than tabletop gaming is, because, in tabletop gaming, days or months can vanish in the blink of an eye with the words, "My character spends the next five days researching, what do I learn?" or something akin.  In GemStone, we go through every facet of a character's life, unless something is "backstory within the game" (such as an alchemist's research, a farmer tending his fields, or a seamstress's hours at a sewing table, for three roleplayed cases of ongoing behind-the-scenes work); we know every struggling step towards greater power and we know every time we fail.  The social interactions of LARP very much resemble the social interactions of GemStone III, albeit with a smaller player base by far.  The particular LARP variant that I favor is a game by White Wolf Publishing called Vampire: The Masquerade (Mind's Eye Theatre).
    In Vampire: the Masquerade, players (appropriate to the title) play... vampires.  The setting is a punk-gothic world, which basically means a darker, supernaturally tainted version of modern America.  Advancement within the game is linked directly to whether or not the person is in-game; failure to interact means failure to advance, and people advance at the rate of one experience point a night.  Our particular game meets every Saturday night.  Vampire society, as it has been designed by White Wolf and particularly as it is implemented by the players of the game in which I participate, is vicious, cruel, backstabbing, and routinely monotonous except for those three.  Innocents are walking tools, and rarely stay innocent long; nice guys routinely finish last; might does make right.  Characters who keep their heads down generally last but do not get anywhere.  Characters who stick their necks out either achieve power or have them neatly lopped off for them.  Everyone else is appropriately seen a threat by alert characters, and the characters all but play chess with mortal politics.  Character turnover is frequent, and the primary reason for player turnover is quite simple: another player character kills your character for interferance in his or her goals.
    In a system like this, while I very much enjoy playing, I find that I can't get too deeply attached to characters.  Either the character is going to a) have horrible things happen to them, or b) be a truly manipulative, self-centered character that I have a great deal of trouble empathizing with, or c) be insane or very near it at the beginning of the game.  As a result, it is very easy for me to remember I am not my character and that my character is fictitional-- it's hammered routinely into the head of every LARP player.  A character who lasts a year is very long-lived (due to death and a high turnover rate from lack of reasons for characters to stay in the vicinity... and often pressing reasons to leave the city, sometimes directly linked to someone else's death.  Did I mention this was a rather bloody, backstabbing game?)
    Tanager is not a LARP character, nor do I treat her as one.  For starters, she's lived longer than any of my LARP characters; for seconds, she's achieved more than any of my LARP characters; for thirds, I've spent longer playing her than any of my LARP characters; for fourths, she's, well, computerized; for fifths, I like her more than I've liked any of my LARP characters... and, for sixths, she's moving up from the worst down point that will ever exist in her life as opposed to being locked into a downward spiral.  (Tanager's background was something of an internal challenge-- she entered Icemule Trace at the worst point I could imagine for a character without the character being catatonic or insane... partially amnesiac, locked in a spiral of self-hatred and grief, convinced of her own worthlessness, and hunted by secular and religious authorities... I've never been particularly kind to my characters; it keeps their lives interesting.)  Compared to my last three LARP characters, Tanager is incredibly fortunate in how her life has proceeded since her point of creation.  ...but I digress.
    While Tanager is not a LARP character, I still treat her with incredible detachment when I speak to people out-of-game.  I sat down to compose these few thoughts on the matter because several people have found my detachment startling if not upsetting.  Aspects of Tanager's personality are aspects of mine-- if they were not, how could I portray her properly?-- but, innately, Tanager is not me.  Her likes, her dislikes, her emotional responses in a crisis, the way she moves, the way she speaks-- I control them all, but it is akin to controlling the actions of a character in a story that I write, save that it is an incredible multiple-person collaboration with no predetermined ending.
    If there is one thing I would wish anyone who roleplays with me to understand (thinking specifically of player-driven plot, not just day-to-day interaction) it is this:  As long as everyone is all right out-of-game with the roleplaying situation, everything is fine .  If someone is upset OOC about an in-game situation, then it's time for everyone involved to back off and take a good hard look at the situation.  If someone deceives someone else OOC about a game situation, then it's time to really consider whether that person is a good person with whom to roleplay.
    Of course, there's a simple solution to all of this... if you do not have any OOC contact with anyone your character knows in-game, then it is virtually impossible for you-- or anyone else-- to have a problem separating you from your character.  Every now and then, I see a situation occur-- or I am part of one-- that makes me think that I wish I followed this principle... and then I get contacted by the player of someone Tanager knows and we chat a bit, and I feel a bit better.  I guess it all does work out, in the end... as long as everyone's on the same page.



