When I make roasted chicken or beef. Adding honey makes it looks and taste good~ altho depends on recipe~~
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When I make roasted chicken or beef. Adding honey makes it looks and taste good~ altho depends on recipe~~
Not a proverb this time but.. You can add your own value in yourself if you feel useless! Just try and error, people do it that way! It is perfectly normal to fail as long you learned something from it, that is how human make progress.
how do i make fake edible blood?? / legendsofdragonsandkin
I’m not 100% sure, tbh.
I’d personally recommend finding drinks that already have the color or adding something to get a red color to water {whether you use food dyes or natural coloring is up to you} and then find iron supplements to add for a metallic flavor.
I wish you luck, and tell me if you find anything that works! :>
I find that if you eat pears (for me) it feels like eating souls
Nice tip for both me and followers :>
How did you come up with such a great application format? I'm making my own skeleton roleplay but have never done that type of roleplay before so I'm unsure of what to include within the application. Any tips or maybe guides?
If you’re referring to IMP’s application format, thank you very much for the compliment! Now, as for your question however, the last several roleplays I’ve started with the same basic premise for an application format, and its evolved from each group to the next, so here are a couple tips in regards to how to make a good application.
And actually, before you even get started on the application form, I suggest that you do the following.
Know the inner workings of your game. Know the plot, the setting, and other various parameters that could be relevant to the lives of characters. Are there key figures of importance for the skeletons to be familiar with? Are there places they might frequent? What are some of the most pertinent parts of your premise that will affect the lives of these characters?
Know what your skeletons will contain content-wise. Or, simply, what are you giving your applicants to work with? Are you giving buzz words? Are you giving them archetypes? Are you giving a few bullet points about them? Do you set a personality type? How much of your skeletons do you leave up to the applicants? Are you leaving 50% up to the player? Are you leaving 30% up to the player? Or are you leaving 80% up to the player?
What are your expectations? What are you looking for in your skeletons? Are you trying to attract people that will give you characters that will remain stagnant in their progression, but will give you lots of activity? Or are you looking for people who will be less than desired on activity, but will give you amazing character development? Or are you looking for that perfect mixture of both? What are your activity expectations going to be? Will your group be a para-heavy group? Or a gif-heavy group?
All in all, know what you have to offer and what you’re looking to gain. Once you know those basic facts, I think its time that you start to think on what you’re asking for in your potential players.
Normally, you want to start out with the section about the player. Here are some good things to ask for:
Their name
Their timezone
Their age
Their preferred pronouns
Their experience as a roleplayer
What you can expect out of them activity wise. Are their certain days of the week that they’ll be more active on than others?
Their triggers (if any)
A section for them to list anything else that may be a concern for them.
A clause that you have them copy over to make sure that they’ll do their best to follow the rules that you set forth.
ALWAYS make sure they know they have the option to have any section of any personal information removed.
Now, as for the character section, this is where its important to know about what the premise is, and what you put forth in your skeletons.
As far as basics go, you’ll want to have sections for:
The character’s name
The character’s age
The character’s faceclaim (if you leave it up to player, or present faceclaim options)
The character’s preferred pronouns
Any demographics specific to your game (species, blood status, group affiliations, etc.)
A biography
Now, for biographies - that can be a tricky section. Sometimes people feel like they have to fit some cookie cutter amount of word count, or that they have to include x, y, and z. If you want to make sure that they have the most room to grow, I feel that the best thing you can do, is to simply give them that. Assign a minimum word, or paragraph, count. Don’t give them a limit line. Let their creativity shine.
However, of course, this may not work for all. If you’re a game that gives them 70% upwards of information about the character on the skeleton? Give them a word cap. You’ll end up getting a lot of the same material given back to you in different phrasing. If you given less than 70%, I say leave it open ended.
But, I do feel that you should mention to the players that what you want in a biography. Make sure they know that what you want to know is all pertinent to the character. It should be a summation of who they are, but we don’t need to know what their favorite ingredient is in their favorite cookie recipe or what phone carrier they use. The biography shouldn’t contain information that can be later saved for a headcanon or fact post. Make sure they know what you’re looking for in an application.
Also make sure that they know to cover what you give them in the skeleton information, as that’s rather important.
