Category Socializing & Roleplaying (10)
Topic RP'ing: Tips, Slips, & Near Misses (153)
Message Re: Roll Playin question (1741)
By UBERWENCH@PLAY.NET (Lylia)
On Aug 1, 1999 at 12:04
Stealin. Now, just stealin from de person directly and stealin from de
ground. Always standin up fer meself, never bein pushed around, but I would
run if caught stealin, I wouldn't bother tryin te talk me way out, may just
hide again and try te steal soon after again.
I would like any more ideas about how te roll play an evil character and I would also like te hear if any of my ideas above are goin a little te far. I will at no time attack or hurt or kill anyone without a valid roll playin reason.
Thank ye in advance.
It's a subtle and tricky thing to play a mean-spirited or otherwise nasty character effectively while still ensuring that you aren't ruining other players' good time.
Roleplaying well consists of two things: one, how good you are at acting and writing, and two, how much your audience appreciates your little play. While your concept of a nasty cheating sneak-thief may succeed brilliantly at the former, it would probably fail miserably at the latter. So how to keep as much of your concept as possible without making everyone want to throttle you before you can entertain them with your magnificent badness?
1. Roleplay the actual theft. Use a few ACT commands to let people know what you're up to. You could "sidle over to Soandso and casually brush your hand against her coin-purse" or "surreptitiously finger the clasp of Soandso's gold chain" or "examine Soandso's jeweled rings closely" when you kiss her hand.. This sets the stage and lets your intended "victim" know that though your character's intentions are malign, yours---the player's---are not.
2. If your mark is sufficiently oblivious and gives you no response at all, proceed to pick him or her dry. Anyone who won't respond in some way to a well-roleplayed thievery deserves to lose a bundle. However, if your "prey" fixes you with a dirty look and counts his coins, smile ingratiatingly and compliment his beautiful chain or sneer and make a comment about how he has nothing to worry about from thieves, as he has nothing of worth anyhow---in short, find some way of responding that will reveal more about your character's nature.
3. Don't cheat people and mean it. Period. Feel free to *act* as though you're cheating people by giving all your items a huckster's pitch and asking far too much for them, but never ever cheat someone by genuinely misrepresenting an item. That isn't roleplaying, that's the scurrilous act of a person who should be off playing a solo RPG where he can't spoil anyone's fun but his own.
4. If you do poach, poach with style and be prepared for the consequences. Don't just run in and start hacking away at someone else's troll; justify it. Your little thief could say that that particular troll had crossed him and he just *had* to take it out...he could arrogantly claim that he was doing the weaker hunter a favor by dispatching his foe for him...he could try to charm the rightful hunter with flattery ("Oh, my Lady, I could not bear to see that vile beast assaulting you any longer!"). You might get pounded for it anyway, but at least you've let the person you've poached from know that you're not just a witless zombie poacher and are simply playing a certain part.
5. Even if you run away from a battle, do it with flair. Use a few ACT commands to "dance out of Soandso's reach" or "hastily dodge Soandso's sword" if he starts swinging. It might get you killed to stay that extra few seconds in the room with an angry victim of your thievery and poaching, but most devoted roleplayers believe strongly in "Death before dishonor" when it comes to playing out a scene realistically. I know I'd rather see one of my characters get whacked than be thought a shoddy roleplayer.
6. Be a considerate actor and don't hog the limelight. Give others a chance to roleplay *with* you instead of simply doing your nefarious deeds and scampering away. It's frustrating to deal with an opponent who outmatches you in strength, stealth, or magical ability; that's why Lylia generally keeps her conflicts to verbal ones rather than simply stunning someone into next Feastday. I want to give Lylia's opponent a chance to play out the conflict, not be frustrated by standing there helplessly listening to her harangues. (That doesn't mean she never stuns someone, it just means she does it judiciously and rarely.)
7. Playing "a thief" isn't enough. Thieves can be anything from the dashing but dangerous highwaymen who populate cheesy romance novels to malevolent self-serving fiends who enjoy taking whatever they can grab to inveterate conmen and tricksters who like to make fools of their victims before they rob them blind to fundamentally decent people who nevertheless have an uncontrollable lust for other people's riches to calculating predators who appreciate the challenge of looting the coffers of Elanthia's most respected citizens to lazy louts who have no desire to buy their bread with earned coins. *Why* is your character a thief? What does he get out of it besides money, and why does he choose to steal rather than earn an "honest" living?
