Thursday, September 4, 2014

I Searched Google for Best Role-Play Forums...

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And When Valucre Came Up, I was not Disappointed.
You want to do what with my "blow hole"?


What's happening Valucre!

That's some serious hacks. Brilliant!
Why I am going with another meme theme (ha, rhymes)? Because it is 5am, I’m tired as tired gets (worked both my days off and have pulled a double shift and had a long interview the day before—so yeah, cut me slack!) and I needed something to roll with. Besides, isn’t this the absolute truth? Put in for best role-play sites, find Valucre, and go on to be as happy as happy can be?

Anyway, googling things on the internet can be a fun, interesting, and at times terrifying endeavor. Sometimes, you look up things like, “Best Hacks” and find stuff like this on the right… or you look up “Creepy dolphins” and find stuff like what is on the left. 

Sometimes, there are thing best left unsearched on google. With that said, I'm going to jump straight into this blog, largely because I need to hurry up. Before I can do that, I will alert you to a few new changes: 

  1. Errata section- I made a boo boo last week, so I added an "Errata" section. If I make a goof, the following update will have one. But since I am a near perfect robot who requires no sleep and functions with absolute perfection, this will never be used again. >_>
  2. "What's Happening" has been changed to "Role-Play Opportunities of the Week". Largely, this is just an SEO move. 
  3. Trying a new formatting with new members, so feedback welcome. Changed named name to "New Role-Players", another SEO decision.
That's all for the major stuff--onward then!




Thursday, August 21, 2014

This Blog Used to Be So Much Better...

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Before Obama went on vacation again--Thanks Obama!



Wait, wut?
Okay, without trying to start a political war, I thought it’d be just a bit of fun to see if I could get in on this trend of blaming literally everything on Obama. I mean, whether you like him or hate him, you cannot blame him for everything. Well, you can’t do that if you’re a person who has any kind of synaptic activity going on in that thing you call a head... I’m not even going to address that one. Honestly, what is the most fun to keep track of is when people try to blame Obama for contradicting things- like where it is impossible for him to be at fault for both, but in two different conversations, that person blames him for both things. Figure that one out.

Alright, let’s dodge the politics bullet. I’m neither supporting nor condemning the president here, but rather poking fun at people with certain cognitive biases that interfere with that said synaptic activity. I know that couldn’t be true for any of you, because you’re obviously smart enough to be reading this blog, so that says something. Oh wait, wouldn’t that… never mind, let’s just get to the jump already.

Thursday, August 14, 2014

Do You Want to Build a Snowman...

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For the sake of all that is still good and right, will you just let it go?


This kid... he knows the feels.

Alright alright, super late reference to a tired out meme that is still making the rounds. Think I am kidding? Take a popular phrase from Frozen, punch the first two or three words into google and see what your suggestions are. Go on, I dare you. It doesn’t really matter, we all know it’s a tired out subject, but for actual reasons and for no special reason at all, I’m going to kick that dead horse and see if I can make the body jiggle, because who needs good taste when you have a rude sense of humor?

Besides tired out memes and decaying equines, I do have some good stuff lined up for you this week. Some interesting role-plays, a cool new extra in the additional highlights, and lots of new members who were happy to answer some interview questions and tell us a little more about them. Just when you don’t think you can stand anymore of the Frozen references, we’ll switch gears with the closing thoughts. Enjoy. >D

What's Happening Valucre?


A Frozen-Mine Craft reference. We have truly sank to new lows.
Changes at the Tavern of LegendI’m repeating this section just because the changes are more or less complete, and they certainly do benefit the new folks. If you are a new person reading this here blog and you have not yet entered the Tavern, now is a good time to do so! If you are a regular reader who has no access—well, live vicariously through a new member you can direct into trying the Tavern out. We have a list of quests now available to members, ranging from quick and easy to a bit long and more involved. There is a T-1 learning area where you can get help in learning the basics of T1 and that Tavern on fire event- it is now over, so you are safe to reenter the establishment. See the changes inside the new sub-board..


We interrupt the Frozen broadcast to bring you a real pic.
Sossego- Another new land, and the lore in this one—wow, it is a lot of lore! Hats off to Lastlight, he put some serious work into this one. In West Genesaris, near the center of Strulest Loche and north of Sunset Way, you will find the newest addition to Genesaris, the city of Sossego. Said to have been built in defiance of that major body of water (the largest source of freshwater in Genesaris, possibly the world), this city is made by interconnected series of boardwalks, leading from homes to businesses, to operations and docking stations. The people here provide themselves with all manner of work, including the tending of man-made adapted gardens.

Many of the people get around through designed waterways for vessels and boats to pass through, covering the many hundreds of miles this city takes up, or crossing the thousands of miles the lake itself spans. What makes this even more interesting, is not necessarily what is above the lake, but what might be below it. In depths that can reach over 4,000ft, the military has discovered tunnels in the lakebed that lead to unknown locations. Brave adventurers, I call to you—who will be the first to explore it? If you are thinking about it, best you read the lore first.


Mad Scientist... crazy... eh-eh? I know it was a stretch, shut up!
Sci-Fi Melodrama- Who doesn’t enjoy the occasional RP that is less about taking yourself seriously (in this case, not doing so at all) and more about having fun while poking at all the classic tropes? If you are into satire half as much as I am, this is going to be right up your proverbial alleys folks. The name of this RP here is to be corny and enjoy yourself while doing it. Take the old Mad-Scientist theme and turn it into a comedic spectacle. Intrigued? Talk to the guy running the thread over here.


Didn't he mean stage acting?
Role-Play Theatre- This is a different take on RP, and I love it. Our characters go on adventures, they go to political functions, and lately we seem to show up at a lot of parties. Who says that we can’t have some cultured folks among us, those who would hang up the sword and scabbard for the day and go see some quality entertainment instead. Yes, I am talking about the theatre`, where some characters might be actors and others the spectators. Perhaps a famous play is being presented, or the next big thing since Odin Haze taught the world about sliced bread- who could say? There is a lot of possible angles on this, so go discuss them here

See what I did there?
Pirates Reboot- One last call out for the pirates role-play event in Genesaris, though this one is now getting some traction—so get in here and join the fun. We have someone who is going to be leading the guards against Witch and her pirates in Coastal Grande, and now we have a pirate leader found for Mezthaluen. If you want the chance to take some booty and shiver some timbers or other pirate stuff, get to this thread. Or, if you are a land lubber with a penchant for kicking the arses of one legged men, you might want to be a guard or something. Come hither, regardless!

New Members!  


Eight respondents this week, a great turnout! Now, I've been making an effort to make the names look all pretty, using their own avatars to make it easier to recognize them on the board... buuuuuut my copy of CS3 (Photoshop) on my flash drive is not working properly, at all. I've had some problems with this flash as of late, telling me it's time to get a new one, and it looks like it might have corrupted photoshop for me (succcckkkkksss). Rather than dwell on  it, let's get to meeting our wonderful new people, some of which I know for certain have already been an active face around the neighborhood. 


Harlow Foster
  • What brought you to Valucre? How did you find us? 
    Welp! I belonged to a few different communities back in the early 2000's, and 'retired' from RPing in about 2006. I hung up my hat until this year, when I decided to get back into it. So I Googled 'decent forum-based roleplaying', and Valucre was about the third hit on the results page or so. The first two hits were HUGE, but so impersonal, and Valucre felt welcoming, so I took a stab at joining, and it's worked out great ^_^
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play? 
    Medieval Fantasy - by far, my favorite genre. I'm into long form, or I guess paragraph style posts, with a lot of depth and insight.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    I hope to publish a series of novels over the next few years. Right now, I'm currently in the middle of the first book in the series. As far as RPing goes - I guess my longterm goal would be to find decent writing partners. I miss having them. haha ^_^';
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    I'm a photographer and designer by trade. Every part of my life speaks to my love of creating worlds and beautiful stories. One thing people generally find surprising when they meet me - is my love of videogames! I guess I don't look like the poster child for a lady gamer, so it surprises people when I start talking about them.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)? 
    Great! I don't think there's anything really that the staff could assist me with. I would say that there seems to be a large number of newcomers who don't read the rules or lore and just jump into a thread, which can be a little frustrating. Not sure how anyone would fix that, though. ^_^ But I'm having a great time finding other members that I connect with.
JessicaHighTopp
  • What brought you to Valucre? How did you find us?
    One day I felt like I wanted to try something new, and I wanted some new places to roleplay on, so I typed in "Good roleplayer forums" and got to a site that listed roleplayer forums ( and Valucre was the highest. So I created an accunt and started to explore.
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
  • I started roleplaying three years ago I think, it could mer more. I was just surfing around searching for Harry Potter stuff and sites(I really loved Harry Potter) and then found a Swedish Roleplaying site with Harry Potter roleplays. I started roleplaying and man, I was really bad in the beginning! I didn't quit understand roleplaying then(I was 11-12 so). But I got better, and after one years the site shut down because nobody wanted to take care of it. I moved along to other roleplaying siter(or more specific two), both in swedish. I roleplayed there since. I've gotten much better in my roleplay and writing and made a lot of friends in the process. I still roleplay on those two sites I mentioned. 

