Why Curses are a Blessing

Some players start off creating a character on a whim with no real background in mind for them (I’m one of these players). Others will spend countless hours perfecting every minute detail about their character, becoming overly critical of the progress as the character develops. But in a game influenced by outside influences such as other players and staff, nothing always stays as planned.

When a character has been cursed by a God or had some unfortunate incident happen to them, players often take it personally and get upset about it. I personally feel that players should look at this as a great opportunity for their character. Instead of being upset that something has happened outside of your plans, use it to really make your character’s story shine above the rest. Small quirks and flaws and such created by these incidents add character to your……..well…character. They offer you new paths to follow with your roleplay, and something that no other character has to make them stand out.

So for instance, if your character happens to be cursed by Anari, removing all ability to drink water (or something similar), you could always get pissed off at the Staff for “messing up your planned roleplay and story for your character”, or you can suck it up and actually seize it as an opportunity to earn a lot of rewards. Examples would be your character develops a certain fear and reverence for the Gods and decides to preach to the world to fear the Gods, attempting to warn mortals of the Gods wrath. You could even go further with that by denouncing all of the Gods and attempting to get other mortals to free themselves of the bonds that the Gods hold them to. Another idea is to actually roleplay like your character constantly feels as if they are dying from first. This one is a little more limiting, but it has at least some possibilities. Act as if they are weak and dehydrated, really play it up and show us your roleplaying abilities.

Part of being a roleplayer is improv. We don’t hold our RPers hands, we’d prefer to let them be open and creative and have choices, but on the same token we expect them to be able to adapt with the playerbase, instead of expecting the playerbase to adapt to them. Trust us, it’s more rewarding that way, and not just through code.

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