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serbiris
 
PostPosted: Tue, Mar 26 2013, 2:49 AM 

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There are a lot of ways to play a good villain. There's no one right answer, although there are wrong answers. I would much like to discuss/debate a lot of people's ideas on what makes a good villain because some of them are a bit misguided. Most people have the right idea of it I guess.

Anyway I would offer advice but I don't know anything about playing villains :)

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Bini
 
PostPosted: Tue, Mar 26 2013, 3:26 AM 

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Liar.

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DerkDerkistan
 
PostPosted: Tue, Mar 26 2013, 3:28 AM 

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It's not "I do ____ because I'm evil."

It's "I'm evil because I ____."

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Bini
 
PostPosted: Tue, Mar 26 2013, 3:39 AM 

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DerkDerkistan wrote:
I'm evil because I ____.


1. Was neglected as a child.

2. Was pranked on my prom night.

3. Was manipulated by Darth Sidious.

4. HATE THAT HEDGEHOG!

5. Am so much purer than the common, vulgar, weak, licentious crowd.

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Alakton
 
PostPosted: Tue, Mar 26 2013, 3:50 AM 

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Patience pays off. Not every villain rushes off to make evil.


 
      
serbiris
 
PostPosted: Tue, Mar 26 2013, 3:52 AM 

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DerkDerkistan wrote:
It's not "I do ____ because I'm evil."

It's "I'm evil because I ____."


As many other people seem to, I much prefer:

"...I'm evil?"

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Yossarin
 
PostPosted: Tue, Mar 26 2013, 3:59 AM 



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Bini wrote:
5. Am so much purer than the common, vulgar, weak, licentious crowd.


Tell me about it, Maria.


 
      
DerkDerkistan
 
PostPosted: Tue, Mar 26 2013, 4:00 AM 

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How very one dimensional.

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Liz
 
PostPosted: Tue, Mar 26 2013, 5:41 AM 

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The absolute best, most engaging kind of evil (this is an opinion thread, right?) is the sin-eater. The evil-doer who willfully and knowingly corrupts herself, not out of malice but out of self-sacrifice. The evil who is willing to do those things which are absolutely necessary, yet absolutely corruptive, so that the rest of her church / nation / family / whatever doesn't have to taint themselves.

James Bond, Magneto, the Operative from Firefly/Serenity, Ebenezar McCoy from the Dresden Files books. Inquisitors from good-aligned churches, spies and cutthroats and assassins in the employ of good-aligned cities. They know that the world hates what they do, but they do it anyway, because the world can't function without someone willing to do the most terrible things for the most righteous reasons. They do what they do because then you and I can have the luxury of looking the other way and telling ourselves that we're pure, that we're above those sorts of things. Their evil makes it possible for us to condemn their evil. But they don't ask for forgiveness, they don't expect salvation, and they don't look forward to earning a place in the better world they're helping to create. They don't deserve one, and they know it.

That's the most interesting villain possible.

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exquisitelyme
 
PostPosted: Tue, Mar 26 2013, 5:46 AM 

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Also interesting, but severely underplayed due to lack of "action": evil Waukeenars and Oghmites.

There is a FR novel in the Sembian series that has one such, the head of the Waukeenar Church in Sembia. he caused the protagonist's (a cleric) uncle (also a cleric) to become undead thru his indirect actions. Hating someone because they killed your uncle = Good. Making them hate you because you caused THEM to kill their uncle = priceless

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Gravemaskin
 
PostPosted: Tue, Mar 26 2013, 5:55 AM 

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Don't make huge waves if you don't want adventurers or worse, paladins to come knocking at your door.

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Ravenovf
 
PostPosted: Tue, Mar 26 2013, 6:59 AM 

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Don't get Anti-heroes confused with villains here. An Anti-hero is a totally different animal. Villains are called villains for a reason. You can't spell villain without vile or something like that. A villain has something intrinsically selfish, base and foul at their core some crawling black wickedness that whispers to them acts of dire infamy! This separates the true villain from common thugs, brainless hired muscle, debatable justified anti-heroes and garden variety mad men. I say if your going to be bad be the best over the top insidious bastard you can be! Kick the heroes dog, threaten to melt the polar ice caps and carve your face into the side of a mountain with a death ray mounted on your secret moon base!

Of course I'm a child of 80's cartoons, Bronze Age Comic books and classic good vs evil sword and sorcery so clearly I'm biased about what I enjoy in a villain.

I enjoyed my bad guy time as Drak'law back in the day. Heck there are still times when I want to bring him out of retirement and hatch a convoluted multilayered scheme that would make Lex Luthor and Dr.Doom nod in approval.. while in our secret base hidden deep under the Amian Swamp...