  • I prefer roleplays when people write in he or she form(I honestly don't know what it's called in english). And when people write so you have something to answer, it dosen't matter how long or how many sentences there are in a answer, it just have to bring the roleplay foreward in some way. In genres I prefer love and romantic stuff, but I also like fantasy and roleplaying in book worlds(with own characters then). But I'm not picky, I can test new things.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    Well my long term goal before I got here was to begin to roleplay in english. But now I do that, but I wanna write stories in english too. But a goal is probably to finish a roleplay, it may seem impossible to some. But sometime I would like to have a roleplay when we have an end and that is the end, it could be long, it can be short but I wanna try it.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?I love to play computer games, I prefer adventure games, but I really like shooter games too! I also love to draw, I'm not that good but I just love it so much! And now to some things that may suprise you...Well I'm from Sweden, some may now this now. I can write pretty good english but when I speak english I'm terrible! I don't pronounce things so well....And another thing: I love Alice Cooper. I listen to him almost everyday and one of my dreams is to go on one of his concerts. Many seems to be suprised by this...Maybe because I'm not that old.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
     I really like Valucre, everyone is so kind here! I've gotten so many welcomes and started to talk with so nice people! And I really like the New Members forum, it's really good. I have do admit that I haven't checked everything out yet, but I'm a little confused in the roleplayforums, with the different world and things like that. I don't understand where I can post just roleplays that don't takes place in one of the worlds that already exist. But overall I really like this site and it's members! ;)
Chaerc
  • What brought you to Valucre? How did you find us?
    I frequent a different roleplaying forum. It was there that someone mentioned Valucre, and had only good things to say about it. I was excited to check it out.
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    It feels like a long time ago, but there was a gaming website called gametalk.com (it's gone now). I was spending time there talking about Pokemon games, and I stumbled across one of the roleplaying forums on the site. I already enjoyed writing, so I thought I'd give roleplaying a try. I'm not sure that I have a favorite type of roleplay. They are all fun to me. I suppose one of my favorite roleplays was fantasy-based, and our characters could each control an element. But the reason I liked it had more to do with the diversity and dynamics between our characters than the genre or plot.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    I don't really, or at least none that are very concrete. I want to get to a point where I'm both confident of myself as a writer and proud of my work. I also want to be a versatile writer; I'm not interested in developing just one style and using it in every differing story/setting/situation.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    I've training in various martial arts since about the 2nd grade, and people definitely don't expect that of me when we first meet! My other hobbies kind of come and go, although reading/writing is a constant. 
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    It's been honestly amazing. Everyone I've talked to -- both staff and members -- has been extremely welcoming, and everyone I've roleplayed with has been a great writer. The site is kind of overwhelming at first with all there is to learn about it, but the people here have been so helpful and accommodating. I love how Valucre is a structured world and yet really anything is possible -- as in the structure doesn't limit or box us in at all, while still providing opportunities that an unstructured site could not. The site seems to maintain that philosophy of freedom of creativity in every rule and FAQ that I read through.
Untrue Fires
  • What brought you to Valucre? How did you find us?
    My friend, who's known as Ganu_Canudali here. Met him over on another site, and I'm good friends, when I mentioned that I was looking for another site, he brought this up, so, I joined. 
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
     I started writing short stories when I was fifteen, for a class project in Creative Writing. And that was fun, and I enjoyed it. Then, life got in the way for a while until last year, when I looked up a couple boards and joined them. As for the other question, I'm not some one genre writer, I do sci-fi and high fantasy best, but I'm willing to do anything. At that, I'm personally fond of combat, and adventures.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    Actually, I don't. I want to go into college for Info Tech, and writing is just a hobby. If I do end up going into writing, I'd definitely want to write short stories, along the lines of Sherlock Holmes, but in a High Fantasy setting.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
     I read a hell of a lot, and of course, I'm a gamer. This along with writing, and occasional cooking, is my main field. And for the second part of this, I'd prefer to not answer, as people are surprised about different things. Some see me in strange ways.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    Valucre so far has been awesome. The community here is great, it's really active, and it's staff is amazing. For my likes, I'd say the different areas, with different genres in each one, along with the people. Also, the staff here is so friendly, and welcoming. As for questions or any help needed, I don't think so, it's a pretty complete and easy to handle place it seems.
Carmen
  • What brought you to Valucre? How did you find us?
     I stumbled onto Valucre because the internet. No one really bought me here, but I spent about three or four days lurking around before I finally got the galls to join, and oh boy, I am glad I did. 
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    What got me into role-play? Oh man, that's a loaded question. I started writing when I was in middle school, with my best friend. We were writing one word sentences and we wrote about the dumbest things, and from there it kind of graduated into writing even more. I'll write just about anything, from romance to fantasy to steampunk, horror, adventure, etc. You name it, I'll write it! 
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    I don't really have any long-term goals with writing, just having fun. 
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
     For my free time, I just listen to music and dance a lot. I'm terrible at it, but it makes me happy, so don't judge me. I suppose, if I had to tell you one thing about me that people normally don't know, it would be that English isn't my first language. It's my third! 
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    It has been interesting, challenging, exciting, and inspiring. I like that it has it's own predetermined world, which  was VERY intimidating and confusing to me the first few days. I stuck it out because I was determined to make my already existing rp fit into the Valucre planet, but more so because the people here were absolutely awesome. I got help from every possible angle, and could not believe how friendly and welcoming everyone was. I continue to ask questions, and people continue to answer them with a willingness and grace that I've just never seen happen on other websites.
Reinholdt
  • What brought you to Valucre? How did you find us?
    I was searching for a new RP place. I poked a few other sites before ending up here via the Top RP sites list..
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    Which version? I've always had an overactive imagination I can't shut off, so role-playing was just a natural transition. I like the fantasy adventuring genre, though interwoven heavily with major psychological trauma character growth. Corruption and/or redemption stories also fascinate me to an unsettling degree.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
  • I mostly wish to work on my descriptive capabilities and proactive character actions. I'm far too used to smaller, reactive oriented posts that concentrate heavily on the action over the feelings or the details. While there's nothing particularly wrong with that style, it doesn't help me with working my intended series of novels.
  • I guess I should also work on settings and world building for that series, but one step at a time.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    Games. What kind you ask? All of them. Video games, board games, card games, naughty games, role-playing games, etc. If I don't have my mind pre-occupied with my addiction to escapism, I get bored. And then bad things happen. Also, cats but that should be fairly obvious. I can't think about many interesting things about me that doesn't fall into those two purviews and isn't immediately obvious. I guess people find it fairly surprising that I actually don't read any books at all. It certainly is dichotomous of me. I mean I've tried, but books just bore me immensely.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
  • Well the staff is certainly the best I've ever encountered in my internet travels. Things are quite different here, especially combat and the somewhat intimidating T1 system. Granted, I still have only my limited experience at Tavern of Legends. I liked the idea of a random encounter to help teach combat, but thus far I've seen wildly different posting styles and no real comment on what's considered good or bad form. Or perhaps all of it is typical and accepted? I'm unsure. Maybe some sort of constructive feedback would help? I know how that can go pretty awry though. I'm probably overthinking it all really. I tend to do that.
  • From what I've read, I rather like the canonization process. A neat and efficient way to contribute to the overarching world.

Mendicant
  • What brought you to Valucre? How did you find us?
    My love for role playing bought me here, I actually found the place by searching something along the lines of "free form rp" on google.
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    My father got me into role playing with a loose game of Dungeons and Dragons that I played with my cousins. 
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
     I hope to just advance with my writing skills, being an author would be great, but I don't see it happening, so it'd mostly be for leisurely purposes such as role playing here on Valucre.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    Another hobby of mine is strategy games, I mostly play Starcraft, but I like a lot of other games of the genre, whether turn-based or real-time.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    My experience has been good, I'm just hoping I can start role playing up to snuff with the oldies of the site. There isn't much you guys can help me with besides role playing with me, whether you think I'm bad or good!
Tranquility
  • What brought you to Valucre? How did you find us? 
    I was invited by a couple members from one of the online writer's groups I'm in. Neat huh? You'll probably hear this again because I think we're all liking the idea of using this place for communal writing exercises. No offense intended. I imagine some real love will develop.
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play? 
    RP? I like the idea it'll get me into a writing routine. I enjoy Romance and High Fantasy very much.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    I have problems with composition, actually, so it is my hope collaborative efforts will help break me of that.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    I fantasize about things warm, cute, and fuzzy, and sincerely wish everyone reading this a moment's peace to smile today (many more smiles if possible), but I'm not all flowers, hearts, and candy. I push for happiness because I know what sadness is. I write of life more brutally than one might expect of someone who calls herself "Serene Tranquility".
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)? 
  • My Valucrean experience has been neat so far. I keep hearing nice things about the staff here and that's wonderful. "Talk to them, be reasonable, and they'll work with you," someone told me. Oh, and she also said you guys are "easy to approach" and "don't be shy." She's probably right. If regular members are saying good things and encouraging people to make goals here, than that says something good about management. Right?
  • I've no major aspirations but to write a sob story so I doubt you'll hear from me very often.

Other Highlights?

Much like this Frozen meme that is surely got you going Ape with me, I wish I could just let these highlights go. Much in a fashion as depicted in that picture. That's letting something go alright.

When you can't hold it anymore...


The World Lore Page:  This was put together by a new member, but I totally loved it. A breakdown to help people interested in creating a new race, but not sure where to begin or what to cover. This gives you plenty of ground to cover. Well done, highly recommend taking a look.

Did You Know-  About the Find a Role-Play button? It's easy to use and very helpful! If you want a quick and easy role-play to join, hit this button and the most recently active threads tagged as "Open" will come right up. To learn more, check it out here. While you are at it, read the rest of the Did You Knows too. 

Closing Thoughts?



Here we go; the big reveal. Why did I decide to dig up a meme that is more persistent than Ralph Nader with an Undying MTG deck? Two reasons, if you must know. The first, is that I needed something to roll with and that struck me as funny at the time, so I went with it. The second reason is that it served as a primer, preparing you to deal with me jumping up and down on yet another “dead horse topic”, because that is what I like to beat. Dead horses- squishier the better. Essentially, I used a tired out meme to prepare you for a subject that is already tiring itself out—“overexposeddiscussioninception!” said the person who looks like Ted. (Button courtesy of Spacegy… don’t ask how many times I played with it tonight >>).

Okay, enough silliness; let us get serious.

You are all literate individuals using the internet, so I will not insult your intelligence by assuming you did not hear about what happened to Mr. Robin Williams, though if this came as a spoiler to you, I am both sorry for your loss and sorry for your clear lack of regular communication with the outside world, in spite of an internet connection. Here I said I was going to get serious—and I am, I swear, but the way I am going about this… well, I think this is the approach he would best identify with anyway. Robin Williams was an absolutely silly man, who approached both the serious and dramatic with this light hearted humor that just made you smile. Yes, I am coming around to a serious point, but making light of the approaching topics is something he would have done. A famous bit from Patch Adams says as much on the subject of life and death.

My two cents on that at least, and hell, you’re reading my closing thoughts, so that’s what you get. Unless you’re Canadian, in which case I’ll round it up and give you a nickel.

Perhaps I have that out of my system and will now move on with the actual intent of these closing thoughts—there are two aspects here. The first is having a frank chat on mental illness, suicidality and awareness, and the second half will be connecting this back to writing, as this is a blog about writing and role-playing. I thought about not connecting the two, leaving these closing thoughts only as a piece with the first half displayed, but I feel it necessary to stick to the roots of this blog’s purpose, even when putting out an important message.

It is a sad thing that it usually takes a tragedy to bring out the important discussions, but we’ll leave the examination of human nature for another time. For now, we’ll just sit comfortably with the knowledge that it never seemed like something to bring up until it was brought to the public stage, ironic, considering a similar event hit me on a personal level last fall. Perhaps in dealing with something much closer, it makes you forget about talking and focus on the processing and moving on—so by the time you’re back in here writing, you’re on to other subjects. When someone you grew up admiring and appreciating does the same, you have just enough detachment to come out and open the discussion.

This piece is not about passing judgment or making value statements on the act itself, so please do not read this with expectations of an official position in that regard. Instead, what I want to say (finally) is that serious depression and thoughts of suicide is serious and should be taken seriously, both by the person who experiences it and the people surrounding that individual. Yes, too often people sometimes attribute a person’s morose behaviors with being that person’s baseline, but if that person expresses something a little more—please listen. Please pay attention and be willing to lend a hand if that person has decided to extend it one more time.

