View unanswered posts | View active topics * FAQ    * Search
* Login 




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 208 posts ]  Go to page 1, 2, 3, 4, 5  Next
D-Finitiy
 
PostPosted: Sun, Feb 15 2009, 9:56 AM 

User avatar

Player

Joined: 04 May 2007
Location: Olympic Villiage 2010

This is a topic to discuss how to be a good PC badguy. It's a tricky question, I'm still trying to figure it out after almost 2 years playing on Amia.

One thing I'm sure of is that it's needed. If there weren't any PC badguys the only human conflict on Amia would come from DMs, which is an ideal scenario, but not very practical for a server this size.

I've been trying to play that role from day one, and I sometimes wonder why I do it. It's not the easiest kind of RP to do well, nor is it the most enjoyable. You make mistakes like anyone and you have to live with that. But mistakes made by PC badguys tend to stand out a lot more than otherwise, and you have to live with that too. People can get so mad at you, rightfully so or not, that you have to ask yourself if what you're doing is any good. It's a rocky learning curve. I wonder if a lot of potentially good player antagonists get that far and no farther. Some find it enjoyably passionate to criticize, but everyone finds it difficult to take the same. I know because I've done both (re: mistakes.)

I imagine that it must be really easy for DMs to play antagonistic roles on Amia. I think it's because everyone knows that at the end of the event they're probably getting a DC so they'll put up with a lot more and cut more slack than they would with another player playing the same role. That may not be an accurate perception.

Right now I'm wondering if I'm just a DM wannabe, like a guy who wanted to be a cop but but didn't go to school so had to settle with being a security guard. I'm trying to do some of the same things DMs do, to make Amia interesting and surprising, but without any extraordinary power or agency. Am I settling for having a fake badge and a stick? It's a little nuts, I have to admit.

I'm rambling now so enough of that. I think what I want to hear from you guys out there is what you think about anything I've said in this post, relating to myself or player driven antagonism on Amia.

To end, a quote from Takeovantes a.k.a Gareb Vasante:


Quote:
Being a bad guy, dosen't give you the right to be an A*hole this isn't Grand Theft Auto Amia edition. There are rules. Just be a considerate A*Hole and try to avoid a sloppy argument that consists of expletives send via ///ooc

_________________
"When somebody headbutts, everybody looses."


 
      
Selvec Darkon
 
PostPosted: Sun, Feb 15 2009, 10:01 AM 

User avatar

Player

Joined: 12 Oct 2005
Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.

Play within' the boundries of Amia Rules and Screenshot situations which could be borderlining said rules. You'll be fine as a bad guy if you do that. Most of the time, people get pissy about losing out and being screwed around by a bad guy because they simply don't like being made a fool or being got the better of.

As long as you don't break any rules of Amia, you will be fine. If some one complains about your evil behaviour, stuff them, tell them to not take it so seriously and that it's all RP.

With this in mind, I want ALL rules clearly defined some place on the website. So then we know our boundries. Rather then having a rule tossed in some place that nobody knows about because it's not listed anywhere but the DM fourms.

We need a list of clear rules, so we can't break it. At the moment it's kinda like flying blind, minus the rules already listed.

_________________
I keels u with my axe!

"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"


 
      
Nekhy
 
PostPosted: Sun, Feb 15 2009, 10:29 AM 



Player

The problem with PC enemies is, that they can't be killed off. The excitement is bound to die at some point, when the enemy won't. Few manage to turn that little detail to their advantage. I'd suggest a bit of a camp-y attitude to the effective immortality, but it takes a lot of good sports-attitude from the other side as well.

"Enemy" could be a good character, mind, but our setting is aligned to happy endings for the goodies, so I suppose the enemy on Amia is an evil character (player or nonplayer).

Not to discourage, but it's something to keep in mind.


About rules... we do not have every little detail and guide to behaving on Amia listed on the website purposefully. It's to cut back on players rules-lawyering each other, and because none of us are professional lawmakers and could thus make slips in the wording of rules and allow yet more abuse of the rules by players on other players. Not to mention, that the most arguments over rules happen over the very detailed rules, and we really want to cut back on arguments with other players and above all, with the DMs ingame. We got much better things to do than argue about how to behave on Amia. Well, I have a bit of a fetish for rules and I guess I could detail each and every little thing out, but who would read it?

So, you'll just have to live with the vague common sense rules, as well as a DM's ruling when common sense fails. Sorry.

We do add more detailed rules when common sense fails multiple times in a row, though. But that's for the special cases.


 
      
Brown Blur
 
PostPosted: Sun, Feb 15 2009, 10:37 AM 

User avatar

Player

Joined: 27 Oct 2007
Location: Anywhere but Amia.

Selvec Darkon wrote:
I want ALL rules clearly defined some place on the website. So then we know our boundries. Rather then having a rule tossed in some place that nobody knows about because it's not listed anywhere but the DM fourms.

We need a list of clear rules, so we can't break it. At the moment it's kinda like flying blind, minus the rules already listed.


Absolutely! Well put.

~As to the original question, I don't know how much I can contribute........I don't play bad guys well, just haven't the 'knack' for it. I do have one badguy char on here though, Chaotic Evil, and was created with the intention of being so unpleasant and unpopular that I would permakill him way before he got to high level. Trouble is, he is such an antisocial loner, little or nothing is happening for him as regards r/p interaction, and he mostly hunts solo.... thats going with the flow really, and being shaped by events.....

It takes a lot of effort, of course, to play bad guys well.....its certainly not as simple as some seem to think, of course. It requires far more consideration for fellow players on an OOC level than just playing 'Mister Joe Average' (though I hesitate to say outright that playing the villain or the crook is harder than playing the uber-good, or mostly good types, but I'm sure it can be, depending on circumstances or context).

We have all seen the ones who play chaotic or evil because they feel it gives them a wider scope and they aren't really constrained as to what they can do, and also the ones that play such because it simply lets them do what they can't do in r/l (there are plenty of new &/or younger players who think that r/p is just about doing what they can't do in r/l), and sadly, there are the minority that seem to think playing evil/chaotic or certain classes are something like a ticket to behave badly or bend/break rules.... and even to fall into the very easy trap of doing what they shouldnt, OOCly, just to convey or represent how their char behaves IC...

Sorry this has turned into what could be seen as a mini-rant without contributing anything to the original question, but I love the quote you put at the end, D-finitely, very very apt indeed.

_________________
"Never ascribe to malice, that which can be explained by incompetence"
~ Napoleon Bonaparte.
- Clearly, Napoleon never envisioned the Internet......where I'd judge it about 50/50.


 
      
Brown Blur
 
PostPosted: Sun, Feb 15 2009, 10:42 AM 

User avatar

Player

Joined: 27 Oct 2007
Location: Anywhere but Amia.

Nekhy, thanks, thats a good and clear explanation about rules that I have been wondering about for a time.

Would it be worthwhile though to give much greater prominence to the Golden Rule though, of treating other Players with both consideration and respect?

_________________
"Never ascribe to malice, that which can be explained by incompetence"
~ Napoleon Bonaparte.
- Clearly, Napoleon never envisioned the Internet......where I'd judge it about 50/50.


 
      
QPR
 
PostPosted: Sun, Feb 15 2009, 10:42 AM 

User avatar

Player

Joined: 21 Sep 2008
Location: Norway

Me for one, i greatly admire players who make an effort to play antagonists. it is an unthankful role, and you usualy get screwed in the end, but I have allways enjoyed playing with such people. Thinking of it, you dont even need to be evil, a chaotic neutral character is the perfect rebel, and can be as a fierce enemy to established order as a evil villain. I mean, what woudl annoy a paladin more than a character who consistently breaks rules, challenges tradition at every turn, but cant be smitten because he is not evil?