 
      
gravitas
 
PostPosted: Tue, Mar 26 2013, 8:23 AM 

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Liz wrote:
The absolute best, most engaging kind of evil (this is an opinion thread, right?) is the sin-eater. The evil-doer who willfully and knowingly corrupts herself, not out of malice but out of self-sacrifice. The evil who is willing to do those things which are absolutely necessary, yet absolutely corruptive, so that the rest of her church / nation / family / whatever doesn't have to taint themselves..

That's the most interesting villain possible.


This.

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Ogrehero
 
PostPosted: Tue, Mar 26 2013, 10:54 AM 

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1.) A common theme throughout most if not all settings in D&D is that evil is not a subjective point of view, they are moral absolutes, with entire factions and nations set up around them.

2.) However point 1.) is not to say that evil (and good) forces do not try use subjective arguments and policies to forward evil/good.

3.) There are degrees of evil from the world eating deamon level of evil down to the mean spirited cart driver who dumps his passengers in the middle of nowhere just because he can.

4.) By taking an evil alignment you character is not automatically required to become one half of “pinky and the brain” https://www.youtube.com/watch?v=0TonbmMOVyQ

5.) An evil character should still have flaws, any character should still have flaws, weaknesses, fears, habits and so on. As others have said they are real people, alignment is just a tool to help us portray them.


Trying to keep it to short bullet point tips based solely on my own opinions and experiences, not for a moment saying these five points are ~the~ only way to play an evil character.
But for those that are interested, below are my thoughts on my main character and whilst I appreciate this is not a discussion thread it might prove handy for some to see some of the thoughts and experiences behind my five points.

As of writing this my Ogre based character is CE by alignment but I have chosen to manifest this particular alignment in what I think is a very low key way.

He doesn’t plot to take over the world, nor does he get into sarcastic or sanctimonious self superior word play with the local paladin/banite crowd outside the Dale.

He mostly is a thug for hire and has no scruples about whom he works for as long as they pay him the agreed price and do not cross him. As he journeys through Amia he will happily tear certain races to pieces and devour them “warm and wriggling” often to the sounds of his companions gagging.

He has no moral compass other than to satisfy his own needs and desires and so far generally cares less about how others feel about it. Yet he has developed certain fancies and habits that are completely counter to this but at the time the RP he was involved him seemed to lead him down this path.

So far haven’t got into any RP that has highlighted any major flaws, they will be there but I am trying to let the RP I get into guide his social evolution, I have had some interesting ideas on small but telling flaws that could be found in his psychological make up but again until the RP supports them I do not want to just arbitrarily add them. They need to be tested and if it seems right they will become part of that make up.

I wont take specifics as I would much prefer characters in game discover them for themselves and in doing so help me develop his psyche more.

Should anyone wish to discuss this, please feel free to pm me here and keep it out of the thread as per the OP’s wishes.


 
      
slkNihilus
 
PostPosted: Tue, Mar 26 2013, 11:17 AM 

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Cerpin Taxt wrote:
For the sake of what I'm going to say, I'm going to change evil/villain into antagonist.
Good antagonists don't have to be "right", "think they are right", or something you can empathize with. An antagonist could be completely static, or it could change as much as the protagonist (other players) does (do). A good antagonist is simply someone or thing that makes things change.


Personally I feel that's more a sign of a successful antagonist than a good one. You can play a BG of Orcus who just set fire to an orphanage because they've gotta fill their quota of bad deeds for the day. Did that change things? Yes. Can you say the character is believable (since that's, in my opinion, the most important trait all fictional characters must have to make them /good/)? Not really, no.

And just to clarify: when I reaffirm my belief in this notion I do so referring exclusively to the player characters. There are villains (or antagonists) in D&D such as illithids, demons, devils, chromatic dragons and so on. The whole purpose behind them is to be as alien as possible when compared to us, so their evil is blatant, self-indulged and so on.

That said, I like the concept behind the sin-eater. A lot. They just, as Ravenovf said, usually fall into the role of anti-hero more than they do in that of villain.


 
      
Galenson
 
PostPosted: Tue, Mar 26 2013, 12:08 PM 

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Recently I've had quite a fair amount of success playing a Chaotic Neutral villain. Yes he's not technically evil (haters be hatin'), but his style of villainy stands out from the evil counterparts he hangs around with so I thought I'd mention it.

He has many traits similar to a Byronic Hero in literature: He's cunningly perceptive, well educated, sophisticated and magnetic due to the mysteriousness that surrounds him, but his desire for his own freedom (being his will to survive) and his own dark sense of enjoyment in the cruel setting he calls home brings conflict wherever he goes. As the toon once described himself, he is the spark that ignites the rebellion, but not the fuel that keeps it burning.

Depending on whether the cause benefits his own freedom (or survival), he's just as likely to overthrow a government as he is to support it.