If you are that person, the one who is struggling with the decision to reach out for support or to take it back and take your own life instead, I ask—no plead with you, get help. Call someone you know you can trust to make good decisions and to support you. Call one of the many hotlines available- all you need to do is make a quick google search. They are free, they are there to help, and they are trained in helping you get past the worst moments of depression’s grasp so you can carry on long enough to get to someone who can assist you in getting through the long term. If your feelings are frequent and lasting, do yourself a favor and get to a support group- and in person support group, one with people who are there.

Human social contact does wonders for you, even if you have a hard time believing it. Yes, getting up and leaving is hard, but if you have the energy and drive to consider harming yourself, I ask that you make that one last effort to go talk to someone, to meet with people, to find support and keep pushing forward, because it does eventually pass and it does get better. Suicide is a hard thing, and the controversy flares up for a reason. Suicide is much like casting a stone into still waters. You think all you have done is given up one stone, a single piece of rock that never affected anyone. Yet, when the stone hits the water, it leaves ripples- ripples that reach out far and wide, sometimes from shore to shore. We are all stones casting ripples, but suicide is something that weighs us down and makes the stone that much more massive.

I’m making my transition now, but here is a resource should you or a loved one ever need it.

Coming back around to writing, we can think of our characters like rocks as well. Not rocks like they are as interesting as a box of rocks or have as much going on in their head as a sack full of rocks rattling around- no, I mean they are the proverbial stone through into the lake of life, each one lost echoing as ripples, touching many, many others. Some of our characters are small, so perhaps their stone is not as big or as wide, or perhaps their stone is big, but only when specifically looked at by a particular group, and since the perspective of this story never sees that group, we the readers will never know.

Characters are stones, and some of them have great mass. When a character dies, they will leave ripples in their story, reaching out and touching other people often in ways they never understood. This does not just apply to characters that have harmed themselves but to any character that dies in the story period. The greater our character, the bigger their stone is as it is cast into the lake, forever lost. If we have the right perspective, we can see much of where those waves are going, and who they will touch before they lose energy and cease.
Much in the same way that we are all people who leave impressions on each other and therefore leave ripples in the lives we leave behind, do the same for your characters. Even if they start out as a loner who could not care about others much beyond their usefulness, they will eventually touch the lives of others (for better or worse) and their death will have a noticeable impact. As you develop your character, make sure that you take the time to give him those connections, to treat him as a real human being who will make friends and enemies, acquaintances and neighbors. Ensure others will notice when he’s gone.

That way, when your story parts ways with that character, plunging them into what is assumed inescapable death, you will be able to trace the ripples. To watch where waves go when the character is gone, deciding who in the story gets hit with the worst of it and who hardly notices a thing. Draw out your story, as the story of that character does not truly end with the character’s end, but instead it follows through with the others who will miss them, and by addressing that too, you add depth and dimension to your plots, a while showing just how important that lost character was.

That’s my time everyone, take care. 



-          Acies   


"No matter what people tell you, words and ideas can change the world.". ~ Robin Williams

Friday, August 8, 2014

Daytime...

0 comments

Who Actually Wants to Get Up Then?


Seriously, getting up in the daytime? My circadian rhythm is about ready to do a table-flip, it’s so mad at me. Granted, I’m naturally a night-owl sort and I have grown very used to getting up late evening or in the afternoons, depending on how my schedule rolls. Getting up early in the day to go to work during normal business hours? Yeah, my body is about ready to throw a fit. It’s my excuse of the week for why the blog is sort of lackluster, with the change in schedule the reason why it’s late (that I had no control over).

Let’s cut to it and have ourselves a blog. 

What's Happening Valucre?


It's beautiful on the inside! Stop being so judgmental.
Changes at the Tavern of LegendIt’s not necessarily relevant to those of you whose time of qualification to enter the tavern has long since passed (90 days), but it might behoove you to let newer members know of the changes that have already happened and are in the works. The Tavern of Legend has gone from just being a thread to its own little section, where we will have the ability to expand into more things than just housing a thread. Soon, people can expect a thread that gives more lore on the tavern and its regular employees, as well as the most recent post giving the most up to date information on what is happening at the tavern. Because some days are slow, and other days the place is infested with fire elementals and that kind of information is rather relevant.

In addition to that, people can also expect a thread going up that specializes in the simulated battle arena, only rather than just sparring with each other or the bouncer for kicks, you will spar with the bouncer while learning the *basics* of T1. This area will not promise anything of the sort when it comes to becoming a “Good” T1-ist, but instead will help you learn the basics and get to a point where are capable of fighting in T1 based battles or spars. In the future, other entries into the battle simulator will have its own thread, so you can spar it out without having your posts get lost in the mix with other tavern activities.

The other big piece of news regarding the tavern is you can expect tavern related quests to be coming soon. They will be shorter and require less work, serving as like an introduction to questing inside Valucre. Given that they are easier quests with less posting requirements, they will pay less than the standard quest as well, but it will be an early way to accumulate some VB while you still get a feel for the site. If you want to check it out, click this button.


Where was that front door?
Umbra- Umbra is a new major city found within Genesaris, located in the South East, just beyond the territories of the Cold South, forming their own independent rulership. The city operates on a three tiered system, and while ruled and populated by vampires, the city is actually quite welcoming to humans, with many living prosperous lives as business owners and blood donors, for which a fetching profit is to be made in being willing to donate to the blood supplies. Humans enjoy protection from vampires in that none may be drank from or turned without consent, the crime seen as a very serious offense indeed. Aspiring travelers with vampire characters should take care to conceal their religious affiliations should they choose to follow any besides the God Tenebre.

The city’s lowest tier is made up of a rabble population consisting of criminal gangs and the very poor. Lawfulness exists in low quantities here, with much of the ‘justice’ and regulation carried out by the roving gangs. The middle tier itself holds the humans and consist of business owners or other successful people, this middle class enjoying many luxuries and comforts. The upper class are elite vampires who rule the city, overseeing laws and politics.

The city also has a well-developed Watch consisting of three different types of troops, each with their own abilities and special status. Vanguards are entirely human, a troop consisting of highly skilled warriors and some magic users, a position some children grow up dreaming of one day occupying. The Carmine Elite are assassins and knights made of only vampires, highly efficient and deadly in their tasks. The last are the High Inquisitors, magic using vampires who only answer to the king. They are so rare that many people have not even seen one in their lifetime.

The city is new and the is already a wealth of lore available to you—go read it!



Disclaimer: We cannot promise you
will look this cool. 
Army Recruiting- Care to join a demon army? It could be lots of fun. Oh, you know, getting to hang out with evil beings from another plane, slaughtering those who get in your way and getting to ravage countries and cities, that sort of thing. Right now, joining will give you the opportunity to help shape the future of Biazo, as changes come along. If you want to join the ranks and be a part of rising change, check this thread out.

A snippet on the "Blood War": The Blood War had been raging for millennia now, a battle that spanned entire planes and saw the logical Baatezu, red skinned devils, pitted against the chaotic and daemonic Tanar'ri. In the world of the immortal though, time held little meaning, and so new recruits were hurled into the fray, like kindling for the fire, with each passing day. Amongst these fiends, however, there were some creatures so savage, that their very presence was used to shock enemy outposts into submission; beasts bred for bloodshed and victors of a thousand campaigns. It was these monsters that Malice first encountered when he too decided to dabble in their domain, though in him they found their match; for he was an adversary without fear, a warrior without compare that slew with unparalleled skill. 

Rather than destroying those he defeated though, the Great Devourer bound them to his banner; forging a legion from the most seasoned scum the Daemons had to offer. In the years that followed, Malice's army cut a bloody swathe across the planes, conquering entire nations with his new found strength; but history would always remember the day that a juggernaut held their ground, refusing to flee before ten thousand jaws. 


These look... fabulous!
Damn, That is a Lot of Pirates- I am plugging this one back in here because it did not get many nibbles the first time around and I would rather not kick this off with minimal bites. This is a pirate event, one technically taking place before the current Heat Wave events, so no need to incorporate that. If you like the game of Risk, this is likely going to be your thing, although there is no need to understand how to play it, it’s just influenced by that gameplay. You can either be a pirate who is trying to rob a city, or you can be on the side of the guards trying to help defend them. A little bit of luck mixed with good strategy and planning is what it is going to take to win this thing. If you are up for some booty or rewards for stopping the pirate scourge from getting away with their crimes, you really ought to go look at this thread.

Currently, Witch is heading up a pirate Team who will be attacking Coastal Grande, a hard to beat place with high reward potential. Bradapalooza will be heading up the guard defense with some allies over in Kuratel. If I recall correctly, his roster is full, so you can’t fight with him, but you can fight against him. ;)


New Members!  


As I hinted above, I only had two respondents. This means I have less to share, but at least we got two instead of none. Let's get to know the two people who took the time to drop us a few lines!



  • What brought you to Valucre? How did you find us? 
    Through the top RP sites list. Valucre was among the top 3. :)
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play? 
    I was a long-time RP-er and moderator in various sites, I have RP in both chat and play-by-post style. :) My favorite style is play-by-post, genre? I enjoy most kinds of fiction, from sci-fy to fantasy, from grimdark to fluffy rainbows.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    Yes! Since English is my 2nd language, RP-ing means a lot in honing my English to fluency, also I am a writer at heart and I love to unleash my imagination through Roleplaying.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    I love video games, 3rd person shooters, and fighting games. Hmmm... something unexpected from me? Some people told me that they didn't expect English is my 2nd language. 
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)? 
    Absolutely terrific! Wunderbar! I have everything sorted out here. The community is active, friendly, amazing and the staffs are helpful and truly act like leaders and mentors, not bosses. :)

  • What brought you to Valucre? How did you find us?
    Nogusta talked to me about this place and told me to check it out, that I might find it interesting. 
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    I write a lot, usually in french and mostly novels but I think it is always good to practice a language when it isn't your mother tongue so role-play is a good way to work it out. I like many different styles but I think psychological evolution all through a story is the most important. I am into fantasy a lot, ancient style or futuristic.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    I have writen a few novels in french. There is a series I am trying to finish but having a kid and being back to school doesn't leave me a lot of time. However, whenever I have some time for myself, I am writing or drawing. As for role-play, I do it for fun mostly in my free time.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    Chess, Martial Arts, Science, Meditation, Home Décor, Cooking, Playing Pool, Drawing, Singing, Taking pictures, Gaming, Artistic Make-up, etc... Many more actually, I am interested in almost everything.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    So far I've only had the chance of sharing some of my art. I was out of town so I didn't spend a lot of time around here. I expect to be participating to some role-play whenever I get the chance. I like how active this site seems. I had many people giving me warm welcomes. This place seems friendly but also, it seems like the people here are interesting to share with. As for help, not for the moment, when I will have more time, I'll try to figure stuff by myself but I will make sure to ask someone if anything.