And though others have said it, it bears repeating again and again---your roleplay ends where another person's begins. When you sense that someone else isn't having fun with a particular scenario, you should either whisper an OOC explanation of your actions to tell them that you don't intend to spoil their evening or bring everything to a jarring halt.
-----Lauren, Lylia's player
Category Role-Playing (4)
Topic Conflict! (2)
Message Re: When does IC go CvC? (8126)
By ZILAL@PLAY.NET
On Jan 5, 2001 at 11:51
I think it's pretty hard at the beginning, playing someone who's a darker or evil character. It's hard to get taken seriously, and meanwhile you're still in the midst of figuring out who the character really is (and what their motivations are).
I see a lot of people who set out quite deliberately to play an evil character... they may go on the net and make provocative remarks, try to roleplay some conflicts, et cetera, and despite their best intents only get remembered as a snert, and snickered at behind their backs.
So these days I'm thinking it's not a good idea to dive right into your evil skin. Don't make any particular effort to be evil, I mean. Just keep in mind who you want the character to be, and if the perfect situation comes to you, make that perfect comment. But don't force it.
Hopefully, by the time you feel you're getting the character down, the people you regularly interact with will think of your character as having a bit of an "edge" to him/her. Some of them might take the initiative to roleplay some nervousness around you, and you can build on that.
But definitely go easy on the playing populace in the beginning. At any hint that you're trying a little too hard to be evil, another player's perception of you can change from "he's interesting" to "he's annoying." Go slow and patient. And after a bit, I hope you'll have garnered enough respect that you can take another character's leg off and have them gleefully roleplay along rather than announcing your snertness to the world.
I guess it helps to know whose legs are safe to take off. Ooh. I may have enough material here for a whole new post! Somebody stop me before I hurt myself.
J
Category Role-Playing (4)
Topic Thoughts on Role-Playing (4)
Message Practical Evil (or, How to Sell your Soul in a Buyer's Market) (7551)
By JSEVERNS@PLAY.NET (Mnar)
On Mar 8, 2001 at 15:23
This appears to be a common tangent to many posts nowadays, so I thought I'd take a swing at it.
Evil, as a concept, is rather unique in Gemstone. We have concrete, visible deities that embody just about every facet of 'evil' commonly and innately recognized by humans. They are selfish, conniving, underhanded, 'Dark', ruthless, sadistic, deal in death and undeath, and are obsessed with power. One would think it easy to craft an 'evil' character based simply upon these characteristics.
Often, however, that doesn't work out. Aside from the inherent silliness of a character garbed all in black walked around chanting "I am eeeevilllll, beware!" this has been done so many times that it's also cliche.
Fortunately for the would-be evil-doer, there are many possible ways to justify and enact an evil alignment in your character.
The easiest and perhaps most common is the simple Justification route. You're not actually evil, you're good. It's the cursed villians of the Liabo Pantheon that are really evil, and have simply managed to fool most people into blindly following them. Characters such as Gretel pull this rather well, though at times this sort of relativistic roleplaying can be annoying for 'good' characters who view the world in terms of absolute good and absolute evil. This strategy is especially useful for people whose characters are in the Council, but don't want to view themselves as evil for having done such ("Well, you don't KNOW that it's evil," or "I don't do evil things, so I still have my soul," ect).
The second route, which can be done either very well or very poorly, is what I like to call Religious Evil. In this case, your character isn't necessarily evil himself, but he worship/adheres to an evil god. Reasons for this might be cultural or personal, but usually result in a character who is moody, dark, sinister-appearing, and wholly devoted to his or her God for reasons that surpass logic and intuition. Notable examples include Setzier, Nevrek, Armaxis, and (from a while back) Dammet. These characters are similar in many ways to zealous followers of the Liabo Pantheon such as Gherik or Truekillr (before he got old). An example of how to go wrong with this sort of evil is well remembered in the character of Laton (you who knew him, know what I mean).