Not really evil I know, but his style of villainy is definately noticeable compared to the evil folks he hangs around.

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Last edited by Galenson on Tue, Mar 26 2013, 12:14 PM, edited 1 time in total.

 
      
Silent2001
 
PostPosted: Tue, Mar 26 2013, 12:13 PM 

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gravitas wrote:
Liz wrote:
The absolute best, most engaging kind of evil (this is an opinion thread, right?) is the sin-eater. The evil-doer who willfully and knowingly corrupts herself, not out of malice but out of self-sacrifice. The evil who is willing to do those things which are absolutely necessary, yet absolutely corruptive, so that the rest of her church / nation / family / whatever doesn't have to taint themselves..

That's the most interesting villain possible.


This.


BATMAN

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Liz
 
PostPosted: Tue, Mar 26 2013, 12:18 PM 

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slkNihilus wrote:
That said, I like the concept behind the sin-eater. A lot. They just, as Ravenovf said, usually fall into the role of anti-hero more than they do in that of villain.

They can, certainly, but that's not inherent to the concept. We think of them as being the anti-hero type because they often get their own stories told about them. But this isn't authored fiction, where the main character is the hero of the story and whoever is trying to thwart the hero is by default the villain. This is collaborative RP, with a thousand "main characters" all moving in parallel. The anti-hero protagonist of her own story can make a perfect villain in someone else's story.

I'm thinking here of some of the RP that I remember from a few years ago with the Eternal Order. There were EO members who had no delusions about whether what they were doing was evil. Torture and persecution are not tools of the "good guys." But they knew that though they occasionally had to cross lines that the civilized world found appalling, they were nonetheless serving the greater good, protecting the world from the legitimate evil of black necromancy. And the conflicts that sprung from those beliefs were, I thought, very engaging. (The EO vs the Grove, the EO vs Winya, etc.).

So, were the EO anti-heroes, or straight up villains? I think it's hard to say. They're anti-heroes if you're playing an EO member, absolutely. But what about the guy who gets imprisoned and tortured because he won't give up information on his friend who casually summons a zombie once in a while? For that guy, the EO are flat out villains, no question.

The line between villain and anti-hero isn't easy to draw when the victim is a PC too.

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Last edited by Liz on Tue, Mar 26 2013, 12:21 PM, edited 1 time in total.

 
      
Silent2001
 
PostPosted: Tue, Mar 26 2013, 12:20 PM 

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Also,
It's entirely possible that some evil chaps are simply following orders from a nice charismatic sociopath. That's how I like to picture the Banites, the imperceptor and the other clerics are hell bent on bringing the world to it's knees because of some past trauma in their childhood (such as losing their family to crime, or something similar.) They're here to impose order on you chaotic bastards and the only way to do that is through Bane, a god that doesn't shy away from extreme punishments on fellons, sure it's a tyrannical despostic way of doing it but in the cleric's eyes it works. Their minions are simply following orders because 1) They agree with the clerics, 2) They've been coerced into it somehow. They're evil because their beliefs are diametrically opposed to those of a more goodly bent. They probably believe in social darwinism so they don't care for the sick whereas a Paladin would do his best to alleviate their suffering.

A great example of a Banite in literature is, wait for it, Javert!

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UkxMikeyboy
 
PostPosted: Tue, Mar 26 2013, 17:15 PM 

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So, uh... yeah... here's a suit of clanky, noisy emo-looking armour. Go put it on, come back and then we'll get started on those silly tattoos we'll put all over your face. Also, you need a motto, something emotional and very in-depth and VERRRY gloomy. Oh! And a very pointy thing or something blunt that'll make your foes scream in agony! The audience just completely loves it, I heard Paladins are becoming Blackguard nowadays, it's simply a new trend for those folks!

But in other news, yeah, I would say that the best way to do "evil shtuff" is to make it seem like you're actually doing that orphanage a favour by setting it on fire. Because when you think about it, when you set that orphanage on fire and send all those little kiddies running people WILL take them in because they are being very protecting! There. You've just done evil-good. Or is that neutral...


 
      
Murex
 
PostPosted: Tue, Mar 26 2013, 17:30 PM 

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I see many examples to draw from- the Crusades, Hitler's rise to power, Star Wars episode III, Salem witch trials, Fight Club, any Mafia movie/history, the Unibomber...

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Dead
 
PostPosted: Tue, Mar 26 2013, 17:39 PM 

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Glim wrote:
Or perhaps even something as grand as your Banite volunteering at the local orphanage in his off hours?


Oh we got plenty o' those alright.

