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[Your View] Villain RP


Villain RP  

207 members have voted

  1. 1. Do you enjoy Villain RP?

    • Yes.
      113
    • No.
      21
    • I would, but with changes.
      72
  2. 2. Do lockpicks contribute to Villain RP?

    • Yes.
      95
    • No.
      53
    • They need reworked to contribute.
      58
  3. 3. Are heists still a good concept?

    • Yes
      95
    • No
      44
    • They can be, but with changes.
      67
  4. 4. As it stands do people RP villain RP correctly?

    • Yes
      58
    • No
      143


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1 minute ago, zzaacchhss said:

Its as simple as
Mina or flatz, like come on guys!

0
 

halt, show pouch

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I don't feel fear from a lot of villains. I'm not talking about the high end guys, but the majority of low-end villains just suck. They're not really as powerful as they think, their reasons and motives aren't very complex, and their OOC attitude is crap.

 

Which is a shame. The best RP comes from the villains who are extremely powerful. You kinda know you alone can't kill them, it's like Gandalf vs Sauron, but you have fun either trying to fight, or running. Most situations aren't like that....

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Guest

The staff despises villains. Because of the fact there's poor villains most of us get pointless baggage and restrictions that make it vastly harder for us to role-play. True villains are a minority, most people merely justify their own random, sporadic and senseless decisions as "villainy" when it is meaningless. It's due to the inability of people to freely role-play that we suffer such dehabilitating conditions, too often do people refuse to acknowledge the consequences of death, something shared by both protagonists and antagonists. Find a system to reward villains who excel at role-play and provide meaningful role-play, find a way to cart away the retards who use it as an excuse to be loose cannons.

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Alrighty, here's my take on it:

 

>Is villain RP something that needs to be changed?

 

Yes. People are pixel-hungry pvpers/super-strong-group-with-big-weapons, when it comes to villains; whether it's your yee ole' bandit, a raider or anything else. Besides that, though, this whole thing never contributes to any character development. Slavery doesn't exist here, the only slaves people take are just sold off to get money. Sacrifices and spontaneous people taken away to be made undead or whatever other creature you have in mind, are always OOC-related instead of the take then ask for consent and kill if denied sort of deal. Overall, this makes villainy RP both poor because the people that do it don't care for the RP (most of them), and easily forgotten by both sides besides the "that's where i lost my cool item" or the contrary, "this guy is the one i took the cool item from lol what a loser".

 

(By the way, nothing about this says the villain/person being assaulted should always win. The result should differ, and nobody should undergame for the other to enjoy because you can enjoy RP without winning all the time.)

 

 

>Are lockpicks good for RP?

 

No. Nopity nope-nope. Not now, atleast. Lockpicks are only useful for breaking into houses, in which case the thief wishes for chests to be unlocked which makes them useless even for pixel-raiders because anyone with half a brain can do /lock and punch a chest. (With that, I'd suggest a way to loot chests by some sorts.) And still, even if that does happen, the whole deal would still result in a lack of roleplay because honestly, what do we have here? This guy and his spectator-floaty GM, opening a door and a chest with a nice mod-approved item that costs 25 mina. The idea of making small lockpick stalls hidden around cities was brilliant, don't get me wrong. It serves as a fun easter egg and a wholesome improvement to RP because now you need to  go into those pesky dark places as a villain. But it still doesn't provide more RP than that. I personally have no idea on how to solve this, but keeping it that way won't help much.

 

 

>What else do I write about send help and some questions

 

 

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I felt I should put my two cents in, having been both a villain and a victim. Many have said it before me, but people are far too quick to kill on both sides. I think this is one of the roots of all villain rp problems. The reason people kill so quickly is because they don't want the same to happen to them. It's a tricky problem, because it can only be solved by both parties recognizing that they both want good rp to come out of the encounter and want it to go well for the other party in addition to themselves. I've seen both villains and good guys act kindly like this and it can create some amazing rp when it happens.

 

Another problem (from the villain's side) related to this is that good guys, whether guards or your average guy, are too quick to "kos" random villains. Hasn't anyone ever heard of prison? Ever? My main reason for leaving villain rp was because it got stale: Attempt villainy. Villainy attempt results in pvp. Either I win or (more likely) I die and do not remember villainy attempt or have any character development of my villain occur.

 

I really feel prison rp would add a whole new layer to villain rp. Maybe escape attempts and such would land in both parties coming out alive? Or simply punishments that aren't execution? I realize the time period and all, but still. I just want my rp, same as you. <3

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9 hours ago, Honor said:

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I think the main reason the majority of people that said 'No', is because they don't want to lose.

They think winning is the only fun option, and that's what needs changing, not the villians.

Granted, there are, and will always be bad villian RPers, as there will always be good villian RPers.

 

As someone who wasn't there when we had villian applications, I cannot really comment on the matter, though a month trial couldn't hurt.

 

2
 

No.

The reason is that, in my past experience as a bandit myself, I've been suffering from loads of both Bandit and Defender/Victim/Guard Metagame and Powergame.

As it stands, people have been constantly 'birding' reinforcements, and, so Villain RP can take a step forward, 'birding' needs a step in the right direction.