Yet another form of evil might be called Materialistic Evil. These characters are in it for the power, which may take the form of wealth, influence, magick, or anything else obtained at the expense of others. Usually, these characters do not view themselves as evil, and tend to distain the gods rather than worship them (indeed, worshiping anything other than themselves would be antithetical). Pretty much every Dhe'nar you ever met falls into this category (most Chesylcha members as well, for that matter).
The final form of evil that can be easily dissevered from the whole is my personal favorite, Practical Evil. I think this is the best form that can be evinced in Gemstone, and is readily available to ALL players, good and evil alike. Practical evil consists of those little steps away from goodness that we take ever day in the name of practically or effectiveness--Realpolitick, it might be compared to. Often explained away as 'The ends justify the means', practical evil can even at times be disguised as honor--a knight who slays those weaker than he if they give him offense, for instance. Just last eve Mnar was in a confrontation with Spyda, an advocate of Arachne and presage of massacres upon the temple in the Landing. Mnar quickly realized that any offensive action taken against Spyda would be pointless--he was inured to it. The solution? Hurt Spyda's friends, who were standing up for him at the time. The result? Spyda quickly retreats with his cohorts, unwilling to let them be harmed for his actions. Practical, yes; evil, certainly; effective, definately.
I hope these ramblings make as much sense being read as being written.
-Mnar's player
Category Role-Playing (4)
Topic Thoughts on Role-Playing (4)
Message Re: Evil characters and PVP? (7875)
By CENGEL3@PLAY.NET (Welan)
On Mar 22, 2001 at 18:29
People can (and have) played assasins in the past. Admitidly it was alot easier to do in the past then it is now. However, I think it's still possible to do if you display some sense in how you go about it.
Firstly, I'd suggest when you do engage in C vs C conflicts you do it very sparingly. An occasional C vs C conflict can add spice to a role-playing atmosphere... constant C vs C conflicts can be disruptive.. and may well warrant the (justly deserved) intervention of the GM's.
The second and most important thing is to be carefull who you choose to engage in C vs C scenrio's with. Make sure that you only engage in them with some-one who is ok with and interested in role-playing a scenerio like that. This doesn't neccessarly mean that you have to whisper to some-one "hey, is it ok if I assasinate you?" .... but it does mean that you just don't go up and whack an absolute stranger. You should know enough about the character and the temperment of the player behind them to know that thier going to be ok with that sort of scenerio before you engage in it.
Other pitfalls to avoid:
Never kill some-one twice, even if they come after you for retribution... that sort of thing just devolves into an ugly, viscous, spiral of violence that becomes unenjoyable and disruptive for all those involved.
Try not to always target characters that are younger then you... that just makes you look like a bully.
Realize that while most serious role-players don't mind occasionaly playing the victem... no-one wants to have to play the victem all the time. Realize and be ok with the fact that occasionaly your targets might turn the tables on you and you might "loose". In fact, don't always engineer things so your victems have no chance... give them at least the slim possibilty of turning things around.
Remember that role-playing an assasination is more then just jumping out of hiding and sticking a sword in someone. Give it a chance for an actual plot to develop. Perhaps follow your target around for a few days, get to know thier habits. Talk to other people that know them, get as much information as you can about them (without tipping your hand of course). Perhaps even feign freindship with them, giving you a chance to get close enough to do your work. In short, let the other players involved know that your about more then just wanting to go around and stick swords in people.... even if thats what you end up doing.
It's never a bad idea to send out a Report (or an E-mail) to the GM's to let them know what your upto. This gives them advance warning of the situation so that they don't walk into it blind... and lets them know that your trying to role-play a C vs C plot that is fun for everyone involved and not disruptive to the game environment. It also gives them the opportunity to stop you before things get out of hand, if they feel things are headed that way.
If you make a mistake... and you target a player whose character is NOT interested in C vs C.... ALWAYS back off if they give you a whisper sayng "Hey, I'm not into this"
Remember, your character may be completely callous and have no consideration of other characters in the game BUT you, The PLAYER, should always show consideration for the other PLAYERS playing the game.