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Silkelock
 
PostPosted: Tue, Mar 26 2013, 20:02 PM 

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Ahem...

http://en.wikipedia.org/wiki/Carrie_(novel)

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Sunkin Sheep
 
PostPosted: Tue, Mar 26 2013, 20:29 PM 

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So this is more of a proposal based off my own opinion of how a character thinks and acts.
Corrosponding from this:

LG NG CG
LN TN CN
LE NE CE

For the Extrovert:
Authoritarian, Humanitarian, Vigilante
Coalitionist, Isolationist, Insurgent/dissident
Capitalist/, Opportunist, Anarchist
Communist/
Etc.


For the Introvert:
Dogmatic, Altruist, Individualist
Inquisitor, Apathetic, Existentialist
Challenger, Selfishness, Nihilist



Nrrgh. I think we're getting too caught up in trying to define evil from good. Good from evil. My inherent argument is to say that no one individual is purely one or the other. Good and evil share the same qualities for different values, and their movement on the alignment board is a matter of action, change of heart, and circumstance.

The only choice you should consider when creating your character is the background story: where your character left off by the time they've entered Amia. What education, training, or outlook brought them to want to simply be left alone: TN (as an example)

Then shit will happen to your character. He or she might decide to spare the life of a troll and help him get away from an adventurer. Putting them perhaps a point towards NG. Q:"WHY YOU DO DAT?" A:"I don't know. I didn't want to watch you get slaughtered." Regardless if this troll is infact "a bad troll" and you of all people helped him, this is a small thing, but a huge personal leap for the hermit you initially envisioned. Maybe your TN hermit is actually quiet bitter towards women for unseen past events. Even going as far as to pass by a dying woman and to take what gold she had because she was going to die there and you felt helpless to do anything, may as well get some material out of it. Then you're moving NE.

Anyhoo! Point is, you're not un-evil because you're lawful good. And you're heart is not as black as coal because you've made a plan to control a village. One's alignment can be susceptible to infrequent actions too. Forcing them toward Neutral, ultimately.

For example, The Nihilist and the Questionless Paladin are both thoughtless in such a way.
One does not choose to challenge their law for it is the will of their maker, they have no choice.
While the ugly monster chooses not to challenge the will because there's no point and nothing really matters to them, and they feel they have no choice. They are both indifferent to change, and should they change, it would mean a change in their heart, or some sense of dynamic action, or a choice.


To explain my diagram which I am liking more and more. Look at the two tables:

For the Extrovert:
Authoritarian, Humanitarian, Vigilante
Coalitionist, Isolationist, Insurgent/dissident
Capitalist/, Opportunist, Anarchist
Communist/
Etc.


For the Introvert:
Dogmatic, Altruist, Individualist
Inquisitor, Apathetic, Existentialist
Challenger, Selfishness, Nihilist


The extrovert chart is the external medium in which the player can do his business. It regards action as opposed to thought. While the introvert chart can relate to the internal personality of the creature, toward the environment, toward the self.

Let lawfulness be the spectrum of which one questions their environment. LG leaning toward an unquestioning nature Paladins, Montags, and Policemen who try to preserve what stands as it is, and where NG is likely the most questioning nature of any lawful citizen, I imagine the reporter who doesn't carry a knife, or the conscious lawyer. And while LE is more the character who most tests his meddle, tries to alter his environment through the means in which he believes right.

Let neutrality be the realm of acting for others v. self: The person who helps because he can help another falls in the zone of NG, while the one who looks out for himself and tries to do best for only himself, is NE. Any manner of self-interest from riches, or indulging heavily in their own vices. (Miami is a city full of NE.). TN is the live and let live let die, attitude. All things will take their course in their eyes and they simply would be better off alone or in like-company who just want no part of the world, they feel.

Let chaos be the spectrum of ones identity crisis. The stronger the inner moral compass, the more they lean to CG. They do not try to absorb their environment so much as to pluck out its flaws. The hard-boiled detective, or the robin hood who tries to weed out corruption is CG. While the CN does not see any lasting greatness or purpose in their environment. They have some values they hold dear but they are often unpredictable and destructive. They find the ways of civilization absurd and question what values truly mark a creature's self-worth. Then the CE, who find no truth in anything and will often try to unravel any observation of truth through pure darkness. They are volatile to themselves and others, as they are more akin to nihilism and will simply try to strip everything to ashes. This means no government, no love, no question of existence, and no beliefs.

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Ravenovf
 
PostPosted: Wed, Mar 27 2013, 5:55 AM 

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http://www.airshipentertainment.com/gro ... e=20091004

Summing up villainy nicely.


 
      
shootdangit
 
PostPosted: Thu, Mar 28 2013, 16:38 PM 



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First let me state hi I am new to the server. Been RPing for years and if my personal experience can help someone then my words won't be wasted. I do not feel all of these tips apply to only evil characters but they are sort of my RP bible or commandments that I try to follow.