And by breaking rules i dont just mean ignoring city rules because said char thinks he is cool, but by contradicting everything of the established order.

I have allways wanted to play such a char, but doubt i ahve what it takes.


 
      
Zante
 
PostPosted: Sun, Feb 15 2009, 10:51 AM 

User avatar

Player

Joined: 06 Jan 2006

Here's a tip, don't be evil just cause. Coming to the forest day after day to kill people or start conflicts does not make you evil, it makes you annoying. Killing you knowing you'll be back the next day anyway and pull the same exact crap gets boring after the third time.

Smart evil is the way to go. Give your characters goals, and have them use any means necessary to achieve them. Being evil does not mean you need to destroy everything, if there is nothing to gain.

_________________
Image


 
      
Brown Blur
 
PostPosted: Sun, Feb 15 2009, 10:52 AM 

User avatar

Player

Joined: 27 Oct 2007
Location: Anywhere but Amia.

Zante wrote:
Here's a tip, don't be evil just cause. Coming to the forest day after day to kill people or start conflicts does not make you evil, it makes you annoying. Killing you knowing you'll be back the next day anyway and pull the same exact crap gets boring after the third time.

Smart evil is the way to go. Give your characters goals, and have them use any means necessary to achieve them. Being evil does not mean you need to destroy everything, if there is nothing to gain.


QFE.

_________________
"Never ascribe to malice, that which can be explained by incompetence"
~ Napoleon Bonaparte.
- Clearly, Napoleon never envisioned the Internet......where I'd judge it about 50/50.


 
      
Selvec Darkon
 
PostPosted: Sun, Feb 15 2009, 10:53 AM 

User avatar

Player

Joined: 12 Oct 2005
Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.

@Nekh: Interesting. I think one thing we all need to remember though is both DM's and Players are human, and both can have and lack common sense. Anyway, you put the matter to rest, back to the topic at hand.

_________________
I keels u with my axe!

"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"


 
      
HellScourge
 
PostPosted: Sun, Feb 15 2009, 11:50 AM 

User avatar

Player

Joined: 17 Jan 2007
Location: GMT+1

Just play the cliche'd villain or even the polite villain, or even genre savy villain.

"I hope the ropes are not to tight, I took great care to chose some that won't give you any ropeburns."
"Please, let me narrate first why I did this and then you can smite me with your rightous fury before I escape by putting one of your companions in a death trap you need to save them from."
"Why am I not killing you? Please, we need to wait for your friends first and they will rescue you heroicly while I make an exit."
"What? No friends, well, do you look for a job?"

You don't break any rules and some good old cliched Good vs Evil rp would be fun, at least in my opinion.

_________________
"Most assume that all the followers of Lathander are great morning people. They're very wrong."
"I think we are the only group where AD&D stands for Attention Deficit Disorder."
TeroSNS wrote:
Hello Everyone [...] I like tentacles [...] :)


 
      
Craig deathwalker
 
PostPosted: Sun, Feb 15 2009, 12:28 PM 

User avatar

Player

Joined: 04 Jun 2006

I suppose I will try and give any words of wisdom I have from playing my character. I have been playing Ray Rodgers on amia for a long time. Most of you hate him some of you love him. Some of you hate the player some of you don’t.

Over time playing a character who’s approach to evil has changed from being secret to open I have learned a lot of things.

PvP will most likely –always- lead to ooc conflict.
The only thing holding evil players back on amia are two things. Chaotic stupid players, and other evil players.
A character with a well thought of goal no matter how impossible it may be will always have more enjoyment than a character with no other goal than too cause trouble.
Every action will always have a reaction, don’t steal someone’s wife if you do not want a bounty and a large portion of the server hunting you just because it is something to do.

Now the biggest thing I have learned is that amia has a varied amount of players. Good rpers who you can play with and not expect trouble. Amazing roleplayers who actually inspire you too roleplayer better to think harder(most of these people make it to DM’s some refuse the offer however yay for us!). Finally we have terrible role players, players who are bad for the playing environment. After time they have enough complaints to warrant a ban. But until then try to ignore them they will be the thing that have you questioning whether or not amia is stagnant.

Now over my time playing amia I have role played with a lot of factions. Some of which have welcomed conflict and a new enemy to there rp. Others which have taken it more as a personal insult that someone wants to ruin there factions RP. Suffice to say I never stick around factions that OOCly do not want the conflict I bring.

Now on an end note, when people realise that characters usually end up staying alive no matter how many times you kill them they find it depressing. Of course there’s more than one way to break an egg. On my time on amia I have found it a lot more enjoyable converting a foes wife daughter or followers to a darker path than actually killing my characters nemesis. Breaking an enemy factions alliances to other factions also works too, killing players does not have to be your only option. But it can work also if done correctly.

_________________
Image

Ray's song! Thanks to Amarice, http://www.youtube.com/watch?v=Ujzp9ffPwPM


 
      
555444333
 
PostPosted: Sun, Feb 15 2009, 12:49 PM 

User avatar

Player

Joined: 08 Oct 2005
Location: Czechia

General roleplay philosophy - not written by me, but I believe worthy of discussion and relevant to this thread.

Shalandai wrote:
We introduced a new player to our D&D group recently, and new to RP as they are, my GM recently put together a handy little guide to Roleplay. I thought I'd just copy it out here since it's virtually the same environment, and so much of it really is relevant, even if not to Amia specifically. There's more coming, but I ran out of time putting this up. ~Shal

Role-Play Philosophy

It occurred to me that we are a large group of Roleplayers who probably come from a wealth of different backgrounds and possess a variety of different styles. And having that sort of broad spectrum and experience available is a real asset for us. This is meant to encourage thought and discussion about our hobby - not one that is intended to call any particular player's RP into question. I list these points as rules, but they are my rules. They do not have to be your rules!

1. No character concept survives contact with play.

Roleplaying is, at its heart, an interactive process. No matter how artfully my character's background might be constructed, it is inevitably going to be less influential on my character than the play he actually experiences. Of course he is defined by the events of his background. But at the same time, play is what we're here to do. The play is what makes this a group activity. And the play is what forces us to adapt, change, and redefine. After all, every character background is, in truth, an experiment. We're putting elements together that I think work together in a very interesting way. But it takes practical application - actual play - to see if the experiment is a success. And if it isn't good enough, then more often than not, it's the background that I need to tweak and change - not the Roleplay.

2. Where my character is going is far more interesting than who my character is.

Well, if character backgrounds don't retain integrity in the face of play, how do I create a concept that has pre-existing definition and pathos but can move forward interestingly?

I have to understand that motion is more interesting than stasis. Even at the early stages of creating a character, my thinking generally revolves around the question 'what is this character's journey?' Of course, he might never complete that journey. Or his journey might change radically throughout the course of his Roleplay in general.

But there should still be a sense of what that character's arc is. Is he poised for a tragic fall? Perhaps he's positioned to ascend from mediocrity to something more. Or his story is going to involve navigating the strange network of his insane family. Maybe he's a bitter man who will learn to love, or a loving man who will grow embittered with the world. In every story, it is the journey of the character - not the essence of the character - that is the most important.

There's a corollary to this rule and it is thus: If the journey is the important thing, starting my character on top is a dangerous and bold choice. Once I'm on top, there are few directions for my journey that are not down.

3. You cannot make your own character cool. You can only make other players' characters cool.

For this rule, I'm actually paraphrasing one of my old storytellers who boiled the concept of play generosity into one of the most succinct truths I have ever heard in this hobby. His name was Tom. So. What did Tom mean when he said this? What he meant was that it is functionally impossible for me to go around trying very hard to convince people that my character is cool. It's self-defeating. Because the harder I try, well, the less cool I'm going to seem.