A personality section (if not covered in what you decide constitutes for a biography)
If you decide to give word caps - I advise that you split up the biography section into two parts: their history, and their personality. It’ll still give them the time to explore both aspects, but it’ll also be more streamlined and to the point.
Now, after that I normally advise that one has a couple in character questions, security questions, and a writing sample.
For the in character questions, you’ll usually want these responses to come from the character, in first person. You can ask for a string of dialogue, or something written in third person for each one. Fact of the matter is, this is where you get to know the character’s voice. Its quite different from reading a biography, and it’s a good way to get a view of the character from, well, the character themselves and not the writer. For the content of the questions, try to have it reflect on the plot and current events on the goings-ons of the game. You can have some of these questions in character responses, or situation responses that the player answers.
For security questions, this is where you can test the knowledge and how much the player has read into the information you’ve provided about your world. Is there information that’s absolutely crucial to the plot that everyone needs to know? Ask about that! Is there rule that everyone needs to be aware of and that you want to make sure doesn’t get thrown under the rug? Ask about that! Typically I suggest that you have around three security questions.
And now for the writing sample! Depending on how much you ask of your potential players, you can choose to make this section optional. The above sections, if written well, can typically be a good enough way to get to know the character the player has in mind, which is plenty enough in my opinion. If people want to go above and beyond, encourage them to do a writing sample. After the player has done all this work to show above, knowing that the writing sample is an option can be quite the stress reliever. And on top of that, the people that turn in a writing sample - their writing sample will be the product of them wanting to do it, not because they have to.Its a whole different experience when it comes to reviewing people’s applications. I highly recommend doing an optional writing sample.
Okay. I think that about does it. Sorry for the delay in getting this to you! (Also - feel free to check out this admin tip I wrote a while back. I would’ve linked you it to you before, but frankly, its over a year old and I A: had more to say and B: forgot about it.)
Let me know if you have any questions! (:
—James.
edit: ALSO. Another good idea - have an application tips page! List what your expectations aside from your rules, and what an applicant to do to really catch your attention. Address any common questions that may come up; explain how they’re to utilize each section of the skeletons provided if it’s unclear. And don’t forget a note of encouragement! That’s always a terrific thing to have, as it’ll give them a little extra spark of motivation and self confidence. Always, always a great thing to have.
Admin Tip
I see many admins no longer organize their character by genders which is great! And yet in the same roleplay they will divide the applications by girls and guys! And that may be because it's how it's always been done, but here are some other possibilities:
Prewritten Characters and OC character
For Hogwarts roleplays by house
For supernatural ones by species
For mob ones by the families
I don't know I recently noticed that, and I think it would be cool if people separated the apps in other ways! If anyone wants other suggestions I would be glad to help them!
UNIVERSAL ADMIN TIP
ONE of MANY
If you are a roleplay that requires an app and want to be y'know, proactive then definitely consider choosing people for the FC/role as soon as the app comes in. For example, if you get one, maybe two, even three apps in then review them and see if they qualify and then automatically they'd get the role. Say someone applies as the same FC/role and they're better suiting the part, then -- in your mind, or in a compiled list -- think of them for that role and already know that you'll accept them unless a better app comes in. This way, once you close apps, you'll already have your list and can post it immediately or a few minutes later. This way those who wait won't have to be anxious for an hour or two. So, consider choosing the apps as they come in. And remember that nothing is set in stone until you post the list/apps at the designated accepting period.
I really hate when people don't check the main page to catch up on things going on, but I also find it incredibly rude to call someone out if they hadn't seen the main page. People need to remember that players aren't stupid if they didn't know something was going on, and another character tells them in character they'll go look it up.
There's a chance the reason they didn't see what the main said was because the main doesn't have a tag for it. All main RP pages should have a tag for important information so its an easy click to check if something new has happened instead of having to sort through acceptance of apps, follow and unfollow posts, along with promos.
And even if you DO have a tag, don't call someone out for it. Don't tell them they need to check it, don't shade a person by making an admin post about needing to check. Just politely reblog the important post even tag it with 'reminder for those not on when we posted it last!' or something. It both accomplishes the "check the main" AND helps the player find said post without having to wade through things to find it. It's a win-win.
I know from experience that when an admin does something like this I lose my muse and don't want to rp in that rp the rest of the day and I dont like that feeling. So do yourself and your players a favor and just reblog the important post you kill two birds with one stone and you're being polite.