Update on Open question to team evil/morally questionable

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Louvaine
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Update on Open question to team evil/morally questionable

Unread post by Louvaine »

Wolfshear wrote: Tue Dec 14, 2021 3:12 pm Hi there!

It has been on my mind a bit of late so I thought I would pose this question to the ether, to maybe touch base with other questionably moral folk on the server.
For the sake of maybe having a bit of sounding board, how do you other fine folks feel about the server right now?

In the sense that I am curious about how others feel about their ability to run around and be naughty. Do you find the state of it fulfilling and enjoyable?
And of course what would you like to see improved specifically if you think it could use some?

Im really just wanting to gauge how everyone on this side of the fence feels about their ability to function and in what ways they would see it improved. Whats wrong with things, whats right with things etc etc.

And honestly if folk could have their ideal scenario, what would it be like?

Obviously this is directed at the naughtier folk but if the other side has comments feel free.
Original post: viewtopic.php?p=931676#p931676

It's been a while and we had great shift in players on evil side (I wonder why), so I'd love to hear thoughts of our current team evil/morally questionable.

You don't have to go through all the 14 pages, just read the first post (that I quoted) for premise of conversation. I want to know what changed in the last... huh, almost two years since this post was made.
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Re: Update on Open question to team evil/morally questionable

Unread post by Rhifox »

With Soubar becoming an active hub (and Roaringshore too), I'm quite happy with things right now. I think this side could still do with a bit more DM attention but overall I think team evil is in a much healthier place right now than it was when the original thread was posted.
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Re: Update on Open question to team evil/morally questionable

Unread post by metaquad4 »

I log in, do some token hellos ICly, maybe run Greypeaks, do some slice of life RP, then log out. I MIGHT do something with a modicum of more depth than that now and then, but it is increasingly rare and rarer. I'm seeing this big wall of YOU NEED A DM TO PROCEED with a lot of things.

I hear about DM events happening now and then, but rarely come across them. I want to say they account for 5% of my playtime, but that seems far too generous.

For example for the Crimson Watch - before it was co-opted by DMs, we were doing stuff every day. Since being co-opted by DMs, it has turned into a months-long waiting game. Frankly, just thinking about it, it is kind of stale.

When you have to wait for DMs before you can do stuff, turns out 90% of your time is just going to be waiting. I'd personally prefer it if players were empowered to do things WITHOUT DMs more. Let players get notable positions in towns, let players do stuff with other players (inter faction relations) without DMs having to intercede every step of the way.

My wish is for players to be empowered to be able to do things proactively without DMs, with each-other. That is all.

Because the alternative, is one long waiting game for (mostly) everyone. There are even cities (probably primarily Darkhold) where players CAN rule (with an NPC providing them oversight, allowing DMs to intercede if anything happens). That should be the standard for all cities IMO.

Maybe (as Sigil does) some of the faction stuff can even be automated. Anyone (providing they are not part of a conflicting faction) can join as a "rank 0" and them DMs can give them an item that signifies a rank higher than "0" once they prove themselves to a player or NPC superior.

Just spitballing - some automation and player empowerment SHOULD be the goal though. Players should be able to do things without DM supervision.

This will also free DMs up to do stuff as well. Essentially, automating and delegating as many roles of the DM as can be.
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Re: Update on Open question to team evil/morally questionable

Unread post by Steve »

D&D is a game designed to have a Dungeon Master and Players. CRPGs attempted to “automate” the DM experience, to some success, but often it’s a single play through.

BGTSCC attempts to merge the two, and to it’s credit it generally succeeds, however, it has always catered to one group or another, one time zone or another, etc etc.

In terms of storybuilding, NPC actions/reactions/fate cannot be left to any player(s), because, for example, the Evil-minded PCs controlled by some players would have already seen the Sword Coast burn to the ground. Or completely enslaved. Or an escalator installed between the Ducal Court and Sshsmath!!

Humor aside, Evil brings destruction, and with destruction comes A LOT of work on the DM/Staff side. It just asks a lot, maybe too much. The automation aspect allows the wanton mob genocide to reset every 8 hours, but Evil plans take time…something I’ll wager is precious to us all.

On another note, let me point out something I’ve observed over the years: it’s difficult for many to ask/wait for permission from someone(s) you don’t know or don’t trust. A willing and invested player can get super let down and super agitated when and if they finally get an answer to their request, and it is a “no.” And things can get personal, quick, even if the “no” is based simply on what I wrote earlier: destructive or disturbing the paradigm is “work to do”, and DMs can’t support things beyond their own healthy availability, not to forget to mention just plain interest.