1: First and foremost DnD is a game for social fun. Always keep in mind that your actions affect more than your own enjoyment. As it relates to evil it becomes more important since evil is predestined to "stir the pot". Reme.ber the character is evil you are not. Before I found Amia I played a text MUD which had a very deep pvp system. Both for combat and theft. In the game you could rob someone of literally everything they own except certain resetting items. I played a thief/assassin and even though I would rob people and kill people, I always used restraint and remained respectful in OOC tells. If someone made it apparent my actions severely diminished their enjoyment I would talk with them and work out a compromise or at least only initiate conflict with them if they put themselves out there. My favorite ents were in the gist of "You are the only thief in this game that made me enjoy being robbed."

2: People take losing better if they know it isn't personal and you can not always win. No evil character ever wins all the time. If people see you handle losing gracefully if it makes a good story they are less apt to take it personally when the story lets you win.

3: Above all else always remember immersion is fun but this is a community. Making an evil character to sow strife and discontent IC is fine. But ruining others enjoyment is a detriment to your goal.

I know it all may sound idealistic but in my experience you get what you give. You can either be a positive in the community or a detriment and it is all a personal choice .


 
      
Corsair
 
PostPosted: Sun, Apr 07 2013, 22:45 PM 

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Bit of necromancy, but I wanted to throw my thoughts into the ring.

While a Drow might get away with not thinking they're Evil (although I don't think the Drow think they're good, they just don't really spend a lot of time thinking about stuff like Good and Evil - as a culture, they don't seem to give much of a damn) a surfacer, someone raised in a Good or Neutral-aligned culture is going to have to be pretty evil and pretty aware of it to worship a god like Loviatar, Talona, or Cyric. It'd be kind of silly to have a follower of one of the extremely evil Gods be convinced they're the Good guy, short of them just being completely insane.

Which actually works fairly well for a follower of Cyric, but let's move on.

So if you're writing a villainous character that A: Actually gives a damn about Good and Evil and B: Doesn't consider themselves to be Evil, I would suggest writing a follower of a Good or Neutral God. While Evil following a Good God won't work for Clerics, it works fine for most every other class.

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Noct'uul
 
PostPosted: Wed, Apr 10 2013, 22:06 PM 



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Many, many valid points and points-of-view. One of my personal favorites involves what I call 'the Victim Syndrome'. I am currently playing a character who's wife & daughter were a victim of war; one of the old 'just & worthy conflicts' that spring up so often...but he grew up & lived in 'Bad Guy Nation #666'. His family was killed by The Good Guys as they came thru to victory. He isn't 'evil' in his mind, but he has a SERIOUSLY colored & defined sense of people who call themselves 'good'. This plays into several points mentioned above, but most specifically the post about people who are just doing their jobs at the beck & call of the Hero or Villain: the soldiers that killed his family weren't necessarily EVIL...but they committed a morally reprehensible act. As a result, he's gone out of his way for payback, so to speak...and is rapidly headed down the road to darkness as a result.

Just because you end up blood-licking evil doesn't mean you started that way...


 
      
Zedrik
 
PostPosted: Thu, Apr 11 2013, 13:10 PM 

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Personally, my favorite kinds of evil are the anti-villains.

My favorite evil character I have ever played was an anti-villain of the Noble Demon variety. He was evil and rotten, and perfectly willing to play the part. Usually. He also fought invaders with his powerful magic when he could have simply stood on the sidelines and watched, did not hold the racist views of his people (if only because he believed nearly EVERYONE was equally inferior to him), helped people if they needed food or simple supplies (hey, potential minions need to be able to serve, right?), and his most notable friend was an overly cheerful and optimistic sun elf (whose status as his most trusted friend baffled himself probably more than anyone else considering that everything she was should have annoyed the hell out of him).

Unlike most noble demons, though, if he got in a battle of evils, he'd be willing to do some actually terrible things. Like sacrifice children (if they weren't too young... he was absolutely terrified of babies and toddlers.... not kidding) to cure a friend's curse or cut down those whose only crime was refusing to acknowledge his power. More often than not, though, he'd resort to standard noble demon tactics of not being EVIL because it was counter to his aims. Thus, he usually ended up fighting evil on the side of the good guys even though they all knew he was evil himself. And even though he cultivated this image as a powerful wizard who should be feared, he refused to see himself as evil. As far as he was concerned he was simply a seeker of knowledge who happened to be powerful and was hated because everyone envied him.

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Shadowfiend
 
PostPosted: Wed, May 15 2013, 22:14 PM 

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As a side note and tip to all this it feels like people forget that the players on the other side of your chars alignment is not here to ruin your fun, but to have fun with you through rp'ing a conflict. I feel that there's a lot of people trying to force their opponents into having to go through resurrections and greater resurrections, which ruins the fun for the player that have to be resurrected, and makes the relationship between you two sore. In my opinion I would rather have my chars captured and such rather than killed and just left there to be saved or some such, though I see there is a moral issue for goodies to capture an evil character and torture them for information. Torturing can incite just as much fear as killing someone through PvP.