In any story, we have a tendency to see characters not just through our own eyes but from the perspective of other characters within the setting. If Booyeah the Barbarian tells us constantly that he is the most dangerous of men - but every single secondary character treats him like he's as dangerous as a puppy dog, well, we're not going to believe it.

The same thing applies to Roleplay. It's not my job to make my own character cool. It's my job to make YOUR character cool. I need to pay that forward, doubly, triply so. Whenever possible, wherever it makes for good play, I should make an effort to help you get your coolness into the scene. And I'm counting on you to do the same for me. That's the trust relationship of generous and rewarding Roleplay.

The corollary to rule 3 is: While it is your job to make my character cool, it is my job to make my character interesting. If you don't think my character's interesting then it's really very unlikely that you're going to want to buy into my story. And vice versa.

4. IC conflict = OOC cooperation

It's that simple. Roleplay is a communal activity. It is interactive. Obviously there is going to be IC conflict and confrontation. Stories would tremendously dull without that sort of tension and climax. Characters should, without doubt, be in conflict with each other. But when my character is squaring off in opposition to yours, we, as players, are working together to build a more interesting story.

So in any fight, the core conceit should not be 'I want to beat you.' It should be 'I think it is more interesting if my character wins.' And if it isn't more interesting, then it needs to go the other way. Every IC fight is an OOC collaboration to improve the quality of the narrative; to elevate the story to the next level. Whether that conflict is a duel, a race to learn a secret, flirtation, whatever. When our characters are opposed to each other, you and I are working together to capitalize on the alchemy of that reaction. The more confrontational our characters are, the less confrontational we should be as players.

_________________
ImageJys'zyne Do'larn


Man, this account is over 10 years old. Where do I get my old man beard?


 
      
555444333
 
PostPosted: Sun, Feb 15 2009, 12:50 PM 

User avatar

Player

Joined: 08 Oct 2005
Location: Czechia

cont!

Shalandai wrote:
Your Character, the World, and being immersed in it

The Building is a heavy Roleplay focused environment created to immerse our players in this world. When I say the word immersion, it means that ideally when you show up, you become the character you have created. A skilled Roleplayer can forget the world around them and take on all the attributes, positive and negative, of the character they're portraying. It can be an exhilarating experience that can make you laugh, or cry, if you can just for a moment forget who you really are.

Immersion means that your focus, IC and OOC, is on the Game and its Roleplay. You don’t joke about the loser you met at the bar last weekend or make predictions about the upcoming football game.

It means that you might actually, after enough practice, begin to see this world from the perspective of another person, who might be your own polar opposite.

You might begin to understand why people would react the way they do because of motivations that are different from your own.

Through becoming someone else, you might begin to understand others; and in doing so find that you are having the time of your life, free to do things you would never otherwise do and see the results play out without any real harm.

Immersion is a fragile state of mind. It gets easier the more you work and practice at it, but just like the guy on a cell phone in a movie theatre disturbing your film, your suspension of disbelief can be very easily shattered, and the experience ruined. We may not be able to dictate how others play, but we can attempt to create a framework within ourselves to help character development flourish.

First, and most obvious, immersion is achieved through description as well as dialogue. “What have you been doing?” Is a wholly neutral question until you add the description of manner or expression during the asking.

“What have you been doing?” she said tartly, her eyes mischievous.

Is very different from…

“What have you been doing?” he demanded, his countenance darkened with barely controlled anger.

Only the player can provide these subtle body language clues. While there may be things that hinder this communication, including lack of experience, English as second language, or other reading/writing stumbling blocks, we feel that as long as the idea is gotten across the rest can be practiced. A vivid, imaginative mind is almost always more valuable than dynamic vocabularies or player charisma. Many of our players (and more often the assumption) will animate their statements or Roleplay with their own expressions and tones. Sometimes a player won't even need to say anything - their facial expression can reflect their character's outlook when fully immersed in Roleplay.

Secondary but not separate from the ability to Roleplay is having the ability to form an interesting character with a detailed background. Anyone can say that they woke up with no memory of who they are, and some may even be able to form a character over time through their interactions with others. Imagine however, what our role play would be like if everyone did the same thing. The game background is provided for the player's individual story, and is not really suitable for a world of thousands. Does this mean you can’t incorporate amnesia into your own story? Of course not.

The idea however, is to form your character’s personality from very specific experiences and events and provide reasonable explanations for every action or response from your character. This group is fortunate enough to draw from the crème de la crème of Roleplayers, and as such, we will collectively expect this. We all have experiences that can / may help you with your character development and entry into the game, and some ideas and thoughts that can demonstrates examples of both good, and bad, cliche and overused concepts.

Above all, there exists an RP Code of Conduct, that explains some commonly seen Roleplay no-no’s as well as behavioral expectations when Out-of-Character. At the heart of many of these is fairness to other players. Logically, within a group is the place where most Roleplay can blossom. The life blood of role play is drama, and you don’t have drama without different opinions and points of view in the world in which your character exists. Be prepared for in-character conflict, and do not take aggressive actions by others against your character personally. Use them, instead, to weave a story for your character. At the same time, be aware that some actions you take in the story may have long term detrimental effects on your character. Betrayal and strife often equals death in world with little rules. In the end, good Roleplay starts and ends with you.

Cliched Character Backgrounds:

We all want to have some kind of engine that drives our characters towards revenge, or greatness, or into a situation their original life might not have allowed normally - the whole motivation for an adventure in the first place. And sometimes we just don't want to deal with having family, friends or background NPCs around. Then we'd have to name them and describe them and so on, and so on.

But it does strain credulity a bit when we have entire continents full of orphans, all driven to revenge. I mean, talk about maintaining zero population growth! Besides, having a living family actually creates some powerful story tools. There are people worried about you. Or people you need to impress, or fear, or prove wrong. There are loyalties that conflict with your loyalty to the party, or the campaign, or specific plots. And that's interesting! That's great!

And if you do want to reinforce the idea that the world is a big mean place full of violent raiders, you can still go that route. But turn it on its side a little. Lose a sibling, perhaps. Or hell, maybe your parents WERE the raiders. Or maybe raiders pillaged your town and burned your farm and you all survived but your parents were helpless to exact revenge. Maybe your parents are the vengeful ones, and are seeing it done through their able-bodied offspring. Or have your villainous father fake his death, manipulating your character. Kicking a cliche on its side is a great way to lend new life to an old idea.

The most common alternative to the "orphan paradigm" is the 'sold into slavery to pay off a debt' story. Again, there's a reason it's a cliche. It's emotionally compelling. You've got bankrupt parents, a story of corruption, a horrible fate inflicted on an innocent soul. I mean, that's good stuff there! But between parents dying left and right and parents selling their progeny into slavery left right and center, it's hard to imagine how populations refresh themselves.

Again, this is a great cliche to kick on its side. Maybe you were stolen from your parents. Or your parents were tricked by a con artist into giving you away. Even better, maybe your parents have always cared for you and finally have the money to buy you out of slavery but can't find you! But they love you so very much and they're searching high and low. Perhaps as a teenager you had a crush on the slaver in question and helped maneuver your parents into the situation not realizing what it meant for you.

One-Sided Characters

He leaps tall buildings in a single bound! She's faster than a speeding bullet! He's stronger than a locomotive! These are the people who have had flawless and perfect competence throughout their careers. Armies break against their shields and their blades scythe through their enemies like wheat at the harvest. They are mountains of mighty man-flesh, deadly femme fatales without compare, perfect warriors and irresistible sex gods and goddesses.