12/23/01 : On Bards That Are Not

Lately, there has been a decent amount of controversy over Tanager's status as a performing minstrel who is not a professional bard.  A small amount of this controversy has been on the message boards, a slightly greater amount has arrived in my mailbox, and a greater amount than that has reached the ears of friends who have warned me about the gathering storm.
    When I created Tanager, I did not expect this to happen-- I had no notion that she would make a name for herself as a performer.  If I had intended to create a performer, I would have rolled her up as a professional bard... but I was returning to Elanthia after an absence of over three years, and neither of my former primary characters had possessed any interest in performing.  Even if they had, I would not have known where to go or how to establish myself.
    I first encountered Lord Dagor's Minstrels at Silvergate's Winter Gala in Eorgean of 5100 (or possibly Lormestra of 1501, I am not certain.)  Having seen one and only one performance prior in Elanthia, and that at a wedding, I was quite floored to see what a craft had been born of it in (as I thought) my absence.  (Since then, I have learned that performance has always been alive and well in Elanthia, and that I simply ran in the wrong circles to be aware of such matters... but that was not how I knew it at that time.)
    Outside Elanthia, I have always been a writer.  Inspired by the poetry in the back of the Valdemar novels by Mercedes Lackey, it has long been my habit to write in-character-- watching Lord Dagor's Minstrels encouraged me to do so for the first time as Tanager.  The first two were hesitant romantic pieces that no one ever heard for a very long time... but the third was a song called "Rurk, the Troll Chief's Daughter" (which may be found here ) and which started me on my road towards becoming a known performer in Elanthia.  I wrote the song to perform at River's Rest's Halcyon Festival, but I was surprised to discover that what I'd taken on the schedule to be a competition requiring pieces prepared in advance was actually an improvisational competition.  No matter; I brought "Rurk" back out for the Dra-Gong show at Aspis's tenth anniversary celebration.  I'd written it, after all, and it was going to see daylight no matter what it took.  Shortly after, Dagor came looking for me... and the rest is history.
    I did not create the character of Tanager with the intent of intruding on bardic space with my roleplay, though I perceive that some feel I am doing precisely that.  It may be the influence of playing DragonRealms, but I just don't feel that decisions made in the character manager should dictate roleplay-- it leads to cookie-cutter characters.  I do not lie either IC or OOC about her profession; anyone who asks will learn that she is a professional wizard and an amateur bard.  I debated for a long time over the possibility of rerolling Tanager, but I have finally decided not to do so.  Stripping Tanager's elemental magics away would be just as damaging to the character as stripping her music away.
    I found a passage today while reading The Black Gryphon (by Mercedes Lackey and Larry Dixon) that seemed to reflect my feelings on the situation.  While the elements of the situation are different... I understand Amberdrake's reaction very well.  It is not identical to my own, but it does coincide in some ways.

    Gesten snorted scornfully.... "(W)hat about all the folk like that damned Healer?  The ones who look down their noses at you, think they're better'n you, and say rotten things behind your back?  How're you going to stop a whispering campaign against you?  How're you going to deal with people who slander you?"
    Amberdrake shrugged.  "I'll do what I always do.  Find out who they are and what they're saying.  Once I know who the dagger is likely to come from, I have options.  I can duck, I can find something to use as a shield, or I can tell the right people to deal with my detractors from a position of authority without my getting personally involved."
    Gesten growled, and it was clear that he was annoyed.... "Mostly, you duck.  And they go on thinking you're weak.  Worse, they figure you've just proved that they're right, because you won't come after them!"
    He thought about that carefully for a moment.... "That's true," he said at last.  "But as long as what they say and do does me no real harm, why should I care?  As long as I know who they are, so that I can guard against real harm in the future, there's no point in dealing with them on any level.  And it makes them happy."
    Gesten's mouth dropped open and his eyes widened.  "I don't believe I just heard that," he said, aghast.  "That poison they spread-- it's like stinky, sticky mud, it sticks to everything it touches and makes it filthy, contaminates everyone who hears it!  Worse, it makes other people want to spread the same poison!  Why would you want to make them happy?"
    Amberdrake turned back to his little friend, and sat with a sad smile on his face.  "Because they are bitter, unhappy people, and very little else makes them happy.  They say what they do out of envy, for any number of reasons.  It may be because I lead a more luxurious life than they, or at least they believe I do.  It may be because there are many people who do call me friend, and those are all folk of great personal worth; a few of them are people that occupy high position and deservedly so.  Perhaps it is because they cannot do what I can, and for some reason, this galls them.  But they have so little else that gives them pleasure, I see no reason to deprive them of the few drops of enjoyment they can extract from heaping scorn and derision on me."
    Gesten shook his head.  "Drake, you're crazy."
        (The Black Gryphon , p. 364-365)

    Like Amberdrake, I am puzzled and saddened by those who speak against me behind my back.  Unlike Amberdrake, I do not take martyristic pleasure from turning the other cheek.  I'm sometimes not very good at backing down... as this writing itself shows.
    While I respect the work that Mitra, Warden, and others have done to help the bards of Elanthia, I do understand the complaints of bards over their training points and their buggy spells-- when debating the issue of rerolling, I rolled up a bard or two on the side to experiment.  It's even harder under the new 620-point character creation system than it was under the autoroller.  As a bard, I would never be able to help my bardic friends to do anything more than what is currently within their capacity-- I could take some of the mana requirements off their shoulders, but that would be all.  I'm also not very good at a swinger's hunting style... there is a reason why my three primary characters have been, in order, an empath, a sorceress, and a wizard.  I came to the conclusion that, mechanically speaking, Tanager would be a mediocre to lousy bard, and that I would lose some of the mechanical things that I most enjoy about the character-- disks, familiars, and so forth.
    Tanager will never be able to loresing, Tanager will never be able to master an instrument, and Tanager will never be able to call on any of the quite-often-incredible (when not buggy) magics that come with spellsongs.  These are all things I regret, and regret deeply, both IC and OOC.
    If Mitra or any other GameMasters comes to me and says, "Tanager, can we please talk, we'd like you to change your ways for this reason, this reason, and this reason," or, "we'd like you to stay out of this because it was intended to be something for the bardic profession", or anything else in that vein-- I will vanish from whatever the issue is at hand like a ghost in the night.  I respect the bardic profession greatly, and I have been honored to be accepted as a part of the bardic community by so many of its members, and I have no wish to detract from that community rather than supporting it.
    I deeply regret that there are those who feel that I already detract from bards and the bardic community, but I simply can neither agree with their views nor alter them.










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