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Uberuce
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Posted: Sun, Feb 15 2009, 21:36 PM |
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Joined: 11 Nov 2005 Location: Near the bar.
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Yossarin wrote: Oh man, this thread is loaded with backdoor compliments. You have such a nice arse.
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Moridan_X
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Posted: Sun, Feb 15 2009, 22:01 PM |
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Joined: 23 Dec 2008
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TormakSaber wrote: 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.
and what is that spose to mean? what do you get? i wanna know, and what was cloudy, i'll answer
_________________ 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.
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Zante
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Posted: Sun, Feb 15 2009, 22:12 PM |
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Joined: 06 Jan 2006
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Your post can be summed up into: Make powerbuilds and pwn everyone.
Exactly what not to do to to be a enjoyable antagonist.
_________________ 
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Moridan_X
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Posted: Sun, Feb 15 2009, 22:20 PM |
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Joined: 23 Dec 2008
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Zante wrote: Your post can be summed up into: Make powerbuilds and pwn everyone.
Exactly what not to do to to be a enjoyable antagonist.
well the amount of the protagonists can even the odds out, obviously.
we've done things the other way around and they simply don't work, i'll spare you the effort of leveling a character to be evil.
besides, you have the overall 'childish/careless' attitude to rub in the fact that your character sucks when he can't fight.
sure, you can have a good character idea, but your character idea won't make any kind of difference unless he can actually fight as well as you'd like him portrayed.
_________________ 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.
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hendrack
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Posted: Sun, Feb 15 2009, 22:22 PM |
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Joined: 24 Sep 2007 Location: Vienna
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Yurell
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Posted: Sun, Feb 15 2009, 22:24 PM |
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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You don't have to be a horrid cheesebuild to be a good antagonist - that generally just leads to sore feelings.
RP your way into being a good antagonist - I know numerous groups at different points in time have done this and it has relied on their RP - if you don't think you can win, and you're not chaotic stupid, flee.
Being evil doesn't mean win or die in every minor confrontation.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Drannok
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Posted: Sun, Feb 15 2009, 22:30 PM |
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Joined: 23 Aug 2007
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You don't have to beat people up to antagonize them.
I'm currently carefully designing an evil character to play, and it's difficult to do and keep him truly evil, yet actually have a character and actually be able to feel like a threat.
Being a jerk with mighty magic and a short fuse not only gets old fast, it's overdone.
I want to make a character who attempts to, and maybe even manages to, summon something ~really~ bad to rend the life of the land or eat a god or something. Clearly this sort of evilness requires massive RP, and DM support. And to fuel such a thing he'd have to be crafty and get the materials for it without getting smitted by the local goodies.
Also, something many antagonist don't think about is you can do much more damage with constant hit and run taunting sort of jibs, and always escaping. People like to be in control, and if you can make a character who gives the impression that there is no control, you really start getting noticed. This can be achived without any sort of uber build.
_________________ Drannok Stranvil - Mystran Loremaster Rugnar Wildbrew - Dwarvern Scout El'thanion Nuleaf - Wood Elf Shifter (Inactive) Thayzin Goldenmaul - Gold Dwarf Paladin of Moradin (Inactive)
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Moridan_X
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Posted: Sun, Feb 15 2009, 22:35 PM |
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Joined: 23 Dec 2008
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Yurell wrote: You don't have to be a horrid cheesebuild to be a good antagonist - that generally just leads to sore feelings. RP your way into being a good antagonist - I know numerous groups at different points in time have done this and it has relied on their RP - if you don't think you can win, and you're not chaotic stupid, flee. Being evil doesn't mean win or die in every minor confrontation.
ya know... the way people are on the forums is completely reasonable, but the way i see things IC, is ridiculous. I've had my characters attacked/killed for 'unreasonable' things, such as but not limited to:
1. telling someone 'no' (i don't know what was wrong with that, but hey, i told the guy no and i was slaughtered)
2. starting an argument
3. telling someone they aren't a good leader
4. making the remark that a person is 'childish'
5. simply being in a location where my companions insulted someone.. the guy they insulted attacked and killed them with a dev crit, and for some reason the guy turned on me (i was in a different crowed of people at the time and semi-afk not even talking or moving)
five instances of unreasonable conflict and they were... well, stupid.
i've given up on the idea of fighting a dev critter with a plain fighter. its something that simply just wont work out.