We're all here for a little validation. We all want to be hot, sexy, strong and all competent, and live vicariously through our characters. I dig that, trust me.

But we also need our characters to be human.

And here's the vital thing - we need our characters to have interesting failures so that their future successes are made that much more heroic and more interesting. When Vance van der Huge, slayer of thousands, kills one more poor schlub, well, no one on earth cares. When Princess Fatale, slave by day and assassin by night, seduces one more prince only to poison him in his sleep, well, she's so good at it that it doesn't seem that impressive in the end.

These are those cliches that's better to kick out the door than kick on its side. But if you do go this way, then create an interesting failure. Or, alternately, throw in a reason why this superior excellence is a problem. Maybe the perfect warrior was so perfect that people eventually got fed up losing soldiers to him. So they just poisoned his wine. And now his bones ache and his muscles twitch and he has to deal with the -loss- of his excellence. Maybe Princess Fatale suffered an unfortunate scar from a vengeful target that got away, virtually destroying her chances at seduction again.

And then we have the psychotics. The unfeeling killing machines. The perfect, emotionless agents. The wild-eyed foaming rabid brutes. The utterly heartless.

Okay, here's the sad truth- These people just don't exist. Anywhere. Ever. People repress their emotions, certainly, and some do it to an extreme. But unless you happen to have a hockey mask and a team of stoned writers working on your character background, there's no such thing as a truly heartless killer.

This cliche's an unbelievably easy one to make interesting. You have a healing process right there, waiting to happen. You have repressed emotions just waiting to get out. And after all that repression, they're going to hit you in the least convenient ways. So imply all that in your bio. Show us the clues that the facade is cracking.

These are only a few cliches, and there are many others. A cliche is not necessarily a bad thing, either. Certain tropes, ideas and cliches are common to a setting because, well, they're appropriate to that setting. But we are, each of us, creating interesting stories. And interesting stories demand that we step it up a little. We shouldn't be breaking stereotypes all over the place (that's its own cliche after all), but we should tweak things, twist them, turn them on their side.

Our characters should be in conflict, and that conflict shouldn't be entirely external. Divided loyalties, inconvenient emotions, failed ambitions, moral dilemmas, tragic romances - these are all things that bring about and create real depth in a character. It's not just about giving your characters some specific weaknesses with a name and a label. It's about connecting your character to the human condition, making them real and believable.

We have a group of people with wonderful ideas and wonderful stories. There is no trap that I've described here that I, myself, have not fallen into at some point or the other (and am likely to fall into again in the future). These are just thoughts that I've had while looking at my own ideas and trying to find out how to improve them. I hope they're helpful to you!

Existing Within the World

Notice that many of these games don't include things like free speech, right to assembly, equal protection under the law, right to a fair and/or speedy trial or any of the other liberties and privileges that come with living in a modern 20th century democracy.

I only bring this up because it is difficult to think beyond our paradigm. It is, in fact, impossible to do it fully. We must, by default, see all things from our own perspective and colored by our own biases. But since the world in which we play is so different from our own, we do have an obligation to at least be aware of the ways in which it differs, and to make an attempt to play to this different and vibrant world.

But by the same token, you are not just 'existing' within a world, but a part of it, as well. As you Roleplay, your actions can help shape and define things around you. A group of players who unite to overthrow a tyrannous warlord, freeing his overworked peasants, create a unique perception of the world not only for the players, but for the NPC's who exist within it as well.

In as much as Roleplay within the core of your group will become your bread-and-butter, don't be afraid to interact with the world as a whole. NPCs exist as part of the world, living and surviving, with their own thoughts, emotions and perceptions, and you never know how they can affect things. As an example, once when walking into a room of NPCs, a player offhandedly asked OOC "Are any of the NPCs hot?" and courtesy of a few random die rolls, there was - and what began as an unremarkable, undeveloped NPC began an integral part of her character development, eventually becoming a defining motivation when this NPC friend was killed.

This world is, first and foremost, a savage world. It is a place untouched by the sweeping effects of great thinkers, philosophers, scientists and artists. It is a land ruled by sword and strength. All authority is autocratic. Men - and almost universally ONLY men - carve out lands with the strength of their arms and then rule them with an iron fist.

Travel is slow, communication is slower. The various nations are not friendly to each other and their peoples mistrust foreigners. Racism is endemic and commonly accepted as fact. The same is true of sexism. Homosexuality exists, of course, and in certain specific areas might actually be more publically prevalent than it is today. But at the same time, the scorn for such men is wide-spread, instinctive, and not in any way considered insensitive.

Obviously, player characters are meant to be heroic - and heroic characters do break certain molds. But we need the mold to exist in the first place, and be apparent, in order to make the act of breaking it dramatic. That means that the female warrior's show of excellence is not dramatic unless everyone expects her to be weak and expects her to fail. It's that expectation that makes her success meaningful within the setting.

So, creating the setting is a responsibility that we all share as players. So be a little more hateful! Be a little more racist! Understand that justice is rare and that judgement lies in the hands of those who rule, and they dispense it as they please without the need to answer to a well developed political system. The perceptions of the world will for the most part be the emerging perceptions of new characters, until they develop.

This is a cruel, savage, unfair world. Let's work together to make it the best (and worst!) that it can be!

_________________
ImageJys'zyne Do'larn


Man, this account is over 10 years old. Where do I get my old man beard?


 
      
Athyonn Ursidae
 
PostPosted: Sun, Feb 15 2009, 13:20 PM 

User avatar

Player

Joined: 19 Oct 2008
Location: UK

What Amia needs is someone who can play the gentlemen bad guy. Someone who whilst very evil is also not going to be hammered by everyone ooc. If someone could manage that it would be a real good addition to the server.

And another note, it could do with being someone who isnt a dyed in the wool drow or malarite.

Ideas on a postcard please to.....

_________________
Image

Siggy by Maryn


 
      
Eighty-One
 
PostPosted: Sun, Feb 15 2009, 13:44 PM 



Player

Joined: 18 Jan 2009
Location: Bangalore, India

From your first interactions, you need to make perfectly clear to the other player that you and your character are entirely separate entities and there are no hard feelings between you and the other guy behind a screen. A few tells with amusing comments or even just something like, "Sorry, he's a real bastard if he doesn't have his coffee in the morning ;)" could crack the OOC tension in a crucial moment.

Of course, there's a difference between subsiding the tension and ruining the immersion. That balance can only be attained through practice and a number of bungles.

I've also always personally needed to have a backup or secondary character to be the "deep breaths". It takes a very rare and extraordinary player who can be playing evil all the time with no scarring or bad feelings from the experience, and I'm admittedly not that player. Otherwise the dreaded happens, and your OOC frustration spills into your RP and makes you look like the jerk.

Whenever you feel yourself slipping near that boundary, create a gnome.

_________________
~ Alexandria Do'Maetri, Champion of Tyr
~ Glam Snowfell, of mysticism and magery


 
      
555444333
 
PostPosted: Sun, Feb 15 2009, 13:51 PM 

User avatar

Player

Joined: 08 Oct 2005
Location: Czechia

Athyonn Ursidae wrote:
And another note, it could do with being someone who isnt a dyed in the wool drow


I'll show you yet Bond!

_________________
ImageJys'zyne Do'larn


Man, this account is over 10 years old. Where do I get my old man beard?


 
      
Athyonn Ursidae
 
PostPosted: Sun, Feb 15 2009, 13:54 PM 

User avatar

Player

Joined: 19 Oct 2008
Location: UK

Eighty-One wrote:
From your first interactions, you need to make perfectly clear to the other player that you and your character are entirely separate entities and there are no hard feelings between you and the other guy behind a screen. A few tells with amusing comments or even just something like, "Sorry, he's a real bastard if he doesn't have his coffee in the morning ;)" could crack the OOC tension in a crucial moment.