Lastly, try not to involve huge numbers of people in your plots. You and your target and a few others might realize that it's just C vs C and everyones having fun... but when large numbers of people get involved, such scenerios almost always turn into nightmares.
Oh... and remember that the best assasin is some-one that no one ever suspects is an assasin.
I've never played an assasin or even a "dark" character in GS3. I've pretty much always played the "knight in shining armor" type... it's what I enjoy. But I've observed enough assasins and dark characters in GS3 (ones played very poorly and ones played very well) to have learned a few things. Thats my best advice as to how to go about it.
Welan
Category Role-Playing (4)
Topic Thoughts on Role-Playing (4)
By DARKMAGE from PLAY.NET (Starsnuffer)
On Apr 15, 2002 at 23:25
Subject Re: From rude to evil. (19978)
Being evil...
There really is no such thing as "good" or "evil", it is all just a matter of opinion. What one person believes is "good" another person might believe is "evil".
The first step then, is to stop trying to "be evil". Someone trying to "be evil" just ends up making a fool of themselves, and is viewed as nothing more then a rude, inconsiderate snert, or someone simply out to get attention. This is the kind of "evil" apparent in most teenagers.
To play a "dark" or "evil" character, or any character for that matter, you must first define the character you want to play. As mentioned here very well by others, you must define the characters goals, ambitions, beliefs, and background for all of those. You, the player, must understand not only WHAT the ambitions are, but also WHY the character has them and HOW they came to be.
Once that is defined, you simply have that character act and react according to their personality.
To answer your question, of how we can help you to make the transition, we will need to know your your characters goals and ambitions. Is she "evil" because she worships a dark god, is she "evil" because she is bent on the destruction of the world, or is she "evil" because she has views that are contrary to the norm?
Let us know and I'd be happy to help.
-Starsnuffer, one very "neutral" elf
Category Role-Playing (4)
Topic Thoughts on Role-Playing (4)
By BELISAR from PLAY.NET (Belisar Aurellien)
On Apr 16, 2002 at 02:19
Subject Re: From rude to evil. (19994)
First I suggest you sit down and attempt to define "Evil".
Is "Evil" the same as "illegal"?
Is "Evil" the same as "immoral"?
Is "Evil" the same as "unethical"?
Where do you the Player get your concept of Evil?
I, being raised by a former nun, acquire my personal concept of Evil from "sinful". Which by my training, and dictionary, means a willful violation of divine law. For me, the foundations in a Sinful or Evil character would be the Seven Deadly Sins: Pride, Covetness, Lust, Anger, Gluttony, Envy, and Sloth. With a bit of modification, a truly powerful personality (powerful in the sense of presence of pwersona, theres some people that can just be "felt" in a room.) can be formed from these seven quintessential attributes of evil.
We'll start with "Pride". Pride can manifest itself in several ways. The most immediate, and obvious example, would be overbearing arrogance. "I am the greatest Evil Sorceror Dressed in Black ever born!" type of thing. It works for "evil" but in my mind, is just a tad immature and over done. Pride can also be shown in natural confidence. Don't take it to the extreme of arrogance, but let everyone know your PC is capable of handling things themself. Another important aspect on pride, is fastidiousness. Who has the most right to pride - the dirty beggar, or the well dressed courtier? Keep your character well dressed, and clean, make a vocal and noticeable point of it. Other ways to express pride, thats more noticeably evil, are to belittle others in comparrassion to your wonderous self. Don't play your self up, play the others down, that express your contempt for their inability to equal you, yet avoids the outright arrogance.
Next I'll bundle three of the sins, covetness, sometimes labeled avarice, gluttony, and lust. Avarice is my personal favorite of the sins. It leaves so much room to play with. Wanton desire of something you do not, yet, have. What is it that your evil character wants? Polictical Power? Wealth? Social Status? Knoweldge? Physcial Prowess? Arcane Knowledge? Pure unadulterated GREED! *cackle* You can work in threads of misery here. Or go the other route, and be a gambler, risking anything and everything, yours or not, for personal gain. As this is a family game, I'll skip over lust, but lust can be much like avarice, as a driving desire. With gluttony, you have the sin of excess, take more, use more, than you have a need for. The important aspect to consider for your character in regards to gluttony, is what is that they want (avarice/greed/lust) and how much do they need? Get what you want, then keep getting it. To me these three in their various shades and combinations, make great long term driving factors as well as nice little day to day touches for a character.