_________________ 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.
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Moridan_X
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Posted: Sun, Feb 15 2009, 22:36 PM |
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Joined: 23 Dec 2008
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Drannok wrote: You don't have to beat people up to antagonize them.
that is absolutely correct, i like to keep my own character out of pvp cuz im not clear on the pvp rules at all, (even though i've read them back and forth) i call my character completley defensive and they won't actually engage in any kind of pvp unless im attacked.
_________________ 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.
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Yurell
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Posted: Sun, Feb 15 2009, 23:12 PM |
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Moridan_X wrote: Drannok wrote: You don't have to beat people up to antagonize them. that is absolutely correct, i like to keep my own character out of pvp cuz im not clear on the pvp rules at all, (even though i've read them back and forth) i call my character completley defensive and they won't actually engage in any kind of pvp unless im attacked.
Main thing is always use it as a last resort and always give them a way out.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Dwagin
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Posted: Sun, Feb 15 2009, 23:26 PM |
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Joined: 08 Aug 2006 Location: The Land of Nod
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I agree with Ron, I'll sum my on topic feelings to:
If its not fun for all involved, its selfish to do it; and nobody likes a selfish git.
_________________ 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.
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Yurell
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Posted: Sun, Feb 15 2009, 23:28 PM |
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Dwagin wrote: I agree with Ron, I'll sum my on topic feelings to:
If its not fun for all involved, its selfish to do it; and nobody likes a selfish git.
And if the other person involved is someone that throws a tantrum every time something doesn't go is way? Should you stop being the "mean bad person" just because it will upset them?
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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D-Finitiy
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Posted: Sun, Feb 15 2009, 23:40 PM |
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Joined: 04 May 2007 Location: Olympic Villiage 2010
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Dwagin wrote: I agree with Ron, I'll sum my on topic feelings to:
If its not fun for all involved, its selfish to do it; and nobody likes a selfish git.
After reading through all the posts here, it seems there's large majority of players who like PC antagonism when it's done well. I don't know what you mean by "it" as you use it here.
And it's impossible to please all the people all the time. The best you can do is try. My brand of player antagonism has ticked some people off, and all I can hope is that they tell me that honestly OOCly so I can leave them alone.
_________________ "When somebody headbutts, everybody looses."
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This Means War
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Posted: Sun, Feb 15 2009, 23:46 PM |
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Joined: 20 Jan 2009
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I can't help it. Morid is burying himself deeper and deeper. And I'm cracking up just reading . . . .
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Moridan_X
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Posted: Sun, Feb 15 2009, 23:57 PM |
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Joined: 23 Dec 2008
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what am i burring myself into?
_________________ 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.
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soundofastream
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Posted: Mon, Feb 16 2009, 2:22 AM |
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Joined: 21 Sep 2007
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I've tried to play my PC antagonist on countless occassions now, same as difinity and I keep coming up against the same thing. Elithiel is pure wickedness with a compulsive obsessive need to kill quickly and swiftly. The joy for her is in the chase with the killing bit a release.
But its gotten to the stage where I am finding it hard to continue playing her because people don't like their characters to die (especially not by surprise). What I find strange is, I never attack the same character directly twice, ever. The character who dies doesn't die for long and is recommended for a DC.
I think I've tried to rp all sorts of evil (Dr. Evil types, Smart Evil, Dumb Evil, the lot) but Amia still has a culture of Pridegaming overall, hence why playing evil here, doesn't often work.
In constrast, I had the best fun playing my evil Duergar in a town called Grond Urblexxis. I remember getting set on by a mob of other characters on a slight she made and she was dead in two seconds (xp and gold lost too!). It was a town where might was right and no one bitched OOC about it. When I asked the DM about people attacking in front of the guards, she simply stated that the guards will simply turn a blind eye. She soon learnt to deal with it IC by joining a group who could protect her. She learnt to go down to her local hardware store and buy a can of harden the (censored) up!
It'd be great to get a similar town on Amia (e.g., Underport turned lawless wildwest style).
So what I'm saying is, its simply a server culture thingy. People need to accept PvP death as part and parcel of RP and deal with it IC.
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
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The_Cheef
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Posted: Mon, Feb 16 2009, 2:35 AM |
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Joined: 02 Nov 2008
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i personally dont see why people get so worked up over dying.. its amia.. your char is alive again in 5 minutes. theres no real "death" here unless you choose it for your character. I've RPed in plenty of other servers and games over the years.. Amia is one of the most restrictive settings in terms of playing evil i've seen, there should be no reason anyone complains about the evil RP here, unless its going against the rules.