  • What brought you to Valucre? How did you find us?
    Sporkmcfarglesnark told me about it because I was really struggling with Tumblr/Gaia roleplay 8') 
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    Having made up stories about all the characters I draw, I just really wanted to make worlds for them and see how they would interact with people others have made! I'd have to say that I really love drama and character building, but fantasy/sci fi are my fave~
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    I'd really love to get to the point where I get confident to start up my web comic. I'm a skilled artist and animator, it's just my writing isn't where I'd like it to be yet, and I know roleplay can help me get a lot better! Plus it's the funnest thing to do :D
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    I draw and do 2d animation. I'm also in school for my master's degree in game art.  Something interesting about myself? Um...there's really not much other than my love of drawing and writing! I guess getting married is something most people don't expect either haha!
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    IT'S BEEN AMAZING! I absolutely love it here. Everyone is so kind and so helpful and so very eager to lend a helping hand or a friendly word. It's such a shift from all the hateful comments on Tumblr and Gaia roleplay. I feel like this is an actual safe place and I feel so comfortable here and I haven't even posted in my first thread yet. Soon, though!

  • What brought you to Valucre? How did you find us?
    When I was born, I was captured by Leonardo DeCaprio. He was preparing for his role as Jack in the Titanic franchise, but you see I was playing the role of his best friend, Marcus. So we got along but then Leo decided it would be a nice idea to drive the ship into a giant ice-burg. This made me extremely upset, because I fell a million miles underwater when the ship capsized. Then after being pulled ashore on the land of Valucre, this nice lady named Rin, said "Hello", and henceforth I am here.
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    Roleplay is fun for all of the obvious reasons. It lets you dive into another person's life and see how they would react. I actually try my best not to get emotionally attached to any of the characters that I create. It makes me feel like a mad scientist, I am putting these people in random environments and only write how I think that person would act, then I study other people's reactions. It really helps me link actions and reactions.
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
     My long term goals for this website would be able to create a long story following the adventures of one of my characters, who I  have created. Meaning I will have them travel through multiple threads and finish with their own thread and conclusion. I have a handful of characters to choose from right now, but I am not sure which one I should use.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
     One of my hobbies is playing music. I know how to play the guitar, bass, ukulele, and a little bit of the mandolin. I am a member of a band with a couple of my other friends. Also, I am attempting to design psychological experiments in my spare time over the next couple of years. And I guess, people would not expect me to be such a dork when they first meet me, but I am.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    My time on Valucre has been okay so far, the only disappointing thing is when I enter a thread and it slowly dies before reaching completion, but I suppose that's true for everyone. And as staff, I don't know. The Big Man on campus; Carlos. And yourself as well as a couple of other people have offered help. I guess I just need to get up to date on the politics of Valucre, but perhaps I will learn about that as I go along, however if there is anything super important I need to know, please tell me.

  • What brought you to Valucre? How did you find us?
    I wanted to redo an old rp as a dedication to a friend (old rp buddy) and a former Valcure user recommended it to me.
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    I met my current BFF on another website, and having many things in common, we got to know each other and became fast friends. I prefer fantasy, medieval fantasy, and post apocalyptic, but I'm usually open for anything and everything. In other aspects, I love reading and writing long posts, lore-rich story ideas, and the mystery and excitement of following a collaboration wherever it leads. 
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    I've always loved writing with other people and interweaving the different subplots, but I also used role-play as a way to help young writers develop better grammar, better storytelling skills, and their own personal style. I also use it as a combatant of writer's block (relating to whatever I happen to be writing outside of role-play.) That continues to be the case, now going on ten years, so I guess it always will be. As a novelist, I am still working up the courage to try publishing my WIP as well as 35 years worth of completed novels. 
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    Reading. Watching high fantasy movies. Playing action/advent or RPG video games like Zelda, Mario, Elder Scrolls: Oblivion, and Final Fantasy X, as well as first-person shooters like Far Cry, and Return to Castle Wolfenstein. Repairing/rebuilding computers. Studying/researching all aspects of human medicine, criminology, law, the military, and all cultural and geology/geographical history - American, European, Asian, etc.  As for the second question, I don't know if this would be necessarily interesting, but it's certainly weird. I got the raised eyebrows, the widened eyes, and the "no-way"s when people find out that I'm a major gamer and computer geek, but all because I listen to a very unusual grouping of music - rap, punk, heavy metal, Christian, classical, rock from the fifties to date, and old country. I have an appreciation for nearly every kind of music.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    It has been interesting, challenging, exciting, and inspiring. I like that it has it's own predetermined world, which  was VERY intimidating and confusing to me the first few days. I stuck it out because I was determined to make my already existing rp fit into the Valucre planet, but more so because the people here were absolutely awesome. I got help from every possible angle, and could not believe how friendly and welcoming everyone was. I continue to ask questions, and people continue to answer them with a willingness and grace that I've just never seen happen on other websites.

  • What brought you to Valucre? How did you find us?
    What brought me here was just me searching for a role play site and I found this one. I actually like it because of the many locations it has.
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    I got into role play from a couple friends who did it and they introduced me to it. Favorite types are anything involving vampires and things like that. 
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    No I do not.
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    I bake and I am good at it. Interesting thing is that I can speak 8 different languages.
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    It has been good. I might have said already what I like in the first question's reply. But you guys do not need anything to do help me because you are going a good job already.

  • What brought you to Valucre? How did you find us?
    Google O: Someone asked about a good rp forum and this was what someone else said O: I was looking for a good place to rp since the place I am currently rping on is not a rp site. O: It is a anime forum so rping is not what they do. Most of the rps there died or just not my thing. O:
  • What got you into role-play? What are your favorite types (genre, style, etc) of role-play?
    A friend of mine on another anime site ran a rp group.O:  I use to enter the rp contest which were art based to help her activity.O: I won most of them so she said why not join in.O: I never did it before so I was sure why not O: It was a Naruto based on and I like naruto so I stated and enjoyed it O: From there I joined a Bleached based on and then many other and it is now 6-7 years or so later O: I enjoy pretty much anything where I can use magic as those are more fun to me then non magic but I do enjoy those too O: Done both the big 3 anime rps more often but done some of everything O: I tend to use the same char and like to tie that into which ever rp I am working in O: 
  • Do you have any long-term goals related to role-play and/or writing? If so, what are they?
    Passes time and I enjoy it. O: Also gives me ideas for the book I am currently working on O:
  • What are some of your other hobbies and/or interests? What is one interesting thing about you that others might not expect when they first meet you?
    I am a gfx artist as well a a off and on Yugioh player O: Foruming is what I tend to do most of the time when not working or out in the real world.O: I spend most of my time at work,home or hanging out at the tattoo shop my home boy works out of. So I am pretty tattooed up O: Idk, pretty much most things about me O: I am tattooed and have dreads so I look like black guy number 46343553 O: So once people see I am not like the "Black People" that tend to have the same look as me, tis a fun trip for them O: I am a very different person from most and until you know me, you never know what to expect O:
  • How has your Valucre experience been so far? What do you like, and is there anything we can do to help you (as staff or fellow members)?
    Pretty good so far.O: At first I was not sure how to start or how things worked as this is my first rp site.O: I was not sure I would fit in or even find a place that would take me in O: I didnt know where to start and how about going about it O: But then everyone jumped in and helped me with all my questions O: I still only know a small corner of this place but I am working my way into it all.O: The starter tavern is a great idea though I made one post and then found a rp to join O: If I didnt I would have used it more to see where I could go to rp since that was the hardest part for me O:

Other Highlights?

Highlights. Reel. Get it? I crack myself up.
The World Lore Page:  The lore pages are numerous, but you can easily go to the world lore page to have access to many other places. The world lore page gives you easy access to the lore sections for the main lands and the level 3 boards, as well as useful links to other areas and some basic information. To take a look, click this.

Did You Know-  About the portal page? Yep, we have one, and it shows you important announcements and recent RP posts. To learn more, check it out here. While you are at it, read the rest of the Did You Knows too. 

Closing Thoughts?

I'm cheating again, because I am not feeling so great and I would rather have this up for you now with something not of my own writing than make you wait another day or two while my body settles down from how irked it is that my sleep schedule got flipped upside down. I'm not doing a good job thinking of subjects to write about this week and I hardly trust myself to write something longer than a few paragraphs without getting lost and inserting a bunch of nonsensical material that has little connection to the coherently formed sentences before it. On top of that, I need to go to bed in a little over an hour, and I rarely spend that short of a time in putting out some closing thoughts. Generally, those turn into a couple hours minimum.

All that said, here is something from Seanan McGuire that I liked, talking about how the English language can be such a difficult pain. It's worth contemplating, so I leave you with that.

Thoughts on Writing #2: Your Grammar Is Eating The Neighbors.

...what's sad is that this is nicer and less snarky than the first essay in this series. Just in case you'd wondered whether I was mellowing. The original thought:

The rules of English grammar were devised by an evil linguist who had a bone to pick with the adherents of the more traditional schools of the written word. They laughed at him in the academy, and we bastards are still paying today. You don't need to have a perfect grasp of the seventeen thousand (occasionally conflicting) rules to be a writer; that's what editors and proofreaders are for. At the same time, you can't just throw a bunch of words at the page and expect to have all your work done for you. Learn the basic rules of punctuation and grammar before you subject other people to your work. They can squabble over the Oxford commas at their leisure.

Ready?

Let's begin.English Is A Monster.

Those of us who grew up with English may not be consciously aware of what every "English as second language" person in the world knows full well: English is hard. Our grammar is needlessly complicated, full of pit-traps and sneak attacks. Constructing a sentence in English is sort of like trying to snatch six specific garter snakes out of a nest. The nest has been buttered. Also, the snakes bite. Now, once you've been juggling garter snakes—or speaking English—for a few years, you can generally get the six snakes you want with a minimum of trouble. But they'll always be buttered, and they'll always have teeth.

We have a language built on the stolen bones of other languages. The people responsible for "creating" English were basically playing Dr. Frankenstein, using spare parts to make something capable of smashing the local village. I use the term "creating" loosely, because English wasn't created as much as it just, well, evolved. People looked up one day and realized that they were speaking this weird new language, and by that point, they were used to it, so they didn't stop. I mean, the nice thing about Frankenstein's Monster is that it's big, flexible, and pretty damn difficult to kill. You can always bring it back with a set of jumper cables and a car battery, and that's a useful trait to have in a monster, or in a language. The big thing to remember is that, at the end of the day, it may be friendly, but it's still a monster. There's always the chance that it's going to kidnap your wife, crush your neighbor, and go rampaging off down the street.>

It is easier to be unclear in English than it is in almost any other language, partially because of its innate flexibility. There's a running joke on NCIS—a television procedural—about a foreign-born character misspeaking and mangling her idioms, because, ha ha, English is hard. Well, guess what? English is hard. Anyone who tells you that English isn'thard is either delusional or trying to lull you into a false sense of security. Possibly because their own personal monster of English is getting hungry...
Right, Get The Torches.