That imo is exactly what you need to do, something to take the tension out of the ooc part, it really can make all the difference to an encounter.

_________________
Image

Siggy by Maryn


 
      
Yurell
 
PostPosted: Sun, Feb 15 2009, 14:20 PM 

User avatar

Player

Joined: 06 Jan 2008
Location: ANU, behind the coffee mug (+10 GMT)

Athyonn Ursidae wrote:
Eighty-One wrote:
From your first interactions, you need to make perfectly clear to the other player that you and your character are entirely separate entities and there are no hard feelings between you and the other guy behind a screen. A few tells with amusing comments or even just something like, "Sorry, he's a real bastard if he doesn't have his coffee in the morning ;)" could crack the OOC tension in a crucial moment.


That imo is exactly what you need to do, something to take the tension out of the ooc part, it really can make all the difference to an encounter.


I agree ... preventing OOC problems makes more fun

_________________
2009's Second Most Overall Contributing Player

يمكنني استخدام مترجم جوجل


 
      
Phantom-D
 
PostPosted: Sun, Feb 15 2009, 14:25 PM 



Player

Joined: 01 Aug 2005

In most role play I do I try to keep OOC to tells unless something really wonky happens.

Keeping the " // and (( " out of the talk channel helps me focus on the role play and removes a lot of the OOC feelings.

Considering antagonism, I like it. Thing would probably be boring if the only challenge to the good guys were DM NPCs and bag guys only took on DM NPCs.


 
      
This Means War
 
PostPosted: Sun, Feb 15 2009, 14:47 PM 



Player

Joined: 20 Jan 2009

If you put your mind to being the 'Extreme Antagonist' in such a way that you avoid PvP and create a character who uses their mind, in the forms of riddles or toying with other characters' minds as a means of persuading them (With a good argument, and not just some 70+ Persuade modifier) that their best friend is using them, or something similar, you'll find that everyone will love and hate you at the same time.

It's a type of character I could see myself playing, actually... However, I would be careless enough to say: "If you really can catch him/her without cheating or metagaming, and as long as you have a valid RP reason, I'd have nothing against letting them die."

Yes, that vague but precise comment is very arrogant of me. It's worded in such a way that I'm saying, "Good luck catching them in their lies, and good luck finding them." And, that is exactly as an atagonist should be, in my eyes. The problem is, after that character is dead, there's a chance you might miss it. Likewise, the characters' player may send you countless Tells saying, "Blast! I miss that character... Can you make another?"

If everyone would set PvP aside and use their brain to irritate the living hell out of others once in a while, people would find themselves more interested in those peoples' RP. Not everyone, mind... I know there are people who have a strict taste for PvP. However, I'd like to add my own comment to that, as well: If someone does play such a character, an antagonist using words, I suggest to everyone else, at least show them courtesy enough to kill them the same way they fought: Roleplayingly.

That is one of the many reasons I won't be making one in Amia, as I would find myself very well likely dead from a Dev Crit or a Wail instead of a thought-out RP venture. It just ruins my motivation for such a character.

As to the OP, I highly suggest not giving up on the ideal. Amia could use some spice from player-side, and that's part of the reason I've been planning to start up my own plots. You may simply be a security guard acting as a cop with a fake badge, but in honesty... If you can do it as well as the cop does it, you might get recognized by the people you protect. Metaphorically.


 
      
Slig
 
PostPosted: Sun, Feb 15 2009, 15:08 PM 

User avatar

Player

Joined: 19 Sep 2008

I see a major problem with PC antagonists as this:

Subtly evil characters can bide their time forever and thus the fact that they're evil never shows. They might as well be neutral. On the other hand obvious evil characters get killed and pop back the next day to get killed again, leading to annoyance all round.

I'd say the best solution would be for obviously evil characters to work with subtly evil characters, for two reasons:

  • Firstly and most importantly, a group of evil characters can develop more complex plots and due to their numerosity they can expect regular DM help.
  • Secondly, a group of evil characters can more effectively coerce others, leading to a growing evil community who people actually fear. All in all this means more exciting, twisting, complex plots and happenings that can draw people into the server's roleplay.


Without the PC evil element to roleplay, it can quickly devolve into, "Oh yes, I'm good. How are you?" "Not so bad myself mate, weather's nice enough" "Oh yes, that's because of the lack of precipitation caused by the rainshadow effect created by those hills" "Oh really? Well fancy that. Here I was thinking it was due to the longitude of the area in relation to the area of uplift" "Oh well yes that's a factor, but the prevailing south westerly winds that normally bring in moisture are blocked by them hills, causing the air to rise and thus precipitate early" "By 'eck. I s'pose that's why the river to the north opens out into quagmire due to the extra load of water that enters as it passes through them mountains and opens out onto an alluvial plane then?" "Nay, that's actually a kind of valley bog created by the high rainfall and the permeability of the soil." "Oh I see, then what about the river?" "Well it doesn't pass through the mire, it bypasses it to the south and flows out to sea." etc. etc. etc.

Actually, I'd quite enjoy that sort of conversation. Sod this evil lark, let's all talk about the weather.

_________________
"All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Image


 
      
Wyjyn
 
PostPosted: Sun, Feb 15 2009, 15:16 PM 

User avatar

Player

Joined: 11 Jan 2007

Honestly, I never really understood the bashing of those evil characters that are just flat evil. They exist in reality, why not here? I remember a character who was just a complete savage, would pick fights all the time etc. The roleplay was basically along the lines that the character was so far removed from society, from cooperation etc that it was next to incapable of it. It saw almost everyone as a threat, etc. Was damn good, I loved that character.

I honestly feel that sometimes people get upset that they make this character that they consider should be able to sway people and sometimes they just...can't. A common trend I have noticed particularly with female characters is that they are in a way meant to represent that female's ideal self or something. So when your character critisizes that character, your not just critisizing the person OOCly but you are critisizing what they ideally want to be so they end up hating you for it OOCly. So then the argument arises, "Your character is unrealistic, because if it was realistic it wouldnt want to kill mine." Well...maybe it would. Not everyone is going to like you or your character, get over it already.

I believe that people that don't think evil people who do evil stuff for no good reason exist in reality have a very small knowledge of criminals.

_________________
Wyjyn: Loving all of you (and above all Disco) since 11 Jan 2007.


 
      
ILoveIceCream
 
PostPosted: Sun, Feb 15 2009, 15:28 PM 

User avatar

Player

Joined: 05 Apr 2006
Location: California

well all my evil characters, except one, acts like a good guy...and one other acts like a good guy but his glowy red eyes give him away


 
      
Slig
 
PostPosted: Sun, Feb 15 2009, 15:29 PM 

User avatar

Player

Joined: 19 Sep 2008

Wyjyn, people aren't evil for no good reason in reality. Maybe a tiny, itsy bitsy percentage of the population are, but most people feel that if they do anything that could be called evil it's because the other person started it, because they have a right to, or because they feel they're making the world a better place by being a bastard to someone who deserves it.

However, I do agree with your point about the ideal self. Plenty of people won't let their character be hurt, scratched or damaged in any way. They won't sway from their role because their class build won't allow for it and they made that character for the express purpose of being a paladin or whatever. As an evil character, you just have to give up on characters like that and hope the player has the good sense to make a character who they don't mind changing mid-way through their game.

_________________
"All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Image


 
      
This Means War
 
PostPosted: Sun, Feb 15 2009, 15:34 PM 



Player

Joined: 20 Jan 2009

Evil characters are fun, but to me only when they're RPly openly evil, and not, "I'm going to kill you because I find that to be an enjoyment."