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Galenson
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Posted: Mon, Feb 16 2009, 2:45 AM |
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Player
Joined: 26 May 2006 Location: Down Under, calculating your demise with blunt expressions.
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Always show respect to other players. Your character might be an utter arsehole but it doesn't mean you have to. Roll with the Punches and accept that Bad guys will generally lose more often then win and it'll be enjoyable for you and the rest of us.
Or atleast that's the approach I'm going with as Grimgor.
_________________ Plays:
"I'll think of something once Amia:EE drops."
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D-Finitiy
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Posted: Mon, Feb 16 2009, 3:05 AM |
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Joined: 04 May 2007 Location: Olympic Villiage 2010
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WonWon wrote: 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.
Not true. Violent RP between two players/factions can come to a few different kinds of resolution not involving perma-death. From personal experience, two examples.
1) Good faction is bored because nobody's giving them anything to struggle against. Evil faction decides to make their lives interesting by stealing one personal item from each of them. This continues until eventually Good faction defeats Evil Faction and gets all their stuff back. Good faction gets payback by stealing something from Evil Faction, which turns out to be a cursed item, and after a few DM events, return cursed item to Evil Faction. Now everything's even again, conflict resolved, or at least gone into remission until needed again, because neither side holds a grudge.
2) Two characters meet, butt heads, and become mortal enemies. They wage lengthy and complicated campaigns against the other. One day their battle leaves them both so injured and beaten that they can't help but laugh at each other. They realize they're not that different and can actually see qualities they admire in the other. They become friends and work together. Conflict resolved, or at least gone into remission until needed again.
I find it a little unimaginative that you equate perma-death so closely with conflict resolution. Maybe it's not "true" conflict resolution, which is why I added "until needed again" because like someone said on this topic, there is no winning at Amia. It's not a game you can beat.
_________________ "When somebody headbutts, everybody looses."
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soundofastream
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Posted: Mon, Feb 16 2009, 3:30 AM |
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Joined: 21 Sep 2007
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It takes maturity of RP to make sure you find conclusions. For instance, the death of a faction as the result of IC consequences. Perma-deathing your own characters voluntarily. Making sure you choose new victims everytime, not constantly harrassing the same character over and over (unless you're in nemesis rp pact of course).
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
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Yossarin
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Posted: Mon, Feb 16 2009, 3:35 AM |
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Joined: 23 Jan 2006
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Another thought comes to mind. Great roleplayers are not the ones who fear your evil ways more. Great roleplayers are the ones who pretend to fear your evil ways more. 
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Estara
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Posted: Mon, Feb 16 2009, 4:29 AM |
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Joined: 23 Feb 2007
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OMGZ that makes me a great roleplayer as defined by the amazing Yoss!
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Wyjyn
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Posted: Mon, Feb 16 2009, 4:47 AM |
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Joined: 11 Jan 2007
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This thread is player driven antagonism.
You make a choice to play a certain type of character, deal with it seriously. I remember on my first server there was this guy that was completely defensive, he played a dwarven palemaster. Three powerbuilds got stuck into him one day, hammering him etc and he just kept using heals. They could not kill him.
If you make a character that is a coward, willing to give into threats. Ala, if some thug asks for 50 gold they will give it. A character built for defense, who has no intention of doing anything but saving their own skin then you can comfortably make a character that very few people are going to be able to beat in pvp.
Make a mage, prepare only defensive spell. No need for large amounts of int or cha, focus on const and dex or whatever and try to get your discipline, spellcraft and tumble up too. Prepare heaps of GS, Spell mantle, haste. WHen a fight starts, flee. Who will beat you? Sure, you can still lose, but very rarely.if your character is a powerful wuss then you are going to avoid the RP you so hate. So, it is a choice you made to play a certain type of character and you really need to deal with that.
_________________ Wyjyn: Loving all of you (and above all Disco) since 11 Jan 2007.
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Moridan_X
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Posted: Mon, Feb 16 2009, 4:55 AM |
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Joined: 23 Dec 2008
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well about me 'burrying myself', i guess it doens't mean jack shit cuz no one is saying anything about 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.
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soundofastream
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Posted: Mon, Feb 16 2009, 4:59 AM |
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Joined: 21 Sep 2007
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Nah, you misread the post wyjjy
Its, you play a villain but you're sick of the whines in tells because others when they lose against you bombard you will tell hell, making any roleplay you did and any enjoyment you get from playing an evil villain, just not worth the bother...
Too many Pridegamers it seems...too many carebears too.