Put down the torch, hotshot: English may be a monster, but it has its uses. As I said before, it's big, flexible, and pretty damn difficult to kill. And it can express almost anything you want. This is a language that has so many wonderful words that we regularly allow old ones to fall out of common use, replacing them with shiny new words, like buying new parts for our monster. This is a language that we can use to knock downother people's villages. We just need to be certain that we know how to control it.

Now, I could pretend to be all-knowing and give you a lot of instructions on how not to split an infinitive and how to avoid overly complex sentences, but let's get real: I am not an English teacher. I'd just be parroting information out of books, and while I'd like to think that my parroting would be amusing, it wouldn't be any better than what's already out there. I do recommend that you pick up On Writing, by Stephen King, and Strunk and White's Elements of Style. One book will teach you basically everything you need to know about the strict rules of making your monster do what you want it to do. The other will teach you some handy tips about making your monster dance the hokey-pokey. Both are good things to know, and both are going to be a lot more useful to you than all the parroting in the world.

If you're really confused about the way that grammar works, take a class! Most community colleges offer basic English courses. Note that I'm not saying "take a class that teaches you how to write"—you'll do that, or you won't do that, based on your own needs and what you personally feel will help you grow as a writer. I'm saying "take a class that teaches you about the language." English grammar is the way it is because its creator was laughed at in university. Maybe if you go to university, you can learn how to stop laughing and start understanding why it felt the need to smash your barn.

I'm really enjoying this monster metaphor. Can you tell?
But My Grammar Is Good Enough For Teh Intarwebs!

...ow, my brain. Look: everything is good enough for "teh Intarwebs." That is, really, the beauty of the Internet. With the click of a button, you can become a published author. When I finish something, I have the power to put it right up online. Bam. Now, being as I'm me, I'm always going to proofread it and run it by a few people first, but I couldpublish it the second it's finished. No one's standing over my shoulder saying "I think you spelled that wrong." No one's going to smack me for splitting an infinitive, or for constructing a sentence so convoluted that my point gets lost in a forest of modifiers. Well, Brooke might, but that would be after the fact; the the words would still be out there. No one is grading the Internet.

The thing to remember here is context. Vixy and I regularly have entire conversations in LOLcat, and Shawn and I mostly just make incoherent dinosaur noises at each other via IM. That's totally fine. But I'm not going to read a novel written in either of those styles. "Good enough for the Internet" doesn't mean that your grammar is any good; it just means that your personal equivalent of Brooke has not yet smacked you on the head and dragged you off to the Lagoon for a little remedial education.

I am very loose with language in my blogging, because it's my blog; I can be loose with the language if I want. I abuse punctuation freely and without qualms. I insert random capitals in the middle of my sentences for emphasis. I make up words. I use really big words without necessarily giving the surrounding context to avoid confusing my readers. Periodically, I devolve into LOLcat for no reason beyond "I wanted to." The more I learn about grammar and punctuation, the less I do some of these things, just because I'm training myself out of bad habits. At the same time, there are things I used to do carelessly that I now do on purpose. I see the rules. I choose to let my monster smash them.

When I'm writing fiction, or even serious non-fiction, I get a lot more careful with the way I word and structure things. I don't want to risk confusing and alienating people by mistake; I want to do it on purpose. I have people read and review me, and when I get the same critique from multiple sources, I tend to take little crash-courses in the way to make my monster work for my benefit. Nothing says "learn how to control your monster" like being told exactly what it's doing wrong.

The Internet is where you can let your monster rampage. Everywhere else, you may need to give it a little training.
So I'm Basically Screwed.

Yes and no. No matter how much you train your monster, it's always going to be a monster. Nothing you or I or anyone else can do is going to change that. You could try writing in a different language, but that's going to raise a whole new set of problems.

At the same time, you can learn to control your monster, at least well enough that the people who do this professionally can recognize its potential and guide you along. Maybe you'll never develop a consistent approach to the Oxford comma, but if that's the only mess your monster's making, your line-editors are really unlikely to care. No one expects perfection. They just expect the house to still be standing when you and your monster leave.
Good luck, and remember, stay away from the castle.


That's it for the week. See you next time. 


-          Acies   


"Fantasy is hardly an escape from reality. It's a way of understanding it.". ~ Lloyd Alexander

Thursday, July 31, 2014

A "Magical" Tutorial for Valucre Members

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Acies' MTG Guide [Basic Edition]

Introduction


Given the amount of people as of late who have both mentioned an increased interest in Magic The Gathering™ and a lack of understanding in some of the mechanics and or playing. Given that I have missed some updates here and there, and that I once played regularly with the intention of going on to get certified as a Rules Advisor (I quit MTG last fall due to the cost of keeping up affecting my ability to pay tuition), I figure I can impart some useful knowledge. Now, this game is actually incredibly complex when you get down to the deeper nuances, but having enough of an understanding to be able to go out, have some fun, and even win a decent amount of games does not take nearly the amount of depth that aspiring to conquer major tournaments will. That said, I’m going to try and avoid really complex topics like layers and instead focus on basics, keywords, and “The Stack”.

The Basics


If you already play Magic™, this part of the guide likely covers topics you already know well. However, if you are just starting out or on the fence about giving the game a try, this part of the guide can be very helpful.

Permanents 
Permanents are things that remain on the battlefield after they are cast. Permanents do not go away immediately, though some remain longer than others. Some might only remain for the turn, while others remain indefinitely, until removed by an outside force. The following will be a list of permanents.

Lands 
Lands are what produce mana (see mana). During each turn, unless some other effect on the field says otherwise, you can play –one- land card. This land card is a freebee and it cannot be responded to (when we talk about it, you will see me mention that land does not use the stack). As soon as you hit your first main phase (more on phases later), you can play a land. You can also play a land card during your second main phase, if you have not played one during your first. Again, unless you have something else in play dictating otherwise, you can only play one land per turn.

There are two types of lands, Basic, and Nonbasic

Taste the Rainbow!
  • Basic lands are the simple lands, they come out with no additional requirements or stipulations and they produce only one kind of mana. You have two types of basic lands, though this hardly worth mention—snowy and regular. Snowy are rare, but can be used all the same. Basic lands have the unique distinction of being allowed in play no matter what set they came out of (certain play styles have restrictions on what sets cards come from- basic lands are excluded from this) and that you can have any amount of each in your deck (nonbasic are limited to four). 
  • Shocklands- Very Popular
  • Nonbasic lands are lands that do something other than produce one color of mana. The differing abilities vary, but they have some form of drawback. Some lands enter the battlefield tapped, whereas others only produce colorless mana. Other lands might cost you a point of life or require putting something else in your hand. The stipulations vary, but nonbasic lands are helpful insofar as they provide other benefits. Other factors that make them less free for use is that you are limited to four of each, and many are not common cards (harder to get, more value).


Creatures 
Grizzly Bears- the 2 mana 2/2 everyone
compares any 2/2 2 mana creature to.
Creatures are spells (yes, they count as spells, because the spell “summons” them) you use to attack or defend with (typically). You pay a required cost and summon them to the field. Most of the time, creatures are brought out by using a creature card, but some spells allow you to “fetch” a creature or to put “tokens” on the field. Tokens are creatures, they are just handled differently- if a token leave the battlefield and goes to another location, it disappears. Tokens who are exiled can never come back, tokens sent to the graveyard never come back- as soon as they leave the battlefield, they cease to exist. For creatures, this is not the case, and as you can imagine, all kinds of hijinks have come about because of that.

As I pointed out above, creatures have costs. Nearly all of them have some kind of mana cost (but not always) and the vast majority have a cost of some kind (but not always). You treat playing a creature card like playing a spell, by first filling your mana pool with mana, then declaring the spell and working through “the stack”. If the spell succeeds, your creature enters the battlefield. Creatures entering the battlefield, unless they have a keyword ability called “haste”, enter with what is colloquially called “summoning sickness”—this is basically the most official unofficial term there is in MTG (judges use it, game designers use it, but they never officially adopted it, go figure). Summoning sickness means that the creature is unable to attack the turn they arrived, because “summoning made them sick” (or really, they need to get situated first). Summoning sickness only affects things with a creature type. If it is not a creature, it cannot have summoning sickness.

Creatures enter with certain attributes. In addition to their mana costs, they have what is called an “Attack” and “Toughness” score. A creature whose total toughness is equal to or less than zero dies as soon as that effect is official- if they are officially at a zero toughness, they have “died”. A creature can have a 0 attack—this is often the case for a creature subtype called “defenders”, who defend instead of attack (like a big wall). When a creature attacks, you go by their (adjusted if applicable) attack score in determining potential damage and you use their toughness to determine whether or not they can survive a certain amount of accumulated damage—damage leaves at the end of turn.

Tokens
Someone turned his germ into a "gentlegerm"
I mentioned tokens, so I will mention them after creatures. It is tempting to just make them a subheading, but occasionally, you can have tokens that are not creatures, that is just not the typical case. Tokens are produced by an effect—sometimes a creature, sometimes a nonpermanent spell, sometimes an enchantment, planeswalker, you name it- this game has a lot of ways to make them. Tokens come in three flavors—vanilla creatures, “stand in tokens”, or duplicates of something.
  • Vanilla creatures are just that- tokens produced to put more cannon fodder on the ground. These guys typically have lower attack and toughness scores, although this can vary. They usually have no more than 1-2 keyword abilities, if anyway, but again, not the case 100% of the time. Some cards produce whole messes of token, so I like to call permanents who do so “Token-Poopers”. Token-Poopers can be incredibly helpful, if you get the right one.
  • Duplicates are where some kind of effect says put a token on the field that is exactly the same as another card. Tokens are an exact copy of the card they duplicate, meaning they have no abilities or special effects or buffs that are not printed on the card. Now, the card itself might have abilities, or triggering abilities, or other effects that come into effect as soon as or after it hits the battlefield- those go off. But duplicates do not copy number of additional counters, buffs, equipment, or other outside effects. In the case that you make a duplicate of a “transforming card”, it copies the face up side and cannot transform. 
  • “Stand In”  tokens are tokens made to just sort of “stand-in”. The one example I can think of off the top of my head are “germ tokens”, which are 0/0 token creatures with the subtype “germ”. These come in with artifact equipment cards known as “living weapons”, where the equipment comes in already attached to a creature. This means that you do not have to equip the card to get use out of it—some living weapons are awesome cards, coming in as a pumped up creature whose buff you can reassign later. Now, germs are 0/0, which means they cannot exist without the effect of a buff or without the artifact. Something has to give it a permanently lasting +1 to toughness. Typically, the artifact equipment.  