Anger is an easy one for most people to display. But consider more than just blitz out berserker rage. What about those cold rages that fill the spirit with bile until the target of your rage is destroyed? When deciding what anger means as an evil aspect for your character consdier what is it that makes your character angry? and how do they express said anger? Do they implode/zot/behead/spike anybody that touches them? Or do they express control, merely remembering names and never aiding those that have smirched their honor? Vengeance is a very personal thing, very deep, and in all honesty a well played vengeant gambit can be most satisfying spiritually. Consider well and hard the emotion of rage.
In a way Envy is related to avarice, gluttony, and lust. Envy displays itself in many ways. Somepeople attemt to destroy the person they are envious of. Others attempt to get in their good graces (boot lickers). Even others, turn it into a competitive rivalry. What is it that your PC is jealous of in someone else? Why is your PC jealous? What can your PC do about it?
Finally sloth. The desire to exert as little personal effort as possible. Here is where slaves, lackeys, servants, and acolytes come in handy. Having a good orginzation to carry out your whims is a definite must.
But frankly the single most important aspect of "evil" characters is a concept of domination. Not necessarily being the dominant one, though that is easiest, but evil people are either trying to dominate someone else, keep anyone from dominating themselfs, or at the far end of the spectrum and much harder to understand, seeking to be dominated.
Also remember that few people consider themselfs evil. You must have logical justification and virtuous concepts for your character to believe in. Instead of getting revenge, they are righteously seeing justice done. Rather than theives, they are balancing the wealth, that the Evil have accumulated. They are not power hungry, they are naturally suited to roles of leadership.
That should pretty much cover persona.
It's important to really define the character before you try and play "evil". Personally, I don't like the "insane psychotic killer" type of "evil". I like the more subtle, power player types. Eorgina and Luukos over V'tull and Marlu I suppose.
As a personal example, I consider Belisar to be an evil character. He is obsessed with discovering a specific peice of knowledge, and would sacrifice the world to do so. That is the obsession that he knows of. He is also, more subconsiously, always attempting to prove his own worth. And to that end he is a power seeker. But also, to prove his worth, he is more than willing to provide spells to those that need them. It gives him a sense of pride, and power over those that are so weak and incompetent that they need his aid to survive. He is currently relatively weak, and thus is congenial to the greater portion of the population, as they are more powerful than he, but he is disdainful of those beneath him, and this will become more apparent as his mastery of the Arcane Powers groes.
I also play a plain simple psycopathic murderer - he *needs* to kill, he tends to get phsyically ill if he goes too long. He avoids cities, because he tries to control his urges, and keep to killing "monsters" instead of people, not out of moral obligation, but rather in the hopes of avoiding imprisonment and execution. But he has killed a few PCs (yes with the necessary whispers) . . . . and been killed more often by other characters than by beasts, because he is a tad irrational and few times the people that he has attacked were significantly more powerful than he is.
As for attire. Dressing evil, is more difficult than acting evil. Black is a "power" color, but it is so over done and cliche in Elanthia that it goes from being "ominious and powerful" to "14 year old coverd in acne". Solid Colors at the wide end of the spectrum are best(dark blue, dark red(not blood red), dark green, greys etc), with light colored, or metal, accents(a touch of yellow or light green, gold or silver). Don't over stripe or design your clothes. Solid regions give a perception of mass, and is thus more intimidating and powerful. Dress well (pride), and if you don't know how to dress well (one of my problems) get someone that can help.
- Belisar Half Elfin.
Category Role-Playing (4)
Topic The "Golden Kobold" RP Award (5)
By INFESTEDWALRUS from PLAY.NET (I summon air to Repel!)
On May 30, 2002 at 15:20
Subject Re: Ever Notice? (2050)
The well-played evil character doesn't stun, thump, or even kill someone just for speaking their mind. The person that does that is known as a twit, snert, or a full-fledged ass.
LOL Someone engrave that and put it into an RP guide