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
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Yossarin
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Posted: Mon, Feb 16 2009, 5:01 AM |
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Joined: 23 Jan 2006
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Well, I've said it before and I'll say it again. If you all thought and roleplayed exactly like me, this wouldn't be an issue at all!
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BrainSplitter
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Posted: Mon, Feb 16 2009, 5:41 AM |
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Joined: 06 Apr 2005 Location: Victoria, Australia
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D-Finitiy wrote: 1) Good faction is bored because nobody's giving them anything to struggle against. Evil faction decides to make their lives interesting by stealing one personal item from each of them. This continues until eventually Good faction defeats Evil Faction and gets all their stuff back. Good faction gets payback by stealing something from Evil Faction, which turns out to be a cursed item, and after a few DM events, return cursed item to Evil Faction. Now everything's even again, conflict resolved, or at least gone into remission until needed again, because neither side holds a grudge. Good Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Bad Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Good Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Bad Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Good Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Bad Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Sorry. If I wanted to play tennis, I'd grab my raquet and go to the courts. That's without the DM plots involved, which are an entire different ball game. The only real result you're going to get out of that, is one team goes "Meh, bored now", which is more like going OOCly "Pah, this sucks". D-Finitiy wrote: 2) Two characters meet, butt heads, and become mortal enemies. They wage lengthy and complicated campaigns against the other. One day their battle leaves them both so injured and beaten that they can't help but laugh at each other. They realize they're not that different and can actually see qualities they admire in the other. They become friends and work together. Conflict resolved, or at least gone into remission until needed again. I'd love to see that happen on Amia. Really. I'd also love to see God sign into ICQ some day. D-Finitiy wrote: I find it a little unimaginative that you equate perma-death so closely with conflict resolution. Maybe it's not "true" conflict resolution, which is why I added "until needed again" because like someone said on this topic, there is no winning at Amia. It's not a game you can beat.
It's not about winning, or losing. It's about continuity, actions, and reactions. Let me put it this way.
Would Reiley ever do half of the things does, if there was a chance he wouldn't get back up again afterwards? Of course not. You've even demonstrated this in the past when risk was added as a consequence to your actions and others. He could be jailed forever, he could be exiled from the islands, he could be perpetually thrown out of every civilization in existance, he could be branded and left to wallow in his pity as he forever bears a scar denoting his defeat, he could... The list goes on.
The lack of long term ramifications has a significant IC Impact on any hostile action. You can't wound someone for life without their complete consent, no one will stay dead, even raw theft is something that can't be done (and likely never to succeed). No Character can truly 'lose', and this has its effects.
Example - Someone butts heads with Eary. He's pretty volatile verbally, so this happens... daily. Big whoop, that's hardly antagonistic on either side; verbal battles are verbal battles. However the moment you try /doing/ something to the other person, absolute consent is needed. Most of the time, if it's anything of worth (To use your example; steal something of value), the chances are the other player won't let you grab it. I know I certainly won't unless I get a written contract saying I can return the favour at a later point. Fair's fair.
The only other alternative is slander, politics, etcetera. This often involves lying. Keehee. Anyone with two braincells knows that said path is relatively pointless on Amia.
NPCs, however, can.
Most of the above, of course, doesn't apply to minor antagonistic RP such as the petty thief or scoundrel or the one who doesn't really make a name for themselves. The resolution for that hardly results in the Back/Forth in the first example, and can be quite reasonable. However, most references to 'Antagonistic' RP is things which, as far as 99% of intelligent adventurers is concerned, is a threat upon your life. Muggings, murders, assassinations,
And yes, I will openly admit to being more at home on a 'Hardcore RP' server, so to speak, that has things like long term consequences, high stakes and things to both gain and lose.
I guess I just love a world where a character could say; "Hells, I remember that hold-up we did back by the Crags. Jackie still can't walk, but hey, y'know old Lord Menson? Yeeah. Last time he tries playin' Knightly Crusaders ever again".
Only time that happens on Amia is against NPCs, though (Because a DM can say "You're affected" with absolute clarity, and an NPC dying typically stays that way unless OOC situations call otherwise)
_________________ Mostly Retired
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herkles
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Posted: Mon, Feb 16 2009, 5:44 AM |
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Joined: 18 Feb 2007
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wonwon, what about having consequences for actions? things that actually could make an impact and make people think twice about doing something?
_________________  (
made by Gem.
Elven information links
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Grymia
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Posted: Mon, Feb 16 2009, 5:51 AM |
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Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
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Actions beget Consequences.
SImple concept, I love it, I wish there could be a stronger culture of this on Amia.