I also feel this applies city bans and such, sometimes people commit crimes not to ruin others fun OOCly, but to create interesting rp situations. Also by banning people you may be ruining others people fun and even though banning may seem like a reasonable punishment, I believe there is often other (if a bit less) reasonable punishments, that are also completely sensible besides form the usual ban.

Also, if you act and appear like an obvious evil, you will be treated like one.

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Arcadence
 
PostPosted: Thu, May 16 2013, 3:45 AM 

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This entire thread reminds me of the Justice League Unlimited episode where Orion is helping The Flash around the Earth, and can't comprehend why The Flash would do good things simply for the sake of it. They resolve this by the end of the episode by lying and saying The Flash had a tragic history that fueled his desire to do good things, thus satisfying Orion.

I feel for The Flash right now, and everyone else out there who is currently playing The Flash.

Ultimately, I really do feel you should throw out the door all this checklist nonsense. Whether your character has a convoluted back story or is just 'a really bad dude' (thank you Capcom), it's the effort you take into developing that character and chiefly the subtle nuances that no one (even your 'really bad friends') may ever be privy to that will matter.

You're doing it for yourself, not so you can fit into a high school clique gone horribly wrong. Will it lead to a lot of painfully dull or one-sided moments? Yes. But that's the price you pay for making a life style choice to be 'a really bad dude'.

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Bilewyrm
 
PostPosted: Thu, May 16 2013, 15:28 PM 



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Joined: 25 Apr 2013

Top ten list of what I got out of this guide so far:

1) Be subtle until you find a crew. It seems there are door to door Paladins, so shhhhh!
2) Be willing to start as a lackey/grunt. The long term benefits (dental plan) are worth it.
3) Play smart evil (raving mad mass murderers need not apply)
4) Be three dimensional (have a stamp collection- an evil one).
5) Evil/Good is not black/white...there are 50 shades of grey.
6) Make Batman look cool....Just joking...I'm a Joker....
7) Evil is not evil (that's its story and its sticking to it). That's to say, folk don't think themselves as 'E-ville'. ((I don't agree with this one totally, eg- some people like being bad -its fun, its hawt))
8} Your actions define you better than your alignment selection does. Its evil to eat warm wriggling man-flesh but don't just do it because its evil, do it because your hungry too.
9) Your evilnisitude should to be fun for all. “Thanks for the robbery sir, that was swell- do me again!”
10) Ignore #1-9. Be evil the way you want to be evil, do it for you – Don't do it for Johnny, that's not evil its just greasy.

All valid and reliable points. I say that being evil in Amia- is the hardest and challenging alignments of to play/RP in this game.

I have questions and problems and if you can fix them or provide work arounds then we will have a real guide to evil.

Some 'good' players treat 'evil' players in ways that appear to be more lawful evil in nature than good. They are here to chew bubble gum and smite evil...and they are all out of gum.You were about to start monologuing like any decent villain then the goody walks up and says do what I say or die. As a baddy you are instantly goaded into the position to tuck tail and run or fight the goody....where you get painted as a baddy for all the wrong reasons. A catch 22, double standard, suggestions?

There are also disciplinary actions to if you go too far being evil, what are they and how do we avoid any trouble while still being bad?

No justice system, no police, no trials, no judges, no jail. What do we do with a baddy when we catch them? Bender Dale bans them, which just ends RP other than...please leave your banned, rinse repeat.
A player run Justice system has huge RP possibilities for both good and evil players....imagine a jail break!

PvP rules – clarifications: My faction wants to attack and raze Bendir Dale to the ground, how do I do it? Whats the best way to go about doing it? In other words how do you actually burn down an orphanage?

Robberies: I know I cant just PK someone, but if they try walking away during a robbery what then...what if they refuse to be robbed can I attack and kill them then, or do I have to let them go?

Assassinations/bounty hunting/abductions: Victim needs to agree or there needs to be a DM available.
DM are not always on and are often busy. Suggestions/procedures on how we set up assassinations/bounties....how do I get my very own wanted poster? Or how does my level 10 pay to have that jerk-face level 20 killed?

Evil factions, evil plots, evil players – avoiding spoilers where can a newb find cohorts in evil?

Did I miss anything?


 
      
Dark Immolation
 
PostPosted: Thu, May 16 2013, 17:33 PM 

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This thread is extremely bigoted. Antagonistic individuals come in more flavors than just Evil. Where my morally objectionable Chaotic Neutrals at?

Stay strong. We will overcome. And then we will get bored and go do something else.