Enchantments

MostAuras hit a creature, but this
One can go after any permanent
Enchantments are cards that stay on the battlefield and create a lasting effect. There are two types of enchantments: Auras and regular enchantments.

Auras are enchantments that enchant something (typically creatures, but some can enchant lands or artifacts). Once you have successfully cast them, the enchantment attaches itself to that creature and lasts until it is removed by some other effect—this could be a stipulation on the card (remove this enchantment if…), someone destroying it, the creature becoming immune from the color (protection from…) or when the card it enchants is removed from play. Now, this is not always that straight forward, as auras have a funny way acting when they are not “cast”, but brought back into play by some other effect. This is more advanced stuff for later.

This used to be a big pain in the butt
Other enchantments are those that are not an aura- the enter the battlefield and stay, once successfully cast. They might have an ability that targets something after the fact (oblivion ring is a good example)
but they do not target before entry. Some create a curse that effects enemy players or it might be a benefit only given to you. Some just create an ongoing effect that comes into play every turn. Others only activate when a cost is paid or something triggers them. The abilities of Enchantments are quite variable, but the important thing to keep in mind is that, short of something removing them (destroyed, exiled, effect of card meeting its end condition), they remain indefinitely.

Artifacts

These are functionally similar to enchantments, in that they have many of the same interactions, only differing names. There are three types of artifacts to track.

A living weapon/equipment that used to
give people nightmares.
Equipment: Equipment is an artifact that you can attach only to your creature (exceptions exist) in order to provide it some kind of benefit. A good way to think of this is giving a creature a better weapon or a superior set of armor or even a magical item. The equipment lasts until someone destroys it/exiles it, or some other condition comes to fruition. Unlike auras, equipment cards do not go to the graveyard once the creature dies (unless stated otherwise), they just return to the battlefield. In order to equip to a creature, you must pay an equip cost (sometimes this is free). If the equipment falls off the creature because the creature leaves or dies, you can reequip the card onto a new creature by paying the equip cost.


This is a badass card.
Creatures: This artifact is a creature, it is both a creature and artifact. Creatures come in varying subtypes, so in the case of these creatures, the subtype is “artifact”. This means the creature is probably made from technology or some similar process, or perhaps a golem. In most cases, artifact creatures only require colorless mana.

Artifact and most expensive mtg card in history
Standard: Lastly, you have just plain old artifacts. They do not equip to creatures and they themselves are not creatures. They might provide you with a static benefit or they might have an ability you have to activate. An example might be that the artifact is actually a large machine, so naturally no one is carrying that around—but it is still at your disposal.

Planeswalkers

What exactly is a planeswalker? Well, you as the player are one- how about that? Other planeswalkers are allies you summon to come to your aid. Planewalkers are not creatures, although some can act as one as an activated power. Planeswalkers enter the battlefield with a certain number of “loyalty counters”. During each of your own main-phases, when the stack is empty (no spell is currently waiting to be completed), you can choose to use one of your planeswalker’s abilities—this is once per turn per planeswalker. You can use more than one in a turn, but each one can only act once per turn, as long as it remains on the battlefield.
Planeswalkers have numerous abilities, having anywhere from three to four things they can do. As long as you can pay the exact cost, you can use the ability—you cannot bring a planeswalker down to negative counters. Once a planeswalker hits zero counters, they go to the graveyard. It used to be that only one planeswalker of the same name type (Jace, Sorin, etc) could be on the field period; revisions as of last summer now make it that each player can have one of each name on the field. If you play a second one, you get to choose which one goes to the graveyard.
This card makes people poop themselves
No, seriously. I'd lose my bowels in a tourney
if I had to deal with this. Like, table-flip time.
Planeswalkers are not creatures, so they do not have a toughness or attack. Instead, doing damage to a planeswalker results in them losing loyalty counters. Enemy players can choose to redirect their attack from you to the planeswalker, and you can choose to block creatures attacking the planeswalker. Spells that do “damage” can be redirected to the planeswalker, but spells that cause loss of “life” can only affect the player—only players have life.

Once more, Planeswalkers are not creatures.

Non-permanents

Non permanents are things that you can use, but they do not stay on the battlefield. These really fall into two classes: Spells and Emblems. Spells are instants and sorceries, while emblems are created by planeswalkers. The spell cards, like the majority of other spell cards, go to the graveyard when they are removed from play. Emblems on the other hand, never go anywhere. Include emblems in the non-permanents section, but in reality, they are sort of a hybrid between the two.

Instants and Sorceries

An instant- classic red
These are spell cards more in line with how most people probably think of “spells”. These are cards whose cost you pay in order to evoke an effect. The effect can be a onetime thing or it can create a condition that lasts through the rest of the turn- it varies. Once the instant or sorcery is resolved, they are put in the graveyard (unless something else stipulates otherwise)—using an instant or sorcery is a onetime deal. Instants and sorceries are very similar, but they differ in one very important way: Sorceries can only be played when “the stack is empty” and it is in your main phase, whereas instants can be played “almost any time”.

What does “The stack is empty mean”—it means no one has played anything yet. A player cannot play a sorcery if someone else has played a card and it has not yet resolved itself. Someone can play a card in response to your sorcery, and it will have no bearing on the casting itself, as the sorcery is already cast (as soon as you declare it and pay the cost, it is on the stack). Sorceries come with more restrictions, but these are typically the “More bang for your buck” kind of cards: as a rule (exceptions exist galore), sorceries are going to do more for less mana. In exchange for that, you lose a lot of flexibility.

Instants do not care about the stack. What does affect an instant is priority.
Blue likes to fuck with your mind

In order to play anything, a player must have priority. Now, priority does not mean you are faster, or better, or have some other super-ability; it just means that it is your turn to do something in the middle of the mess. I will go more in depth in priority when we talk about the stack, but let me put it simply here: If a player casts a spell, and then passes priority, you have it, and can cast a spell in response. There are two times where no players have priority, and one instance where players do not have to pass it after completing an action:

Untap Step and Cleanup Step: These are the bookends of a turn. Untap step happens automatically and cannot be messed with, so once you enter the untap step, everything untaps without interruption. During the cleanup step, creatures lose their damage counters, players discard excess cards, and then the turn fully ends- this is another part of the game that is (if ever, very rarely) not messed with. During these two times, nobody has priority.

The other situation where a person cannot gain priority is after someone plays a land for their turn (their one free land). When they play a land, this is not considered playing a spell, so therefore there is nothing to react to. The player never gives up their priority because they themselves have not yet used it—they can still pass it over at any time.


Emblems
This emblem stacks easily.

Some planeswalkers create what are called “Emblems”, an effect similar to an enchantment, only it is not a permanent. Emblems exist in what is known as the command zone, which is where you the player reside as well. To date, no spell affects emblems, and this emblems never go away unless the game ends. You can have any number of emblems and some emblems in fact have stacking abilities.

Example:

Other Basic Things

These are some other things I want to cover before moving on to the topics of “the stack” and key terms. I am going to cover what “mana” is, and then “zones” of play.

Mana

You know how a lot of games have some kind of magic system where if you have a finite amount of magic you can use before you use it up? Sometimes its spells per day, other times it might be “power”, or “essence”, or sometimes “mana”—well, this is the same idea. Most (exceptions exist) “spell” cards require mana. What are spell cards? Well, spell cards are pretty much everything that isn’t a land, but again, there are some odd exceptions out there. You know a card takes mana when they have one of these symbols in the top right corner: 
This lacks Phyrexian Mana- a later time perhaps.




How do you get mana you ask? Lands mostly.

How do lands give you mana? Fine question. Basic lands give you one specific type of mana correlating with the type of land it is. There are 5 basic lands (10 if you count the snowy ones, but those are just special versions of basic land cards); Swamps, Islands, Forests, Mountains, and Plains. Each of these lands will give you a specific mana color, which allows you to cast spells. I will put a picture below that shows you what each of these basic land cards look like, and what type of mana they produce.
Also shows planeswalkers of each.


This is not the only way to get mana. Sometimes, creatures provide mana after paying a cost—costs can be anything from “tapping it”, “sacrificing it”, or doing some other thing with it. Sometimes, they give you mana just for playing it. Other things that can give you mana include artifacts and enchantments- things that remain on the field and might give you mana each turn or might do so as a onetime deal- it varies on the card. While there are these other things that can give you mana, the most common source will be your lands.

Paying mana costs: Now that you know how to get your mana, you have to know how paying costs works. You can acquire mana even when you have no spell to play—this is “adding mana to your mana pool”. This means you can build up a ton of mana before you even start playing cards, which might be a way to make your opponent think something big is coming and affect the way the react. If you add mana to your mana pool before casting the spell, you must remember: Once you go from one phase to another, the mana is lost. This means that if you add mana to your mana pool during your first main-phase and then declare yourself entering combat, you have lost the mana. Do not fill your mana pool with mana you do not intend to use.

Before you cast a spell, you do need some mana in that mana pool (again, you do not have to play a spell, let it finish, then cast another- you could just fill your pool and then let one spell resolve before starting a second). When you go to play a spell, first fill your mana pool with what you need, then declare that you are using this spell, which takes this mana cost (some spells have other costs, but we are covering mana). As soon as you declare you are casting this spell, and you legally can do so, the mana is spent. You cannot take it back, it is gone (casual games may allow “take-backs”).

You can think of it as being like a bank: You have $100 on hand and $0 in the bank. You want to make purchases online using your debit card. Well, if you try to order something, the bank will reject the purchase because you have $0 in the bank. Seeing as how you want to buy a $25 item, you need to go put at least $25 in the bank. Now, you could choose to put all of it in there—perhaps while shopping, you intend to make another $75 in purchases, so having all $100 in there at once is a good idea. You might spend it all in one place, thus filling your online basket with $100 in goods; or you might spend it in more than one place, thus making separate purchases. Just keep in mind, this bank periodically dumps funds and runs (so why are using that bank? Because this is a silly example, that’s why!), so make sure you do not put more in there than you intend to spend soon.

Zones of Magic

You might hear this one tossed around “The ‘insert name here’ zone”. There are numerous locations in MTG, and I have used some of them above. I’m going to clarify these below.