It'd take a real Gunslinger to make it work though cause it would require a LOT of change, and not just simply at personal levels *which is bad enough as is*
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BrainSplitter
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Posted: Mon, Feb 16 2009, 5:53 AM |
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Joined: 06 Apr 2005 Location: Victoria, Australia
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Wouldn't work on Amia. Especially not with the current Amia setup. Hence it comes down to a mere "I just don't like that RP" instead of "THIS SUCKS LETS CHANGE IT!"
_________________ Mostly Retired
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herkles
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Posted: Mon, Feb 16 2009, 5:59 AM |
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Joined: 18 Feb 2007
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why not change it so that consequences actually are apart of the world? I know it would be less likely to happen but what about slowly introudincing it to certain things.
_________________  (
made by Gem.
Elven information links
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BrainSplitter
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Posted: Mon, Feb 16 2009, 6:02 AM |
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Joined: 06 Apr 2005 Location: Victoria, Australia
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Naw. I wouldn't even want to do it on Amia. It'd be a can of worms no matter how minor the margin. Currently the only 'long term' consequences are psuedo-self inflicted (IE; if you get caught by the guards 10 times, we reserve the right to say 'next time you lose 10 levels')
_________________ Mostly Retired
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Grymia
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Posted: Mon, Feb 16 2009, 6:04 AM |
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Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
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Grymia wrote: Actions beget Consequences.
Simple concept, I love it, I wish there could be a stronger culture of this on Amia.
It'd take a real Gunslinger to make it work though cause it would require a LOT of change, and not just simply at personal levels *which is bad enough as is*
I know WonWon.
I suppose I can still dream though, or perhaps bide my time. Either way, best to keep on playing for now and do what I prefer t'do regardless.
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Yossarin
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Posted: Mon, Feb 16 2009, 6:08 AM |
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Joined: 23 Jan 2006
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Consequences for actions are currently a part of Amia. They account for 99% of players bitching and whining because they feel they weren't given a fair deal, were singled out for punishment, a DM has a vendetta against them, every DM has a vendetta against them; the consequences are known to cause the throwing hands up in defeat, making explosive posts on the forums, making snide and seemingly subtle commentary on the forums, sending inflammatory and "revolutionary" PMs to everyone's box, MSN and TS bitchfests, accusations of favoritism, blatant and shameless sucking up, repeated petitions for rule changes, script changes, module changes, and player worldview changes, for quitting Amia and returning, for quitting Amia and going to another server, or for quitting Amia because RL will inevitably be more fair.
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BrainSplitter
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Posted: Mon, Feb 16 2009, 6:26 AM |
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Joined: 06 Apr 2005 Location: Victoria, Australia
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I love you, Yossarin.
_________________ Mostly Retired
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TormakSaber
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Posted: Mon, Feb 16 2009, 6:30 AM |
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Joined: 16 Dec 2004 Location: Somewhere
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He's awesome at thos kind of posts.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Grymia
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Posted: Mon, Feb 16 2009, 6:31 AM |
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Player
Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
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So do I but in a platonic non-sexual way.
Jiharu were she to be a living breathing being and not a construct of the imagination probably would as well.
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MaliciousSwine
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Posted: Mon, Feb 16 2009, 7:22 AM |
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Player
Joined: 03 Jul 2008 Location: California, USA
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My strategy is to make incredibly reckless and volatile characters with crappy builds backing them up!
That way, I always lose so I can always deal with it rather than get whined at. And I always lose with style.
Though the truth of the matter is that powerbuilds suck. They suck ass.
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Teufel Eldritch
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Posted: Mon, Feb 16 2009, 7:31 AM |
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Player
Joined: 23 Feb 2006
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Human beings are contradictory creatures. Aggressive & violent needing little excuse to inflcit harm on others but yet at the same time eager to lend a helping hand, eager to cooperate, eager to be friendly.
What am I getting at? That I think -some- of the issue with player driven antagonism is that innate desire to be friendly, to cooperate, makes it difficult. For example...I have a filthy, disgusting, foul smelling goblin. He smells of urine, fecal matter & dried blood and yet he has to beat off ppl wanting to be friends with a stick. People -want- to be good, even if thier toons aren't supposed to be. People want to be friendly, even if their character isn't supposed to be. I think the innate desire to be decent human beings can interfere with RP at times.