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Naivatkal
 
PostPosted: Thu, May 16 2013, 17:54 PM 

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Bilewyrm wrote:
Robberies: I know I cant just PK someone, but if they try walking away during a robbery what then...what if they refuse to be robbed can I attack and kill them then, or do I have to let them go?

Fairly certain if you say something like 'move and I'll kill you' during a robbery and they just walk away you can murder them. After all, they can't just ignore the IC stuff, and that was their once chance to avoid PvP.

Bilewyrm wrote:
Assassinations/bounty hunting/abductions: Victim needs to agree or there needs to be a DM available.

I don't think it's explicitly said anywhere that for assassinations the person has to agree. I think you just have to let them know. But not sure if that would circumvent the PvP rule on requiring consent. I dunno, wait for a DM on that I suppose.

Dark Immolation wrote:
This thread is extremely bigoted. Antagonistic individuals come in more flavors than just Evil. Where my morally objectionable Chaotic Neutrals at?

Stay strong. We will overcome. And then we will get bored and go do something else.

Preach it, brotha!

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Dead
 
PostPosted: Thu, May 16 2013, 20:53 PM 

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Location: Tarkuul

Bilewyrm wrote:
Top ten list of what I got out of this guide so far:

1) Be subtle until you find a crew. It seems there are door to door Paladins, so shhhhh!
2) Be willing to start as a lackey/grunt. The long term benefits (dental plan) are worth it.
3) Play smart evil (raving mad mass murderers need not apply)
4) Be three dimensional (have a stamp collection- an evil one).
5) Evil/Good is not black/white...there are 50 shades of grey.
6) Make Batman look cool....Just joking...I'm a Joker....
7) Evil is not evil (that's its story and its sticking to it). That's to say, folk don't think themselves as 'E-ville'. ((I don't agree with this one totally, eg- some people like being bad -its fun, its hawt))
8} Your actions define you better than your alignment selection does. Its evil to eat warm wriggling man-flesh but don't just do it because its evil, do it because your hungry too.
9) Your evilnisitude should to be fun for all. “Thanks for the robbery sir, that was swell- do me again!”
10) Ignore #1-9. Be evil the way you want to be evil, do it for you – Don't do it for Johnny, that's not evil its just greasy.


This should be carved into the stone on the peak of the Skull Crags.

Bilewyrm wrote:
No justice system, no police, no trials, no judges, no jail. What do we do with a baddy when we catch them? Bender Dale bans them, which just ends RP other than...please leave your banned, rinse repeat. A player run Justice system has huge RP possibilities for both good and evil players....imagine a jail break!


If only man.. if only. My first serious experience on Amia was a trial in Barak Runedar, and I remember Cordor having a trial for some B.L.A.C.K. members in the past. The EO used to have the trials which would in 99,9% of cases end up in BURN THE HERETIC. Old Church of Bane had trials. "Do you have anything to say in your defense? *breaks his jaw* No? Alright. Then you are guilty!" All great RP. I wish there was more of this.

Bilewyrm wrote:
PvP rules – clarifications: My faction wants to attack and raze Bendir Dale to the ground, how do I do it? Whats the best way to go about doing it? In other words how do you actually burn down an orphanage?


In times of faction war, when both sides agree to it, there are no PvP limitations. Still to attack an NPC-guarded settlement requires DM attention.

Bilewyrm wrote:
Robberies: I know I cant just PK someone, but if they try walking away during a robbery what then...what if they refuse to be robbed can I attack and kill them then, or do I have to let them go?


Pretty much what Naiv said. Move and you are dead is a legit PvP-out. The only problem is that you cannot actually force someone to give you anything. It's absolutely up to their good will.

Bilewyrm wrote:
abductions: Victim needs to agree or there needs to be a DM available.


No, abductions do not need a DM attention. You can take someone through RP or through legal PvP.

Bilewyrm wrote:
Evil factions, evil plots, evil players – avoiding spoilers where can a newb find cohorts in evil?


Either by asking about, or by reading the IC threads on the forum. When I first got to Amia I approached the evil looking guy in Cordor square and asked ICly "Hey what are my choices?" He said "For Cyricists ask for Vaylek, for Banites ask for Katsumi." And so I found them both and made my choice.

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Dead
 
PostPosted: Thu, May 16 2013, 20:57 PM 

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Sorry for double post but I really feel that this needs to be emphasized.

Bilewyrm wrote:

2) Be willing to start as a lackey/grunt. The long term benefits (dental plan) are worth it.

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Mobile_Svensk
 
PostPosted: Sat, May 18 2013, 16:38 PM 

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I buy people. It's easier. You have no idea what people do for epic items and gold. Hell, they even do bad things OOC:ly.

