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Playerbases thoughts on Cults, Evil Groups, Antags.


TheWyrdWolf

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So i’m gathering up some feedback from the playerbase in regards to those groups you would classify as the “bad guys” so to speak. I’m genuinely curious to look at the responses, so if anyone wants to offer their thoughts below, Feel free. There are also a couple of questions for those that want to provide some structured feedback:

 

What do you find interesting about these sorts of groups?

 

Any typical pitfalls these groups can fall into in your eyes / what don’t you like about these types of groups?

 

What do you expect to get out of these groups in your interactions with them?

 

Any groups(player run or staff run) that you think got it right/wrong? Explain why.

 

Thanks all, looking forward to the discussion below.

 

 

 

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I like to compare the Atlas antagonists of the September Prince and Vaeyl. I personally like staff-sponsored antags, but the Vaeyl did it so much better. Their sly and saboteur-y nature, on top of their powerful nature made them fun. Antagonists who instigate corruption and backstabbing and drama are more than just big trees who walk around spawning mobs on people.

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In a couple hours I'll respond on my computer.

 

Vaeyl was the cooler staff-based crew and made it a fun experience for everyone. They weren't needlessly edgy and they were actually very inclusive.

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Personally, I like the idea of cults (particularly player-ran ones). For example, the Cult of Aerkiath back in Athera (I think) generated tons of RP. I even led an angry mob to hunt and kill some of the cultists (as a priest), and it was fascinating. The lore was also intriguing; attempting to serve some begotten ancient daemon that vows to return to the world and make it his own. I’ve also heard of cults worshiping things like statues, golems, and even other player-characters.

 

I really wish we had more player-ran cults around. Staff ran ones are fine as well, but player-ran brings an element of closeness to the community.

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What do you find interesting about these sorts of groups?

The uniqueness

 

Any typical pitfalls these groups can fall into in your eyes / what don’t you like about these types of groups?

Being irritating, annoying or power hungry and the feeling of the obligation of having some sort of magic.

 

What do you expect to get out of these groups in your interactions with them?

anti-pvp erping circlejerk pacifists, sadly

 

Any groups(player run or staff run) that you think got it right/wrong? Explain why.

i think the cult of ikuras was cool because i think  it was cool.

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What do you find interesting about these sorts of groups?

usually the individual character’s perspectives, beliefs and behaviors.

 

Any typical pitfalls these groups can fall into in your eyes / what don’t you like about these types of groups?

some groups or specific members of groups are only into this sort for power, that’s really usually what soils ****.

 

What do you expect to get out of these groups in your interactions with them?

no tasteless edge, good and fair consequence.

 

Any groups(player run or staff run) that you think got it right/wrong? Explain why.

i wasn’t ever a big part of necromancy so i don’t think i can actually make any comments for that, though i’m still with the loreless playerbase that’s managed to stick together through comradery – that’s definitely something they’re doing right in my opinion, everybody in these playerbases are usually mates, new to the group or old. though the ash wraiths were, in my opinion, pretty awful for a few reasons that can quite easily be traced back to their lore – to keep it short; 

  1. their purpose (creating mordrings drakes, i think they were) encouraged murderhoboing which is boring as all piss for both parties provided they each have a full noggin knocking about their skull, and it often resulted in nothing for either as the wraith got a +1 onto his little hatchling counter that he couldn’t even do anything with, and the poor bloke he’d fucked up has to SS to CT with nothing to roleplay about from it. that all also cultivated a hunger for power to obviously make the process a lot easier.
  2. ghouls and paleknights could become them which meant being one wasn’t as respected as it probably could’ve been, that aside i don’t believe soulless minions should’ve even been able to ascend because “mordring dragon soul lal” – the main reason not being because of elitism, but for rp reasons you can probably think of yourself, one being that mindless minions should probably stay minions and never surpass their masters in such a drastic manner. alongside that, when i went from ghoul to wraith i had barely any characteristics to bring with me into the transformation, there was nothing to the persona because it was never a person, just a stupid zombie – that also made the personas only purpose to be a magic hoarding sperg which i pretty quickly got tired of and grew to hate.
  3. the last actually being moreso about the players than the creature, sorry for ranting. there was a very clear half and half split and both sides could often butt heads OOCly which wasn’t healthy for any of us, the reasons of that split honestly probably being a bit of the above. that said, if you’re going to affiliate with a tightly knit set of folk, deity, dark art or whatever the **** else, be nice to each other.

naztherak is the most recent ‘antag’ community i’ve gotten myself into, though sorta like necro i haven’t been about or with the folk IRP long enough to have a full opinion. but again, what they do right is chill and hang out to have a good time, RP stays in RP and consequence makes **** fun (at least my group, can’t speak for the others as i wouldn’t know). i guess naz counts as a cult thing, or covens rather.

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What do you find interesting about these sorts of groups?

If done right, they can be unique, provide roleplay with their different goals and are generally fun to roleplay WITH or AGAINST.
 

Any typical pitfalls these groups can fall into in your eyes / what don’t you like about these types of groups?

They are almost too edgy sometimes and their actions can be sometimes be without reason, mindless. In my opinion, when you want to make an antag or just evil group, you need thought behind it.
 

What do you expect to get out of these groups in your interactions with them?

Intriguing and fun roleplay that can engage me with their motives and reasons.
 

Any groups(player run or staff run) that you think got it right/wrong? Explain why.
None so far.

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Interesting parts:

when done properly they bring conflict into roleplay and are something that as Braz said above, are enjoyable to roleplay for or against such groups

 

Pitfalls:

Again with Brazilian, most groups who try this are undeveloped characters being unnecessarily edgy (e.g. just joined the cult and are instant psychopaths) or just generally unnecessarily edgy in general, there is a level that people need to watch. The reasons should be clear too,  iblees cults when Iblees is x_x is pointless and is just an excuse for edge in my eyes

 

Expectations:

Fun, roleplay should be fun, I want to fight or help these groups, feel involved

 

Groups:

Mordring event group (the necros and players involved), although not the most engaging, when I did meet them they were there and I noticed them, they had people inside of it too that went there for roleplay and had a past that made them built it, they weren’t just over-edgy players doing it but actually well-developed characters and experienced players.

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25 minutes ago, Morganosaurus Rex said:

Mordring event group

westerlands*

 

(sadly had a messy aftermath because screamers and smooth brainers)

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I miss the black scourge. That was the last time we had a damn good cult imo. 

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Westerlands, I forgot that group


Still have a token from the place tho lol

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Excellent, thanks for the feedback all! Gives me a few things to think about.

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Moved to The Great Library. It shall be sorted into the appropriate category shortly.

 

If you feel this is a mistake, please contact myself or any FM and we'll restore it. 

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