_________________ YANKEE ROSE -----------------
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D-Finitiy
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Posted: Mon, Feb 16 2009, 9:32 AM |
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Player
Joined: 04 May 2007 Location: Olympic Villiage 2010
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WonWon wrote: D-Finitiy wrote: 1) Good faction is bored because nobody's giving them anything to struggle against. Evil faction decides to make their lives interesting by stealing one personal item from each of them. This continues until eventually Good faction defeats Evil Faction and gets all their stuff back. Good faction gets payback by stealing something from Evil Faction, which turns out to be a cursed item, and after a few DM events, return cursed item to Evil Faction. Now everything's even again, conflict resolved, or at least gone into remission until needed again, because neither side holds a grudge. Good Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Bad Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Good Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Bad Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Good Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Bad Guy : Oi! You stole our stuff! *Beats up, steals back item, steals item from other team* Sorry. If I wanted to play tennis, I'd grab my raquet and go to the courts. That's without the DM plots involved, which are an entire different ball game. The only real result you're going to get out of that, is one team goes "Meh, bored now", which is more like going OOCly "Pah, this sucks". Well it wasn't like that. The real result wasn't somebody saying "Meh, bored now," in fact that was the real instigator. The real result was more like "whoa, that was fun. Where are my pants? Don't call me, I'll call you." WonWon wrote: D-Finitiy wrote: 2) Two characters meet, butt heads, and become mortal enemies. They wage lengthy and complicated campaigns against the other. One day their battle leaves them both so injured and beaten that they can't help but laugh at each other. They realize they're not that different and can actually see qualities they admire in the other. They become friends and work together. Conflict resolved, or at least gone into remission until needed again. I'd love to see that happen on Amia. Really. I'd also love to see God sign into ICQ some day.
Ok you got me. I totally made that up. But I'd like to think that could happen.
And Ron, I'm singling you out because you're the single major opponent to players playing badguys I've ever met on Amia, and on a side note, you're a DM. I don't think you've played a PC badguy on Amia, and I don't think you play tennis either. But that's beside the point. What I'm saying is, the only place the kind of true conflict resolution exists that you describe is in the single player campaign. Amia's a persistent world. Persistent. Persistent. Persistent. The monsters keep coming back so people can battle against them, the bosses keep coming back so people can fight against them, but players should be perma-crippled or killed as a result of one instance of being bested by their adversaries, because continuity and sense is what holds Amia together. Because that's what would happen in real life.
You're juxtaposing what would happen in real life onto a persistent world that doesn't make sense in any case, because it doesn't have to for people to enjoy it anyways, and that's what this topic is about. Specifically, how players can be badguys in a way that's fun.
_________________ "When somebody headbutts, everybody looses."
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MaliciousSwine
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Posted: Mon, Feb 16 2009, 9:36 AM |
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Player
Joined: 03 Jul 2008 Location: California, USA
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D-Finitiy wrote: Specifically, how players can be badguys in a way that's fun. Khaunwalksthisearth wrote: My strategy is to make incredibly reckless and volatile characters with crappy builds backing them up!
Can you quote your own stuff for emphasis or is that bad forum fondu?
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Kjetta
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Posted: Mon, Feb 16 2009, 9:39 AM |
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Player
Joined: 11 Nov 2006 Location: A Clean, Well-Lighted Place
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I love good villain RP, but only when I am convinced that the bad-guy is played by a good guy/or girl. I'll admit, I often don't give the benefit of the doubt in this, I want evidence of your OOC coolness before I subject my chars to possible humiliation and hurt, ICly. I'm not sure why this is, probably some pride thing. I guess I don't want to be used for cheap ego gratification.
Though, I rarely find people who don't live up to my standards in this way. Even players who I think are idiots on the forums tend to be quite decent and cool IG. Not sure what you are up to, some of you... I blame your age, in most cases. You'll probably grow up nicely.
Anyways, as much headaches as you bad-boys give us DMs, I wouldn't want to be without you. Even drow. Just keep it cool (and tone down on the pure black, come on!)
EDIT: D-pirate wrote: WonWon wrote: I'd love to see that happen on Amia. Really. I'd also love to see God sign into ICQ some day. Ok you got me. I totally made that up. But I'd like to think that could happen.
I've been part of such RP. After some nemesis RP you need a few months of the end-state of the plot, before you go at it again. This gives the illusion of PERMA-death, which is just as good as the real deal, IMO.
_________________ To err is human; to forgive divine, but VENGEANCE IS MINE!

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Gunz
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Posted: Mon, Feb 16 2009, 9:46 AM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Why can't we be friends? Why can't we be friends? Why can't we be friends? Why can't we be friends?