Subtle evils were always my favorite to play. Not neccessarily because I was incapable of playing them any other way, but moreso because I have a little bit in common with them. It may simply be because I enjoy the fact... What can be done IRL can be done ICly with the same lack of effort from my side.

Some subtle evils are indeed trying to gain the respect of other characters, and make everyone believe they're nice and friendly. And mayhaps it looks like they never show their true colors, but as a player of such a character... I'd like to inform everyone that, when your character least expects it, Hell will break loose. ;)


 
      
This Means War
 
PostPosted: Sun, Feb 15 2009, 15:40 PM 



Player

Joined: 20 Jan 2009

Slig wrote:
... you just have to give up on characters like that and hope the player has the good sense to make a character who they don't mind changing mid-way through their game.


I'd like to point out that some of us - especially those of us who are newer - find it both threatening and irritating to think that, "Oh, gosh.. I managed level 19 and I'm a Rogue. But... I just got pounded by five Paladins and was advised heavily on trying to change. Even one spent two hours roleplaying, trying to explain -why- I should change. Still, rebuilds aren't exactly cheap... And, well, on top of that, my stats might have to change, costing even more."

But then, perhaps those characters who are evil and act good were in such situations and decided to continue on, changing nothing but their attitude. And, well, it's not neccessarily PROPER, mechanically, but it works ICly, I guess.


 
      
Nekhy
 
PostPosted: Sun, Feb 15 2009, 15:46 PM 



Player

Slig wrote:
Plenty of people won't let their character be hurt, scratched or damaged in any way. They won't sway from their role because their class build won't allow for it and they made that character for the express purpose of being a paladin or whatever. As an evil character, you just have to give up on characters like that and hope the player has the good sense to make a character who they don't mind changing mid-way through their game.


I'm sorry, but that's just bullshit. The player of the character ultimately decides the course of the character's story, and they have the right to do whatever they want within the server rules without any other player chastising them for not changing the PC as per the other player's RP wishes. I understand it's nice to affect other characters and all that jazz, but never ever get caught pressuring another player to do it IG. They'll do it if they want to do it, and that's all there is to discuss.

Not just you, but anyone, mind.


 
      
Slig
 
PostPosted: Sun, Feb 15 2009, 16:00 PM 

User avatar

Player

Joined: 19 Sep 2008

In reply to War, I respect your sentiment, but I didn't say anything about rebuilds. Your classes are supposed to be based around what your character is, which includes in game changes of allegiance and past allegiances. If you started out as a rogue, there's no reason you'd lose your rogue levels and gain paladin levels instead, you'd just level as a rogue / paladin from then on. My point was that too often characters are based around their classes and thus become affixed to one particular line or build, which makes it hard for people to accept their characters changing because then their classes would have to change to fit their roleplay.

In reply to Nekhy, you're right that people have a choice as to how they play their character, how their character develops, et cetera. If you read it as, "People should change because someone else wants them to" then I've clearly worded it wrong, because that wasn't what I was getting at, at all. Rather, I meant that people will OOCly refuse to allow their character to change, which breaks immersion and disallows certain plot paths to continue. It isn't that people must roleplay in a certain way, it's that they shouldn't close themselves off to certain paths in order to preserve the purity of their vision.

The best characters are the most immersed and if you won't let your character be immersed in roleplay for fear that your character, your alias, your little 'you' in the world will be hurt or humiliated, then roleplay can never be as rich for you as it can for people who just dive in and let imagination whisk them away.

_________________
"All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Image


Last edited by Slig on Sun, Feb 15 2009, 16:01 PM, edited 1 time in total.

 
      
ILoveIceCream
 
PostPosted: Sun, Feb 15 2009, 16:01 PM 

User avatar

Player

Joined: 05 Apr 2006
Location: California

I'd like to point out it's just a game......you're character can be as much of a prick as you want (mine are sometimes) just don't act like one oocly.


 
      
Slig
 
PostPosted: Sun, Feb 15 2009, 16:07 PM 

User avatar

Player

Joined: 19 Sep 2008

ILoveIceCream wrote:
I'd like to point out it's just a game......you're character can be as much of a prick as you want (mine are sometimes) just don't act like one oocly.


No. If you act like a prick in game there's a good chance you're distrupting other people's roleplay with your prickish nonsense.

For instance I was happily roleplaying when some newb created a half orc and started wandering around giving people hugs. That is acting like a prick in my book and that is ruining the game for me.

For another instance, some blackguard walked up to me in the forest and started giving it the whole, "you will die!" for no reason buisness. That might well have been his (dubious) idea of roleplay, but it still interrupted my gaming experience with some pathetic excuse for roleplay.

The point is this: If you're going to go around antagonising people, do it right or you'll screw the pooch for everyone. That's what this whole thread's about - getting it right. That's why we're discussing it. That's why your argument that 'if we're all nicey nicey out of character everything will be okay' is severely flawed.

_________________
"All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Image


 
      
Zante
 
PostPosted: Sun, Feb 15 2009, 16:09 PM 

User avatar

Player

Joined: 06 Jan 2006

Wyjyn wrote:
Honestly, I never really understood the bashing of those evil characters that are just flat evil. They exist in reality, why not here?


In real life, they get locked up in prisons and mental institutes. Something which obviously is not possible on Amia.

More often that not, this type of character tents to be rather two dimensional, with their only purpose being to cause trouble and make the game for others miserable.

_________________
Image


 
      
HellScourge
 
PostPosted: Sun, Feb 15 2009, 16:18 PM 

User avatar

Player

Joined: 17 Jan 2007
Location: GMT+1

I just got reminded of one instance of Niya roleplay. She, and 2 others, decided to act and fool people by acting as if a balor, played by Niya, would come to claim the soul of an innocent elven maiden, played by someone whose name I forgot, and the vigilante knight, who just happened to come along, out to safe the maiden.

The Rp changed as soon as people came, one saw it and ran away and came back with several other people.
In the meantime was Niya getting clobbered, with dice rolled attacks nonetheless, and tried pitiful to get out her speech of how everyone will fail and she/he will stand victorious, yadda yadda. Mind that while she tried to say that was she thoroughly beaten down, it overall was a lot of fun and hilarious for everyone involved.

It was ntertaining, not to serious evil, which is nice for people I think, and no one expected to truely win, hell if Niya would've pulled that through would she have courtsied as a balor. "THank you for your cooperation you foolish Mortals! Mahahahaha!"

or somesuch. Simple madness that doesn't takes itself to serious, and vil light so to say. Why expect to win when loosing can be so much more fun.
I guess that is the biggest problem of it all, everyone expects to win. BUT YOU CAN'T WIN! If you think about winning have you already lost, it is sort of like The Game. All you can do is play and play and there will be no end to it.

_________________
"Most assume that all the followers of Lathander are great morning people. They're very wrong."
"I think we are the only group where AD&D stands for Attention Deficit Disorder."
TeroSNS wrote:
Hello Everyone [...] I like tentacles [...] :)


 
      
Wyjyn
 
PostPosted: Sun, Feb 15 2009, 16:22 PM 

User avatar

Player

Joined: 11 Jan 2007

They don't necessarily, there are no small number of examples of them lasting for quite a while to be honest. Also remember the reverse is true, whilst they may have consequences they also deliver consequences to good guys. Often, on amia, the people that probably defeat them they have already killed before which wouldnt happen in reality. I've heard of gangsters of various groups just shooting people that they didnt know in the street for no reason whatsoever. Just felt like it, did it.