Both as it stands are, well, sorry for the word, but ****.

They need improvement and I personally like Villain RP, as a villain myself, but it needs improvement, changes and dedication.

2 hours ago, Kaiser said:

I don't feel fear from a lot of villains. I'm not talking about the high end guys, but the majority of low-end villains just suck. They're not really as powerful as they think, their reasons and motives aren't very complex, and their OOC attitude is crap.

 

Which is a shame. The best RP comes from the villains who are extremely powerful. You kinda know you alone can't kill them, it's like Gandalf vs Sauron, but you have fun either trying to fight, or running. Most situations aren't like that....

0
 

I'll make sure to have you meeting either Loreholder or Gatekeeper. You'll get good RP <3

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Some groups of people get too much Villain RP heading there way, others get much less villain RP. As a halfling player, I would love to see a good villain come whistling into one of our villages and start mixing things up, creating good RP. The issue lies that certain villains use their villainy to satisfy their OOC desire for loot, usually at the expense of the victim's OOC sanity. All in all, I quite like villain RP, I just hope that the villains understand that they hold the key to RP situations, and that they must use it wisely.

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13 hours ago, zaezae said:

The outcome of defeat for a villain is almost invariably death too so...is this a villain thing?

0
 

The way I see it this is probably because people fear some sort of (imidiate) retaliation if they let tge oponent live, meaning some sort of rule discouraging this might help to try and diversify the outcomes of villain rp more.

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Why would a super scary bad villain go into a fight without first taking precautions to grant themselves the highest success chance? Going into a fight in rp, I'd imagine one would prefer to live and achieve their goal. Not arguing anything, Im just curious to here any responses to this.

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7 hours ago, Rayna Star said:

I felt I should put my two cents in, having been both a villain and a victim. Many have said it before me, but people are far too quick to kill on both sides. I think this is one of the roots of all villain rp problems. The reason people kill so quickly is because they don't want the same to happen to them. It's a tricky problem, because it can only be solved by both parties recognizing that they both want good rp to come out of the encounter and want it to go well for the other party in addition to themselves. I've seen both villains and good guys act kindly like this and it can create some amazing rp when it happens.

 

Another problem (from the villain's side) related to this is that good guys, whether guards or your average guy, are too quick to "kos" random villains. Hasn't anyone ever heard of prison? Ever? My main reason for leaving villain rp was because it got stale: Attempt villainy. Villainy attempt results in pvp. Either I win or (more likely) I die and do not remember villainy attempt or have any character development of my villain occur.

 

I really feel prison rp would add a whole new layer to villain rp. Maybe escape attempts and such would land in both parties coming out alive? Or simply punishments that aren't execution? I realize the time period and all, but still. I just want my rp, same as you. <3

0
 

I second this opinion.

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As someone roleplaying a character who's a serial killer consorting with bandits but keeps her guise of an upstanding citizen and tailor, I find myself far more often engaged in "common citizen" RP for the simple fact that villainy, in the current state of things, is a high-risk, low-reward endeavor. I see people here often complain about "poor villainy" but during my stay in the server, other than my bandit friends and I, I've only seen like two other villains and dozens of white knights! It's awfully hard to even consider plotting my schemes, given that most characters are either unreachable, will show up with a legion of white knights at the first sight of danger, or are the white knights themselves. It takes tons of planning and scouting to find suitable targets, and even then there's a huge risk of a band of knights in godly armor strolling by to save the damsel in distress. So far, I've only been involved in two robberies and a single murder following one of them; while that one was roleplayed properly and constructively, the other ended up in our victim, with whom we'd roleplayed him getting out, coming back at us with a legion of knights from Courland - all the way to Lorraine! (We made it out of that one with clever roleplay, though.) All I see people complaining about villainous acts not allowing for a flexible outcome - but as a villain, if I fail, there's only two outcomes for me: death or a slower death by uncovering my guise. This is why I think the arguments here are on the villains' side. That being said, I still greatly enjoy the notion of villain roleplay, and would definitely love to see more of it, even if I get to be the victim.

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Honestly? Villain RP needs some heavy work upon it to make it seem less edgy and benevolent and fun and the like. A Villain should really adhere to the Alignment system - are they Chaotic Neutral, the one true rebel who stays out of everybody else's groups and works alone and are undecided whether to go to Villainy or Benevolence; their swings of mood sway their alignment as a whole? Are they a Loyal Evil, where they will keep to their limits and have some form of restraint to their maleficent self in the form of rules or taboos, unlike their Chaotic Evil counterparts who have complete utter lack of restraint to their malevolent selves? Finally, are they a Neutral Evil, where they care only for themselves, prideful, unabashed and unafraid to use their body and other things to get what they wish, caring not for those who they push down in their path to glorification?

 

That's what I think the Villain RP system needs to have. Clearer alignments, adhere to the alignment bringing out both weakness and strength; for example, a neutral evil cares not about anybody but themselves, which can be seen as a benefactor, whilst they have purely no honour or variation that most people in society would have, no matter the alignment, which is a clear weakness in contrast to their blasé. 

 

http://easydamus.com/alignment.html

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