Okay, but seriously, I think the better way to put it is not to "play a crafty/sneaky/smart/tricky evil character". I don't mind stupid, blunt, and obvious evil characters. They exist in real life. What I do mind is stupid, blunt, and obvious jerk players and players who play evils to get kicks out of annoying other players. Our problem isn't crappy evil characters, it's crappy people who log in to get on peoples nerves.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
Last edited by Gunz on Mon, Feb 16 2009, 9:49 AM, edited 1 time in total.
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Brown Blur
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Posted: Mon, Feb 16 2009, 9:48 AM |
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Player
Joined: 27 Oct 2007 Location: Anywhere but Amia.
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Kjetta wrote: I love good villain RP, but only when I am convinced that the bad-guy is played by a good guy/or girl. I'll admit, I often don't give the benefit of the doubt in this, I want evidence of your OOC coolness before I subject my chars to possible humiliation and hurt, ICly. I'm not sure why this is, probably some pride thing. I guess I don't want to be used for cheap ego gratification. Though, I rarely find people who don't live up to my standards in this way. Even players who I think are idiots on the forums tend to be quite decent and cool IG. Not sure what you are up to, some of you... I blame your age, in most cases. You'll probably grow up nicely. Anyways, as much headaches as you bad-boys give us DMs, I wouldn't want to be without you. Even drow. Just keep it cool (and tone down on the pure black, come on!) EDIT: D-pirate wrote: WonWon wrote: I'd love to see that happen on Amia. Really. I'd also love to see God sign into ICQ some day. Ok you got me. I totally made that up. But I'd like to think that could happen. I've been part of such RP. After some nemesis RP you need a few months of the end-state of the plot, before you go at it again. This gives the illusion of PERMA-death, which is just as good as the real deal, IMO.
Good post, Boss-Lady.
I find it hard to sustain much interest or enthusiasm unless I can feel the other person(s) are trying to entertain me as much as they are entertaining themselves.....
_________________ "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.
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Kjetta
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Posted: Mon, Feb 16 2009, 9:54 AM |
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Player
Joined: 11 Nov 2006 Location: A Clean, Well-Lighted Place
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Haha. I hope you agreeing with me stems from you not picking up on my subtle irony, such as the "even drow" remark. After all, Brown Blur, you're "allegedly the worst OOC hardass on Amia" while I strive to be most easy-going Boss-Lady on Amia.
EDIT: No, I am really agreeing with you. *Sighs.*
_________________ To err is human; to forgive divine, but VENGEANCE IS MINE!

Last edited by Kjetta on Mon, Feb 16 2009, 9:55 AM, edited 1 time in total.
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MaliciousSwine
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Posted: Mon, Feb 16 2009, 9:54 AM |
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Player
Joined: 03 Jul 2008 Location: California, USA
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I had a very successful PvP encounter back in the day in which my shadowdancer started screaming about making wall hangings from the pelts of the sun elf party infront of him for the fire giants, and then starting chopping them down but ended up getting WTFPWNT.
But since both parties who remained for the entire encounter enjoyed the PVP aspect of it we had a good ole time. Plus, the best thing: new scars!
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Azrael
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Posted: Mon, Feb 16 2009, 10:02 AM |
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Player
Joined: 30 Aug 2008 Location: Some planet known as Earth
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Azrael wrote: brooksthegreat wrote: So what movements are going down? What's happening in this vibrant living world?
Ideas, suggestions, stories.. anything is welcome as long as it is constructive.