  • The Command Zone is much like it sounds like—where command is coming from. You are in the command zone, as are emblems. Nothing in the command zone can be sent anywhere else (graveyard, exile, etc) and the only thing in the command zone that can be targeted is you the player. The command zone itself is largely a non-operative zone—nothing can affect the command zone itself. 
  • Your hand is just that, your hand. Some things affect “your hand” and as such, it is treated as a separate location. This comes into play when a token might be sent to “your hand”. Tokens that enter any other zone instantly disappear. Other cards can be returned to your hand, including cards on the stack, if a spell specifies as much (eg. “Counter target spell, return that spell to owner’s hand).
  • The Library is where all the cards you can draw are located (unless you are pulling graveyard shenanigans). The library is best thought of like being “your mind”, as it is where you can draw your spells. This is why blue spells often muck with your library—because blue is the manipulating color, the color that uses psychic abilities to mess with what is in your head. Cards can go on, back into, or from your library. Some effects cause you to dump cards from the library to exile, or the graveyard, or to your hand. The big thing to keep in mind is if you must draw (card says to, draw step, etc) and you cannot (out of cards), you lose the game. 
  • The battlefield is the location with all the permanents- this is where lands and creatures and all the rest of the long standing stuff hangs out. Basically, the battlefield is the battlefield, where this “duel of the planeswalkers” is taking place. The battlefield is the only place where tokens can exist. 
  • The Graveyard is where things that “die” go to; anytime a card does not say otherwise, a card that is destroyed goes to the graveyard. This includes creatures, artifacts, enchantments, planeswalkers, and anything else than can permanently exist on the battlefield, unless something else says otherwise (because you know, this game is nothing if not contradictions). The Graveyard is a very accessible location however, probably being the easiest to target and utilize place other than the battlefield and *maybe* a player’s hand. The sheer number of cards that can manipulate a graveyard are staggering, and would take days to talk about. Let’s just say that if something is in the graveyard, depending on the deck, it may be within reach. 
  • Exile is where cards go when they are “removed from play” or specifically sent to “exile”. The term exile is relatively new, previously just referred to as the place where cards removed from play go to (changed as of M10). M10 made the change as there were cards that started to interact with exile more, though for the most part, things do not directly interact with exile itself. If a card is sent to exile by a spell, it’s pretty much gone (I know of one creature where this has an exception, but otherwise this holds pretty well). A creature who is exiled by an enchantment typically returns once the enchantment is gone. Sometimes, an effect only sends the creature to exile for a specified amount of time and then brings it back. I suppose the best way to think of exile is like being in limbo. You just hang out there. 
  • The stack too is a playing zone, it is where spells that have not yet “resolved” (completed) sit. Once you cast a spell, you have put it “on the stack”. I will go more into this when we talk about the stack, but it is good to note here that the stack is, and should be thought of, as a place where something exists. Only certain cards can interact with things on the stack, but you can interact with things on the stack. It’s just doing so can go from simple to ugly and complicated quickly.

 That's it for basics, let's talk about Key Terms

Key Terms

To make these easier, I am going to skip out on those that are no longer in use (often replaced) and those that are really obvious (attack, block, etc), divide these into two sections (functions vs mechanics) and do each section alphabetically for ease of use. I really do not suggest trying to memorize all of these in a day. I will put stars by the ones that are the most common and best to get down as soon as you are able. The rest you can learn about as you go.

Functions
Functions are terms you will here in relation to the game itself. There are less of these than terms associated with mechanics, but it will help to get these out of the way first, as it allows one to have a better understanding of mechanics when they understand functions.

Abilities: 

  • Activated: Activated abilities are abilities you consciously choose to use or not use. If you choose to use this ability, you will have to pay an associated cost, which can range from paying a mana, to tapping the card, or something more costly. Lands are a good example of cards with an activated ability, as a mana ability is an activated ability. Once you activate the ability, it goes on the stack and waits to resolve.
  • Static: Static abilities are abilities that are ongoing and constant; you do not choose whether they are in effect, because they always are. The card “tempered steel” (Pictured above) is a good example of a card with a static ability—all artifact creatures receive a constant +2/+2 to their toughness and attack. This is ongoing and does not change until the card is removed. Of course, other outside factors might affect the ability, but the ability itself is constant, as long as it is active.  
  • Trigger(ed): Triggered abilities are those that will not work until they are triggered. The card itself will tell you what the trigger condition is and then (if you are playing in higher level leagues), it is considered all parties’ responsibility to remember triggered abilities, as they must happen. Some triggered abilities have a choice tied in to them—wording like “You may do this” at the time of a trigger does mean you can choose not to use the ability. However, other triggered abilities do not necessarily say this, and not all triggered abilities are helpful to the player who owns the card. Sometimes, the trigger is a requirement to pay an ongoing cost to keep a big creature on the field.   

Actions

  • Activate:* Once you read the above, this becomes a little more obvious- activate means you are activating an ability. Activating entails paying the cost and putting the ability on the stack. 
  • Attach:* Attach refers to anything you can attach. When you use an aura, you enchant; when you use an equipment, you equip. Attach is a broader term to refer to either. 
  • Cast:* Any card that is not a land is a spell that must be cast, meaning outside of a rare exception, it will have to have costs (unless it is a rare example of a free card) paid and then be put on the stack. Most of the time, spells you cast will be from your hand, but some spells can be cast from the graveyard and others directly from the Library (rarer) or even exile (very rare).
  • Copy: When you create a copy, you are creating a duplicate of a card, creating a new object with exactly the same values as seen on the card. A copy effect can only copy what is printed on the card it copies, and what is visible- thus, with two sided cards, you can only copy the face-up side. 
  • Counter:* This is the action counter, not the object. Countering is canceling a spell (rarely, an ability), preventing it from resolving and thus not allowing any of its effects to occur.  
  • Detain: When a creature is detained, it is unable to attack, block, or activate any of its activated abilities until the detaining player's next turn. This is an ability some creatures have (triggered or activated) and it can be caused by certain spells. 
  • Dies:* This for the longest time was a slang term, but as of M12 it became a part of the official vernaculer. All it means is that a creature was both destroyed and then sent to the graveyard. If a creature is exiled instead, it did not "die". This is an important distinction, as some effects are triggered specifically by a creature "dying" and not being exiled. 
  • Exchange: Exactly as it sounds, swapping two things. Sometimes this is creatures, other times it might be life totals. 
  • Exile:* Exiling a creature is removing it from play and sending it to the exile zone. It is very rare for anything to interact with the exile zone or to allow you to cast a spell from exile (I only know of one card). Typically, exile serves as a zone for objects to be removed from play temporarily (exiled for part of a turn and then returned ((sometimes called flickering)), or exiled by a permanent and will return when the permanent leaves) or permanently. See exile above for more about that zone. 
  • Flashback: This ability allows a card to be cast from the graveyard, for a specific cost. Some cards' flashback costs are the same, while others cost more and a certain few cost less. Regardless, once an card is "flashed back", it is exiled.  
  • Fight: An ability more common to green and red, this means you take the creature who activated this ability (or affected by a spell) and have it face another card of your choosing. Both creatures, upon resolution (creatures can be pumped) apply their attacks against each other's toughness, resulting in damage dealt. Any creature with 0 toughness or less leftover is dead. 
  • Monstrosity: This is a brand new one, and it is an odd exception in that it is considered an action keyword despite the word -not- being a verb. It came out with Theros, and what it allows the person to do is to make their creature "monstrous", where if it is not already monstrous, you add a specified amount of +1/+1 counters and make it monstrous. Some gain additional abilities as well. If the creature is already monstrous, activating the ability again does nothing. 
  • Populate: This ability (sometimes done through a spell) allows you to put an additional token on the field that is an exact copy of another token. Thus, you might use this to make a second token of a 3/3 beast token. 
  • Proliferate: When you proliferate, you look at -anything- that has a counter on it, and then add one. This does not care what kind of counter it is (poison counter on player, planeswalker, +1/+1 on creature, etc), it only cares that there is a counter. 
  • Regenerate: This is an activated ability, or a spell that allows you to save a creature. If a creature has taken lethal damage, you may choose to pay the cost (or play the instant) to "regenerate" the creature. The creature does not actually die, but instead loses all their damage before state based effects takes place and declares it dead. The creature is then tapped, but it has 0 damage. Because it never left the field, Auras and Equipment remain on the creature. 
  • Reveal: As it sounds, you must reveal something. Most often, this is a mandate to reveal your hand, but sometimes it might be to reveal part of your library. 
  • Sacrifice:* This is where you are purposefully removing a card or forced to do so, sending that card to the graveyard. For creatures, this means it "dies". Creatures who are sacrificed cannot be regenerated. Sacrificing is sometimes the cost for an ability, or other times it might be forced upon you by another player. 
  • Scry: This ability allows you to look at a specified number of cards on the top of your library, and then put them back in any order. Some scry cards allow you to put cards on the bottom of the library and some let you draw cards as well. 
  • Search: As it sounds, this means you have to search the affected zones. Most often this is your library, but it can include your hand and graveyard. I have never seen search applied to "exile" or "The battlefield"
  • Transform: Cards who transform have an activated and/or triggered ability to transform, where transforming makes them into a more potent creature. The transformation cards are two sided, so on one side is the original card and the other side is the transformed creature. 
Mechanics
Mechanics (as I define them here) are keywords that represent some type of ability. Some are activated, some are triggered, and others are constant (static). Some of these create entirely new effects while others have what is called a "replacement effect"- it replaces one function with another. 

