Section V, Training
Subsection C, RP Training
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Though Passive Training is the most
popular and often used form of training, there are other ways, and they all fall
into the general category of roleplay training. As opposed to Passive Training,
with roleplay training or active training, as it's sometimes called, your
benefits are earned by actually RPing something. What exactly you RP determines
what kind of training it is, and what you get for it.
A solo is a roleplay done by a
character by his or herself, usually lumped into one very big post and either
displayed publicly in the room or posted to the message board. You can RP a solo
and get training benefits for it, but not all solos qualify for training. A solo
must be approved by a staffer before it can be used for training purposes. Once
approved, a solo will reward the character with either 1.5% additional power
(calculated from the total of all his/her PLs), or 3 tech days, depending on
what kind of solo it is. If the solo is considered exceptional quality, the
staffer can elect to give up to double that amount, but it is rare to get more
than the normal bonus.
Solos are judged vaguely according to
a set of guidelines, though staffers may take some personal freedoms in judging
them. The guidelines for a good solo are this:
- It must be relevant. If your
solo is developing a technique, then it should describe working on that
technique, not exercising, unless exercising plays a main role in the
technique. Similarly, don't spend three paragraphs describing the setting
and two sentences explaining the actual work done. Your solo should be
mainly about actual work on whatever it is you're working on ... if the
staffer has to ask you what you're developing with the solo, that's probably
not a good sign.
- It must be chronologically
accurate. This mostly applies to solos done toward techniques. If you
have a super destructo beam of death that blows up whole mountains that
you're working on, and you've only invested about 4 tech days in it, and it
requires in the neighborhood of 180 tech days, then your solo at this point
should NOT be blowing up a mountain. At least the first quarter of the tech
days should represent the character actually thinking up and conceptualizing
the technique. The middle half should be refining, exploring, and trial and
error. The last part is, possibly, field testing and accuracy improvement.
You should not be able to successfully execute the technique several times
in a row until you have completed it.
- It should be some of your better
RP work. Staffers are usually around the room pretty often, and so
they've probably seen you RP. We do not want to see solos that look like you
just randomly threw them together in an effort for some extra tech days. In
fact, each one should be slightly better than your last.
Solos will not be accepted for
techniques that are being learned from another character, unless the owner of
the teaching character notifies staff that the character can work on it on
his/her own. Official teachers can put solo time in their teaching regimen, but
the solos are approved by the player of the teacher, not staff.
If your solo (any solo, not
necessarily staffer approved) is viewed by a staffer, or at least 3 other
players, you can count it as a completed RP for passive training purposes.
Group training is simpler and
more relaxed than solo training. All it is is two or more characters training
together. This isn't for PL -- groups training for PL are considered to be
sparring, and thus get the fighting gain. If you group train for techs, you do
not get any PL gain for it, except for the passive training redemption. Group
training for techniques always earns the character 1 tech day for that
technique. If it's logged and shown to a staffer, and the staffer approves it,
it's worth a full week of tech days (7 days, not in addition to the previously
mentioned 1 tech day) for each approved participant (that is, each participant
who is training their own version of a technique gets their own seven days of
credit). They are performed just like any other RP, except with a loose adherence
to the guidelines shown in the solo section. Since good group training tends to
be lengthier in total than a solo, the staff generally prefers to receive group
training logs through email or on the message board. Please make sure that, in
your emails, you clearly indicate who you are and which characters are
Getting plot credits doesn't
really involve training. Plot credits are awarded by plot moderators to specific
characters who participate in their plots and impress them with either their
courageousness or their sheer wit in handling a situation. Courageousness is
usually awarded with some amount of extra power, beyond what is normally given.
Intelligence is rewarded by tech days, usually called tech credits, worth
7 tech days each. It is very rare for a plot mod to give out more than one bonus
to a single character, or to give bonuses to many characters. They are
considered a special treat for exceptional RPers.
There is another kind of RPing
training called Questing, but since that has an entire system behind it, we have
dedicated a whole subsection to it.
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