Danke schon! If I told you all my ideas I'd have to make up new ones to keep you interested  ..I can speak to the recent past of my evil sorc tho... I have dominated a chosen of Malar and brought him to my superior as a pet offering. I am trying to start something of a war...no details here, find me IC. I have slain many a druid with my smevil necro, been captured and interrogated by the Kellies for almost an hour before an epic jail break escape took place with aid of fellow war buddy. I've dominated two people making trouble in Bendir and taken a walk in the forest with them muttering about oh how dumb they were or some such. I've changed my characters appearance several times this month exploring many fashions...some I dare not explore again. I've been a 'greaser' who just loaded the Cordor market and the bathhouse with choking powder and darkness ontop of the grease spells from comrades...and then ran away chuckling all the time with haste spells as we change our disguises back to 'normal' clothing and return to observe the 'damage'. (this one wasn't originally my idea) I've hitched a ride on a random drow's portal to 'the city' before teleporting away after a signature smevil chuckle. I've set up toll booths charging people money for crossing public roads on the count of them not being a 'pure race' or pretty, or someone I knew...whatever my theif of a player felt like doing, before getting kicked out by a PC guard who I then used a confusion spell on which then lead him to kill a nearby drow, I chuckled called him an escaped mental patient and discredited his words all so the charges against me for toll boothing people would be seen as less credible. I've been in a confrontation that resulted in Pvp over someone not sharing a piece of fudge cake...seriously. I've hired assassins to kill select people who ticked my character off for whatever reason, all good in good fun. I've developed a twisted philosophy of undead summoning where the undead summoned deserve to be punished and the eternal order is wrong by defending the murder's and other vile beings' undeserved eternal peace. I've followed people for no good reason waiting for just the right time to show up out of nowhere with some creepy whisper of what they have been doing the past 10min. I've been in disguise as a fortune teller who made up bogus fortunes about said persons future. I'd make the reading of the persons' future to include a confrontation with one of my enemies, who I happily described to them and then charged a fee for my 'services'. ...and then I've also epic boos looted. What you can do is only limited by your imagination...and how much time you have. I used to play only good aligned characters...and things got too peaceful, so I made a self-absorbed necro with personality trust issues and an imaginary moral standard....there's lots of options. Next on my list is... yea just have to wait and see. 
Re-posted as this applies, I love the good hearted antagonism.
_________________ Lalelilolu wrote: *Po-tee-weet?* Night is just another day without light.
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Selvec Darkon
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Posted: Mon, Feb 16 2009, 10:52 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Obvious evil and subtle evil can work together, and should. Since they both have limitations and advantages the other lacks. Usually subtle evil leads obvious evil, but it can be the other way around to. This mean obvious evil can intiate things that cause subtle evil to act in his true self.
I think the problem is a lack of co-operation between these two different types of evil. Alignment doesn't need to leave massive gaps between characters, being chaotic evil doesn't make someone stupid, nor does being Lawful evil make one stagnent and unable to act. Both should be, and probably would be, aware of the advantages and disadvantages of the others approach.
_________________ 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?"
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Uberuce
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Posted: Mon, Feb 16 2009, 11:19 AM |
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Player
Joined: 11 Nov 2005 Location: Near the bar.
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If you won't allow any chance that your character will disrupt other people's RP, then you simply won't get anything done.
It's more obvious for the bad guys and crusading goodies since they actively start conflict, but being inappropriately neutral-good is going to disrupt other people's RP too.
What does the word 'disrupt' mean here, anyway? My guess: the exact same as 'interact with' only it's the special case where the other person doesn't like it.
So that puts you in the impossible position of needing to know in advance whether everyone who comes into the area where you are roleplaying is going to enjoy it.
If you want to stay in multiplayer, you are going to have to accept that some people are going to think you stink. They might think you're too PnP-canonly restictive, they might think you're no canon enough. They might think you're a loudmouth, they might think you're too quiet. They might think you're too PvP happy, they might think you're too gunshy.
You can't do anything about personal taste, all you can do is shrug, resolve to play with any of the hundred-odd other people, hope they're reasonable enough to try and follow suit and canny enough to spot the means to do so.
A) Set up your Evil/Crusader Stall in a fixed location and allow people to see it and skip it, if they don't want to play rough. If someone blunders in without paying attention, then leave a big fat escape route in the RP.
If they don't recognise the Stall and Escape Route for what they are, well, that's a shame, but you tried your best.
If they do recognise them but don't take them, well, they're being unreasonable if they don't like your style but hang around anyway.
B) Go to the Evils/Crusaders and start with tiny little baby crusading/villainy, so that you can reasonably and ICly be allowed to run off if the players don't like your style.
That last part is tricky to discern, unless there's direct OOC communication, and since most people would be gahast at saying anything as rude as Tell: Go away. Your RP stinks. you'll have to go by subtler clues, which translates to them being uncharacteristically neutral to your presence.
If they escalate, and/or don't give an escape route, then they're being unreasonable if they don't like your style but by keep you around anyway.
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Azrael
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Posted: Mon, Feb 16 2009, 11:30 AM |
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Player
Joined: 30 Aug 2008 Location: Some planet known as Earth
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I love disruptions, it puts a creative twist in the rp that I didn't plan and makes it interesting, if I didn't like rp disruptions I'd play for hours(years) on end in single player...raise of hands who does that? ...thought so.
Expect disruptions, relish them, make the best of them, have fun with them.
_________________ Lalelilolu wrote: *Po-tee-weet?* Night is just another day without light.
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