  • Affinity: If a card has affinity, it means that for every card of the same type (on the field), the spell costs less to cast. Common with enchantments or artifact creatures.   
  • Battalion: This is a triggered ability, where anytime three or more creatures attack together, battalion triggers. The effects of battalion varies with the creature.  
  • Battlecry: If a creature has battlecry, all other creatures attacking with it get +1/0.
  • Bloodrush: This is an ability on a creature card that is an activated ability that can only be played from the hand. You pay the associated mana cost, discard the creature, and then bestow the bonuses and abilities the card specifies on a target creature. Typically, bloodrush bonuses are related to what the card's creature abilities were (a 3/3 creature with trample might give +3/+3 and trample). 
  • Bloodthirst: If an opponent has taken damage that turn, creatures with bloodthirst allow you to put a specified amount of +1/+1 counters on the creature. 
  • Buyback: Buyback is a static ability on a sorcery or instant card that allows you the option of paying extra mana in exchange for getting to keep the card after casting the spell. Spells, once cast, typically go to the graveyard. If you pay the buyback, you get to put it back in your hand. 
  • Changeling: A changeling is something that is all creature types at the same time. 
  • Convoke: This allows you to tap either a creature with the same color as a mana required to summon a creature, or any other colored creature to reduce costs of summoning by an equal amount of mana. If you were to summon a creature with a cost of 2GG, and you tap two green creatures and two creatures of any other color, that creature is summoned for free (assuming it has convoke of course)
  • Cumulative Upkeep: Each upkeep, you must pay an increasing cost to keep that creature on the battlefield. 
  • Cycling: This allows you to discard the card (with this ability) and pay an associated cost in order to draw a card. 
  • Deathtouch:* This a static ability that creates what is known as a replacement effect. A replacement effect changes the property of a thing. In this case, any damage caused by this creature is instantly fatal- as soon as the other creature has taken damage from this creature, and state-based effects kick in (happens after the chance to regenerate), the creature dies. Deathtouch does not affect players.
  • Defender:* Creatures with defender cannot attack. Typically, they have high toughness scores or other special defensive properties and rarely do they have any kind of attack score. 
  • Doublestrike:* In any given battle, there are actually two damage steps: The first strike damage step, and then the regular one. Creatures with doublestrike get to participate in both. Because there are only two damage steps, multiple instances of doublestrike are redundant and provide no benefit. 
  • Dredge: This ability on a card in the graveyard allows you to forgo drawing a card, put a specified number of cards from your library into the graveyard, and then draw this card instead. You can use this anytime you have the ability to draw a card.  
  • Entwine: If a card has entwine, it has two choices, where paying the normal cost allows you to choose one. If you pay the entwine cost, you can cast both.
  • Evolve: Evolve is a triggered ability, where if a creature with a higher toughness and/or attack enters the battlefield than the creature with evolve (who is already on the battlefield), the evolving creature ets a +1/+1 counter. 
  • Exalted: This ability allows any creature attacking by itself to receive a +1/+1 for every instance of exalted on the field. 
  • Extort: For every instance of extort you have on the field, you may pay one W or B (white or black mana) every time you cast a spell. If you have three cards with extort, and you cast a spell, you may pay up to 3 mana (black or white) to activate extort. Extort causes an opponent (of your choice) to lose 1 life and you gain it.  
  • Fear: If a creature has fear, only black creatures and artifacts can block it when it attacks. 
  • First Strike*: As explained in doublestrike, there are two damage steps, first strike and regular. First strike allows you to do your damage during the first strike round--basically, you do damage to creatures before any other creatures without first strike or doublestrike, which may allow you to kill a creature before it can do damage to you. 
  • Flanking: If a creature with flanking is blocked by a creature without flanking, the blocking creature gets -1/-1 until the end of turn. Multiple instances of flanking stack, but a creature needs only have flanking once to undo the effect. 
  • Flash:* This allows you to play a card that is not an instant like it is an instant. 
  • Flying:* A creature with flying is a creature who flies- as such, it cannot be blocked by creatures who do not have flying and/or reach. 
  • Forecast: This an ability that can only be used by a card in the player's hand and during their upkeep step. If you pay the forecast cost, you get an effect, often related to the card itself. The card must be revealed as part of the cost and remain revealed until the end of upkeep. You can only do this once per turn per card. 
  • Haste:* Creatures who entered the battlefield during this turn have "summoning sickness" but creatures with haste overcome that and may attack the turn they came out. 
  • Haunt: Haunt is an ability found on some cards, in that when you play the card, it has an effect. After it would go to the graveyard, it instead "haunts" a creature. When that creature dies, the card has its effect for the second time. 
  • Hellbent: Hellbent is an ability where a creature gains bonuses for your hand having no cards in it.  
  • Hexproof*: Creatures with hexproof cannot be the target of spells or abilities that other players control. You can target your own creature. 
  • Indestructible:* Creatures who are indestructible cannot be "destroyed". This means they do not die due to damage, destroy cards, or deathtouch. However, they do die due to sacrifice  or having a toughness reduced to below 0 (not due to damage). 
  • Infect: Creatures with infect do "infect" damage- this is a replacement effect, replacing normal damage. Creatures deal damage to other creatures as -1/-1 counters (for every point of damage) and deal poison counters to players. If a player hits 10 poison counters, they lose. 
  • Intimidate:* Creaures with intimidate can only be blocked by creatures of their own color and artifact creatures. 
  • Kicker:  A kicker is an extra cost that may be paid, and in doing so, you get an extra effect. 
  • Landwalk: You rarely see the word "landwalk" and instead see the specific type of land named. If the creature has "x-walk" it means it can walk through land X, allowing it to attack without being blocked.  
  • Level-up: Leveling up involves a creature with a leveling ability. If it has a leveling ability, you may pay a required amount of mana to increase the level of a creature, bestowing it with more abilities and better attack/toughness. You can only level up as a sorcery, but you can do as much as your mana can support in a turn. The level up ability uses "Level up counters".
  • Lifelink*: Another static ability, this one means that every time you deal damage with a creature (damage of any kind), you gain as much life as you did in damage. It does not stack, so multiple instances are useless. 
  • Madness: This creates an alternate cost with a card. If you are required to discard and discard the card with madness, you may pay its madness cost instead, allowing you to cast a spell cheaper. 
  • "Mill": Another "unofficial" term, named after the first card do this (Mill Stone). When you are "milled", you are required to put a specific number of cards from your library into your graveyard.  
  • Overload: This is an alternate cost you may pay on a sorcery or instant. If you do, it applies to all creatures you could target (beneficial cards target yours, harmful ones only enemies) instead of just one target. 
  • Protection:* Protection grants a permanent protection from a specified color or from artifacts. Some creatures have protection at all times, or it might be an equipment, enchantment (aura), or an ability conferred for the turn by a spell card. In any case, the best way to remember how protection works is to remember this mnemonic device: DEBT (D= Cannot take damage from that source; E= Cannot be enchanted/equipped by that source ((If enchanted/equipped already, it falls off)); B= Cannot be blocked by creatures of that type; T= Cannot be targeted by spells/abilites of that type.
  • Radiance: This ability of a card makes it that it affects not only the target, but all other creatures who share a color with the target, are affected by the spell. 
  • Reach*: This allows a creature without flying to block a creature with flying. 
  • Replicate: Spells with replicate have an additional cost you can pay to copy the spell for a second time. The cost is variable. 
  • Scavenge: Any time you can use a sorcery, you can activate scavenge if the card is in the graveyard. You pay the cost and exile the card, allowing you to put a specified number of +1/+1 counters on a creature. 
  • Shroud: Shroud is like hexproof, only nobody can target that creature. 
  • Soulbond: Soulbond is an ability that allows you to connect two creatures. When they are connected, they both gain an ability that either one without would not have. Some gain attack and toughness, others flying, or trample, or death touch, to name a few examples. 
  • Storm: When you cast a spell with storm, you may copy it once for how many spells you cast before it. If the spell is the third one cast this turn, you can have three instances of the spell occur. 
  • Trample:* Trample changes how damage works for a creature. When that creature is blocked, any damage that is in excess of the blocking creature(s) toughness  goes overtop the defending creatures and can still do damage to the player and/or planeswalker. Trample with death touch is a deadly combo.
  • Transform: This refers to flip cards. When the condition is met (trigger or activated ability), the card flips over, becoming a superior creature. Many cards of this nature are "werewolves". 
  • Undying: This is a special ability in that, when the creature dies (goes to the graveyard), it's ability is triggered. Once resolved, it returns to the battlefield with a +1/+1 counter on top of it. If the creature dies with one or more +1/+1 counters on it, Undying does not trigger.  
  • Unleash: This is an ability you must choose to use at the time you summon the creature. If you do, it comes out with a +1/+1 counter on top of it, but in exchange, the creature cannot block. 
  • Vigilance*: Creatures with vigilance do not tap to attack. They still must be untapped to attack and block, but attacking does not require them to become tapped. 
There may be some that I missed, but it it was a lot of work digging up this many. 0_0


The Stack

If you have trouble with figuring out "The Stack"--fret not, so do many other people. The stack can be a convoluted pain in the ass if you aren't used to figuring things out. As I explained above, "The Stack" is a zone of play all of its own, where the only things that can interact with it are other things that go on the stack. This has to do with organizing play, so that people cannot just throw cards out willy-nilly and then argue about whose works first and whose works last.

Here is what you need to know about the stack:

1. If it is a spell, it uses the stack (very rare exceptions exist)
2. If it is a non-mana ability, it uses the stack
3. Mana Abilities (tapping anything for mana) does not use the stack
4. Paying costs does not use the stack- if you are paying a cost, it cannot be responded to.
5. Flipping a morph card does not use the stack. 

Most things use the stack. Before we go on with that discussion though, I will expand a little on what does no use the stack and how that applies. 

Using mana abilities does not use the stack. This means, if it is your turn, you can tap a creature, an artifact, a land, or anything else that has a mana ability, to produce mana, without interference. This does not use the stack, the very act of doing so allows it to happen immediately. No one can stop you from acquiring mana. This means if a creature has an ability that says, "Sacrifice me and get X mana", a person cannot respond to you declaring you sacrifice him by trying to destroy him first.

That said, paying costs goes through instantly as well. This becomes important in similar cases to the above. An unknowledgeable player might try to respond to your sacrificing of a creature as part of a spell cost by first destroying it--they cannot do that. When declare you are going to play a spell, you must pay any associated costs before it even goes to the stack. Because of that, no one can respond to you paying a cost. You pay your costs before adding a spell to the stack. 

As for morph cards- that's old stuff and rarely comes up anymore--moving on.

Another mnemonic device for you to remember:

APNAP

This means- "Active Player, Non-Active Player".

The active player is whose turn it is. As the active player, you have priority (the right to do something first) during each given step. What is important to remember is that as you move from one step to the next, even if you do not declare it, you are technically passing priority to the non-active player, giving them a chance to do something even if you do not. You might decide to go from your draw phase straight to combat, but before you can do that, you have to allow the person to decide if they want to do anything during that draw step and then the main phase, and then the pre-combat phase. They may choose to do something at a specific point as a spell might not work until that time, so remember- even when you are done, your opponent gets a chance to respond. 

Now, let's say you do cast a spell. You declare it, pay for it, and put it on the stack- this is where any spell that has been paid for and legally cast will always go, short of something else saying otherwise. Once it is on the stack, the active player still has priority--you can decide to cast a spell in response to that one if you choose to do so. If you do not, you must pass priority to the non-active player. Now, they have an opportunity to respond to the spell by casting one of their own, if they have the ability and wish to do so. If they choose to cast a spell, it too goes on the stack.

As you cast a spell first, it went on the bottom of the stack--you can literally think of this as a stack or a pile. When the other person casts a spell, it goes "on top of the stack" or on top of the spell that was last cast. If they cast a spell and pass priority, you once again have the opportunity respond. If you do, your new spell will go on "top of the stack", on top of all other spells. Once you are done, you must pass priority. If the other person says they are through, the stack begins resolving.

Spells resolve in order of the top of the stack to the bottom- so the most recently cast to the first thing cast. It is like undoing your stack or pile- pulling one card off at a time. 

Here is an example:

Active Player: I pay for and cast "Grizzly Bears". I pass priority. 
Non-Active: I pay for and cast, "Cancel", targeting Grizzly Bears. I pass priority.
Active Player: I pay for and cast: "Counter-spell", targeting cancel. I pass priority.
Non-Active Player: I pass priority.

When both players pass priority, the stack resolves itself.

The last spell cast is counter-spell, targeting cancel. Counter spell resolves, and thus counters "cancel" (cancel is, well, cancelled). As cancel is sent to the graveyard without resolving, the stack moves on to Grizzly Bears. Grizzly bears resolves, and now enters the battlefield. 

That, is how the stack works. 

Hope this guide is helpful!
 

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