Quote:
DeSimone committed his first murder on March 15, 1968. He was walking down the street with Hill and Burke when DeSimone spotted Howard Goldstein, unknown to either gangster. Hill recalls DeSimone turning to him and saying, "Hey Henry, watch this." DeSimone yelled, "Hey *********!", pulled out a .38 caliber pistol, and shot and killed Goldstein. Hill exclaimed, "That was cold-blooded, Tommy!" DeSimone replied, "Well, I'm a mean cat."


By the way, this 'two dimensional' character won Joe Pesci an academy award.

_________________
Wyjyn: Loving all of you (and above all Disco) since 11 Jan 2007.


 
      
ILoveIceCream
 
PostPosted: Sun, Feb 15 2009, 16:27 PM 

User avatar

Player

Joined: 05 Apr 2006
Location: California

Slig wrote:
ILoveIceCream wrote:
I'd like to point out it's just a game......you're character can be as much of a prick as you want (mine are sometimes) just don't act like one oocly.


No. If you act like a prick in game there's a good chance you're distrupting other people's roleplay with your prickish nonsense.

For instance I was happily roleplaying when some newb created a half orc and started wandering around giving people hugs. That is acting like a prick in my book and that is ruining the game for me.

For another instance, some blackguard walked up to me in the forest and started giving it the whole, "you will die!" for no reason buisness. That might well have been his (dubious) idea of roleplay, but it still interrupted my gaming experience with some pathetic excuse for roleplay.

The point is this: If you're going to go around antagonising people, do it right or you'll screw the pooch for everyone. That's what this whole thread's about - getting it right. That's why we're discussing it. That's why your argument that 'if we're all nicey nicey out of character everything will be okay' is severely flawed.


that's not being a prick ic, that's being a prick ooc and taking it out ic if they do that......when I'm a prick....my character harrases people to the point where they are the ones to attack first *nod nod*


 
      
Gradea
 
PostPosted: Sun, Feb 15 2009, 16:29 PM 



Player

Joined: 28 May 2007

The only player 'bad guys' I've encountered have done things like put deadly traps at the entrence to cordor, or meteor swarm my eight level party, so I'm afraid I may be a bit bias against evil players.

Lets be practical, the ONLY thing you can do to be evil without a DMs help is kill players. Often for little or no reason without a DM to set up the story. You have to initiatie your own problems with random strangers just to provoke death battles that are more of an annoyance then anything else.

Its just not practical to run a true 'bad guy'. Its harder to do the things a bad person would want (To amass wealth and power), by and large all you do is annoy other players, and you can never really do anything more sophisticated then random murder.

_________________
There are some things GP can't buy, for everything else, theirs LooterCard.


 
      
ILoveIceCream
 
PostPosted: Sun, Feb 15 2009, 16:33 PM 

User avatar

Player

Joined: 05 Apr 2006
Location: California

well, all my bad guys have goals....and it's not to amass wealth and power...it's to rid society of evil, mostly


 
      
Yossarin
 
PostPosted: Sun, Feb 15 2009, 16:44 PM 



Player

Joined: 23 Jan 2006

Oh man, this thread is loaded with backdoor compliments.


 
      
Moridan_X
 
PostPosted: Sun, Feb 15 2009, 16:45 PM 

User avatar

Player

Joined: 23 Dec 2008

heres some tips, and im running a group that is bad too:

- make your character strong- you can't expect to take on all of amia with a lvl 20
- good build - its gonna have to be cheap, you wanna be able to like solo 5 players at a time, because that is what the battles will be like (people who claim their characters to be good will swarm to kill you)
- make ur evil team have at least a spellcaster with spell resistance and true seeing - there are too many shadow dancers running about along with people capable of casting invisibility, you need to target those guys and make sure they don't see ur plans or whatever. its also too easy to get imploded.
thats what i got right now

oh, and if you wanna do some major dmg, be a paladin, cordor is riddled with evil that deny it

_________________
Moridan_X wrote:
I liek Jean Ortega as a character because it shows that everyone can be different. I also don't think we should incorporate mean behavior in video games.


 
      
555444333
 
PostPosted: Sun, Feb 15 2009, 17:06 PM 

User avatar

Player

Joined: 08 Oct 2005
Location: Czechia

Yossarin wrote:
Oh man, this thread is loaded with backdoor compliments.


Your mom loves my backdoor compliments. >.>

_________________
ImageJys'zyne Do'larn


Man, this account is over 10 years old. Where do I get my old man beard?


 
      
This Means War
 
PostPosted: Sun, Feb 15 2009, 17:10 PM 



Player

Joined: 20 Jan 2009

Gradea wrote:
Lets be practical, the ONLY thing you can do to be evil without a DMs help is kill players. Often for little or no reason without a DM to set up the story. You have to initiatie your own problems with random strangers just to provoke death battles that are more of an annoyance then anything else.

Its just not practical to run a true 'bad guy'. Its harder to do the things a bad person would want (To amass wealth and power), by and large all you do is annoy other players, and you can never really do anything more sophisticated then random murder.


Perhaps that's OOCly true, if you want to be meta'y and not try because you know you'll fail, but to be a 'badguy' ICly... Well, I think I've already spelled out a few things in this thread I may shouldn't have. But, all I'm going to say in response to it is: Use your head. There is -so- much you can do as a villain without PKing; Those who think otherwise need to go join a gang or a major crime organization IRL. Mind, these aren't fathomable and not wise decisions, but those who believe it's 'impossible' or 'improbable' to play such characters without killing people, really aren't wise to begin with. And yes, I did dare to just say that.

Moridan_X wrote:
heres some tips, and im running a group that is bad too:

- make your character strong- you can't expect to take on all of amia with a lvl 20
- good build - its gonna have to be cheap, you wanna be able to like solo 5 players at a time, because that is what the battles will be like (people who claim their characters to be good will swarm to kill you)
- make ur evil team have at least a spellcaster with spell resistance and true seeing - there are too many shadow dancers running about along with people capable of casting invisibility, you need to target those guys and make sure they don't see ur plans or whatever. its also too easy to get imploded.
thats what i got right now

oh, and if you wanna do some major dmg, be a paladin, cordor is riddled with evil that deny it


Dear Tempus, if I could smite.

P.S. That felt good there for a minute, being like a certain someone.


 
      
Slig
 
PostPosted: Sun, Feb 15 2009, 17:53 PM 

User avatar

Player

Joined: 19 Sep 2008

I gotta' say, I tend to think the worst bad guy RP is the kind that leaves people dead. You can do so much with fear, corruption and roleplayed violence that the death screen just comes off as plasticy and weak.

_________________
"All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Image


 
      
Dwagin
 
PostPosted: Sun, Feb 15 2009, 17:59 PM 

User avatar

Player

Joined: 08 Aug 2006
Location: The Land of Nod

Yossarin wrote:
Oh man, this thread is loaded with backdoor compliments.


I had read impliments instead of compliments.

Its a bit different.

Though only slight.

_________________
Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.

-Extraordinarily ordinary in the mostest of ways.


 
      
ainjyll
 
PostPosted: Sun, Feb 15 2009, 18:05 PM 

User avatar

Player

Joined: 14 Jun 2006
Location: wilmington, nc

After a few years here playing only evil characters, I've come across a few handy concepts that I've found to be very handy. These are open to everyone's interpretation and may not work for every player, but if it helps someone, then it's worth it.

First, don't be a completely fearless nut job. He who fights and runs away, lives to fight another day. If your character gets it's butt pwn'd and you run across the same PC again, make sure that something's been done to increase your chance of winning.

Second, being an evil character is double duty. Not only are you trying to progress your storyline, but you also become the antagonist for whichever goodie it is that you're trying to screw over.