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Naivatkal
 
PostPosted: Sat, May 18 2013, 18:09 PM 

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Pssh, there's a way easier and far more evul way of doing it. No secrets :3

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Mobile_Svensk
 
PostPosted: Sun, May 19 2013, 16:10 PM 

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But have you ever fallen a paladin naivatkal? :)
I have both with gold and epic items with a short -"Take this and let me live to see another day!". The screenied it.

Because you should really know better then to accept a bribe as a paladin. :twisted:

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Dead
 
PostPosted: Sun, May 19 2013, 21:18 PM 

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Very_Svensk wrote:
But have you ever fallen a paladin naivatkal? :)
I have both with gold and epic items with a short -"Take this and let me live to see another day!". The screenied it.

Because you should really know better then to accept a bribe as a paladin. :twisted:


You sir.. :D
And here I thought falling a druid was an achievement.

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Naivatkal
 
PostPosted: Sun, May 19 2013, 21:23 PM 

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No (because I have only plotted, not started engaging), however my way is just as evil, if not more so. Sooo many webs to weave.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Grymia
 
PostPosted: Sun, May 19 2013, 21:35 PM 

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Very_Svensk wrote:
But have you ever fallen a paladin naivatkal? :)
I have both with gold and epic items with a short -"Take this and let me live to see another day!". The screenied it.

Because you should really know better then to accept a bribe as a paladin. :twisted:


Funny thing is.. while taking bribes isn't good.. Paladins need not (and by the Code really shouldn't be.. ) kill unless there's absolutely no other recourse.


 
      
Cerpin Taxt
 
PostPosted: Sun, May 19 2013, 22:04 PM 

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Grymia wrote:
Funny thing is.. while taking bribes isn't good.. Paladins need not (and by the Code really shouldn't be.. ) kill unless there's absolutely no other recourse.


I'm going to go ahead and say you're wrong as there are paladin orders built specifically to hunt down and wipe out x group. When you are given a divine mandate, there isn't time to piss around and figure out if this necromancer or malarite is worth redemption. They smite and find the next one.

And that is what evil players should expect. People are going to find you and kill you. Play evil however you want, but make sure you have a group to travel with or a way to consistantly outsmart and beat 3-4 people.

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RaveN
 
PostPosted: Sun, May 19 2013, 22:06 PM 

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Clearly, the solution is to make a evil character that hunts down good characters, for being good. Why didn't I think of that?

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Dead
 
PostPosted: Sun, May 19 2013, 22:10 PM 

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Needled247 wrote:
Clearly, the solution is to make a evil character that hunts down good characters, for being good. Why didn't I think of that?


Got one. Let's team up? :P

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Casvenx
 
PostPosted: Sun, May 19 2013, 22:10 PM 

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Cerpin Taxt wrote:
And that is what evil players should expect. People are going to find you and kill you. Play evil however you want, but make sure you have a group to travel with or a way to consistantly outsmart and beat 3-4 people.


Should good characters also assume this?

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RaveN
 
PostPosted: Sun, May 19 2013, 22:11 PM 

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Dead wrote:
Needled247 wrote:
Clearly, the solution is to make a evil character that hunts down good characters, for being good. Why didn't I think of that?


Got one. Let's team up? :P


I have a Banite!

Quote:
Should good characters also assume this?


WHO WOULD WANT TO KILL AN INNOCENT PERSON, YOU NASTY CYRICIST!

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Grymia
 
PostPosted: Sun, May 19 2013, 22:12 PM 

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Which Groups? Out of curiousity.

The Eternal Order specifically is the only order I can think of mandated to wipe all Undead off the face of the map.


 
      
RaveN
 
PostPosted: Sun, May 19 2013, 22:17 PM 

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Grymia wrote:
Which Groups? Out of curiousity.

The Eternal Order specifically is the only order I can think of mandated to wipe all Undead off the face of the map.



For example, I think in the 3.5e book Champions of Valor, there's a Ilmater order called "Champions of the Noble Heart" which actively seeks to bring "justice" to cruel evil worshippers, but who the hell knows what kind of "justice" that is. I don't have the PDF's anymore atm.

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Cerpin Taxt
 
PostPosted: Sun, May 19 2013, 22:20 PM 

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Casvenx wrote:
Cerpin Taxt wrote:
And that is what evil players should expect. People are going to find you and kill you. Play evil however you want, but make sure you have a group to travel with or a way to consistantly outsmart and beat 3-4 people.


Should good characters also assume this?


Their characters should, but they amount of OOC protections they are given requires a cognitive disconnect between the player and character.

Grymia wrote:
Which Groups? Out of curiousity.

The Eternal Order specifically is the only order I can think of mandated to wipe all Undead off the face of the map.


Knights of the Shadowy Cloak
Claws of the Sun and the Ankh
Companions of the Noble Heart
Knights of the Eternal Order
Legion of Lions
Order of the Risen Scepter
Knights of Holy Judgment
Knights of the Merciful Sword

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