Third, all villains in stories and movies have some sort of shortcoming that makes them vulnerable. It's the good guys who overcome their weaknesses, it's the bad guys who fall victim to them. Having a super-duper-mega-badguy who has absolutely no weaknesses may be fun for you, but it can be a major joykill for everyone else. When using a bad guy, I've found it's interesting to play off the "Seven Deadly Sins" aspect. Find something in that list (sloth, gluttony, lust, greed, wrath, envy, pride) that your character seems to have a habit of and run with it.

_________________
Image

"I once took the high road and it took me straight to hell and I stood there all by myself." -Hank III


 
      
This Means War
 
PostPosted: Sun, Feb 15 2009, 18:07 PM 



Player

Joined: 20 Jan 2009

Slig wrote:
I gotta' say, I tend to think the worst bad guy RP is the kind that leaves people dead. You can do so much with fear, corruption and roleplayed violence that the death screen just comes off as plasticy and weak.


QFE, but a bit of a change:
The death screen in a Roleplay server is always plasticy and weak.


 
      
TormakSaber
 
PostPosted: Sun, Feb 15 2009, 19:22 PM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Moridan_X wrote:
heres some tips, and im running a group that is bad too:

- make your character strong- you can't expect to take on all of amia with a lvl 20
- good build - its gonna have to be cheap, you wanna be able to like solo 5 players at a time, because that is what the battles will be like (people who claim their characters to be good will swarm to kill you)
- make ur evil team have at least a spellcaster with spell resistance and true seeing - there are too many shadow dancers running about along with people capable of casting invisibility, you need to target those guys and make sure they don't see ur plans or whatever. its also too easy to get imploded.
thats what i got right now

oh, and if you wanna do some major dmg, be a paladin, cordor is riddled with evil that deny it


Oh.

I get it now.

I really do.

This clears up so much about you and your friends.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Kendera
 
PostPosted: Sun, Feb 15 2009, 19:53 PM 

User avatar

Player

Joined: 04 Jan 2005

Moridan, you just doomed yourself, and the entire bad PC group with a swift kick to the jewels.

Now- We all know and hate *snicker* my main, Kaylee.

She's evil. But! She's very pleasant to talk to in the square (when you're not rbeaking laws), but the people that cross her are remembered, and she tugs strings behind the scenes to make you remember who the cute girl you stomped on is.

Sitting somewhere and just nonchalantly pvping people is rediculous, if it isn't an arena.

The exception is rileys life insurance gimmik, because that's just funny, plus there's a big warning saying "DANGER, TRAPS. "

xD

_________________
Kaylee Diam, Cordorian Spellsword
Schala Wintermoon, Ravenloft escapee, Priestess of Akadi
Constance Silverhand- Quirky elven monk.
[img]http://img442.imageshack.us/img442/1263/kayleessigcopyeg9.jpg[/img]


 
      
aurelius311
 
PostPosted: Sun, Feb 15 2009, 20:19 PM 

User avatar

Player

Joined: 10 Jan 2006
Location: hanging on.

This thread has a ton of great info showing which players to avoid in game. Thanks!

_________________
"Earnest Hemingway once wrote, 'The world is a fine place, and worth fighting for.' I agree with the second part."

[Kegs] Angry Dwarf
[Akly] Angry Halfling


 
      
Slig
 
PostPosted: Sun, Feb 15 2009, 20:30 PM 

User avatar

Player

Joined: 19 Sep 2008

Well, apparently your character is no longer allowed to torture others anymore, so your murderous blackguard can cleave people up and leave corpses all around, but if he includes roleplay he gets banned.

Talk about trying to have one's cake and eat it.

_________________
"All progress comes when somebody says: 'Who gave him the right to do that to me?'" - Tony Benn
Image


 
      
BrainSplitter
 
PostPosted: Sun, Feb 15 2009, 21:05 PM 

User avatar

Player

Joined: 06 Apr 2005
Location: Victoria, Australia

Before I go into the long post about Antagonistic RP, I'll go on a brief tangent about Roleplay.

People Roleplay on Amia for Fun.


... That's it. I can't really go into that tangent any further without being incorrect, because by all rights, everyone's definition of 'Roleplay' and 'Fun' is different.


Now for the tangent about Antagaonistic RP;

Antagonistic Roleplay is Roleplaying.

With the above in mind, you can assume that therefore it is fun. However that's to assume all forms of roleplay are the same and as are all peoples' definition of fun. This, I believe we can all agree, is not true.

Therefore, let's rephrase it;

Antagonistic Roleplay is Fun for people who enjoy Antagonistic Roleplay.

There we go.



The biggest flaw I see in the absolute sheer majority of antagonistic, evil, or generally hostile roleplay is that it doesn't take the above in mind. It simply assumes that it's fun for the other person (Which it may not be.), and therefore feels compelled to drag others into it (and, since you can't just 'ignore' roleplay; the term 'force' works too) even if it is to their demerit.

This can end in the aforementioned bitching, whining, and grumbling. This tends to be a clear sign of the other person not enjoying the roleplay and instead being rather adverse to it. Inversely, however, it can result in the praise and laughter that comes from those who do enjoy the form of roleplay; and will likely return for more at a later point in time.



To significantly shorten the above; consideration is key. Any player needs to understand that playing an antagonistic character means that, by default, you are forcing other people into a form of roleplay that not all people enjoy - whether by doing something to them, or by forcing them to react.




I, to be one voice in the crowd, cannot stand Antagonistic RP by most players. Simply because, due to my own definition of fun and roleplay, require there to be some form of resolution or conclusion to that specific arc. On Amia, since there is no permadeath (no matter how many times you may get killed by PC or NPC), and no long-term consequence; there is also no true resolution or conclusion to any amount of violent roleplay (as the sheer majority of antagonistic roleplay seems to involve direct violence {PvP}, indirect violence {Traps}, and proposed violence {Frequent Threats}). These are the antagonists who are always obvious, typically certain in their build and PvP prowess, and always come back for more despite continuity. To be short; It's a demonstration of Moridan_X's crew.

Thus, you end in the result of an Unstoppable Force meeting an Immovable Object. Something I never found enjoyable, and why I typically focus my efforts either as NPCs, or against NPCs.
There are a few players who do allow things to happen to their characters for the long term, myself being one of them (but only when the other person is willing to do the same), in which case I can tolerate and occasionally enjoy antagonistic RP. However, this is the sheer minority of the time.

_________________
Mostly Retired


 
      
xordae
 
PostPosted: Sun, Feb 15 2009, 21:19 PM 

User avatar

Player

Joined: 01 Jul 2005
Location: Germany

WonWon said it in a politically correct way. I guess it all hinges on the collective mindset of the people involved. If someone doesn't like what you are doing, then you are simply asserting yourself to drive the point / the RP home.

Now there is also a different view on this. A long time ago I played on a server where people were regularly *ssholes IC. Evil was abundant and you got killed, mutilated, turned into a walking undead flesh-job real easily. It was the spirit of the server, and the credo was something like "Someone made it so, so deal with it." This attracted its own crowd of hardcore RPers, and good as well as evil characters. The good characters were in a gross minority. And still they stayed, and they hardly bitched.

To me, personally, it was not fun at all. I hated that place, because I didn't want anything awful to happen to mine or my friend's chars. Amia is similar. Everyone values their little characters and "please, dear god, let's not have a fight when I haven't buffed or styled my hair beforehand. Let's not have character development when it's not convenient." This is the flipside of the coin, and which crowd is now right? I tend to believe the other one, as much as it sucks for some people. Why is it not fun for them? Because they treasure their forever immaculate characters too much. They are missing out and don't know it. I'm just the same, but eh.. at least I brought it up.


 
      
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 208 posts ]  Go to page 1, 2, 3, 4, 5  Next


Who is online

Users browsing this forum: No registered users and 37 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group