Some solutions?
1. Lower expectations
2. Invest in a single PC and story. If the DMs “get to know” your Character through general RP both IG and the Forum, the more likely you’ll see investment all around.
3. DMs are players, but players not all DMs. Imagine what you’re asking for with your PC and/or storyline from the DM seat perspective…and attempt to evaluate its likelihood.
4. Just don’t give up. There are many examples of a players IG consistency eventually coming to a grand fruition!
5. Accept that not all players want to interact or be subjectief to evil/morally questionable stories. They prefer just killing mobs.
6. If you wish to RP as an antagonist, try reaching out OOC to the protagonist’s player, and create some good OOC vibes about the possible evil IC RP, so everyone is cool with it and on the same page.
7. Just don’t play an Evil aligned PC. Some things you just can’t make work.

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Re: Update on Open question to team evil/morally questionable

Unread post by Louvaine »

I didn't intend to chip in, but knowing that we have few new players in evil I feel like it is my duty as a little bit of an old timer to say something.

Please, take everything here as very subjective opinions. It's a discussion. Don't blindly follow any advice, it might hurt you.

Love the discussion, keep it up!
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Re: Update on Open question to team evil/morally questionable

Unread post by DaloLorn »

Ghost wrote: Fri Sep 29, 2023 12:58 am How and when was your guild co-opted by DMs?
I don't know the details of his scenario, but I can share an experience that feels similar to what he describes (though I wouldn't go as far as to say the guild was co-opted by DMs, so much as our schedule got derailed by their activities).

Back in the early stages of Selmiyeritar's plot to reconstruct Undrek Naudal, Lin would make a point of organizing monthly events in their courtyard. Trade fairs, tournaments, pretty much anything she could think of that might draw trade and potential recruits into our little corner of the Upperdark. (You brought a balor to the last fair, so I figure you, at least, know what I'm talking about. :lol:) In between those events, we'd train, we'd periodically go recruit and negotiate under Winter's supervision, we'd collect rare items to auction off at the fairs and raise funds in case we needed to fork out a mountain of gold to get everything done. One month, we skipped the event because we weren't ready for another fair and didn't want to run a second tournament immediately after the last... but we instead got to make a grand announcement about the results of our recruitment effort in Sshamath.

So far, so good. For a UD guild, I'd even say we were more successful than the average. Go, us! So we got to a point where it seemed realistic that our event "next month" might take place on a rebuilt Naudal map, so we decided to delay it until the map went in, make it a grand opening sort of thing with both a trade fair and a tournament. Seemed reasonable at the time, right? (For the same reason, we chose not to make an announcement about that next event until Winter was ready to greenlight the new map, because we'd have so much egg on our face if we announced a grand opening before the NPCs were able to actually finish their work. :lol:)

Two things happened then, the combination of which sapped us of as much momentum as the DM team could possibly have sapped us of:

The Deathless One
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Ink kicked off the alhoon plot in late June, lasting until late August. At first, this did not interfere with our other efforts, as we perceived no possible threat to Naudal or our operations there. We just had to be careful while traveling around Vallanar, hand the bulk of the investigation off to Bregan and tag along to pursue Lin's vendetta against the creatures that nearly ate her brain.

However, once the full extent of the danger became apparent, we felt it necessary to try to put all troops (whether under our direct control or not) in Naudal on alert. Whether this was assessed as a source of delays on the construction work or not, I do not know: I certainly thought it probable that such a delay would occur, as the guards had previously been assigned to exterminating the local vermin with no indication that their task had yet been completed. Warning letters were also sent to the Blue Lantern, copied over from Lin's message to the Naudal council.

Nothing actually happened in the Upperdark, but for the next two months or so, our only focuses were ensuring nothing does happen, and ensuring nothing ever will happen. (To Lin's dismay, Bregan proved either unwilling or unable to alert the Conclave to the full scale of the threat, which nearly got the whole party slaughtered due to no reinforcements from Sshamath. Joke's on them, we got all the loot. :lol:) All we did for those two months was complete our prior commitment to the June trade fair, and wait for an opportunity to strike at the alhoon. (Okay, no, my records do show a trip to Soubar spent arranging teleportation circles with the Crimson Watch... but nothing useful came of that, and Lin's notes didn't specify why she saw fit to visit the surface at such a critical period, only what she tried to achieve once she was up there.)

Don't get me wrong, I enjoyed Ink's plot and would have gladly done it all over again. But I'd be lying if I said he hadn't replaced our schedule with his own for the duration, or that we didn't consequently spend 99% of our time waiting for him.
The Grand Opening, Postponed
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Whether by coincidence or as a direct result of our reactions to Ink's plot, Winter sort of... stopped keeping us updated, on what was going on with Naudal. Neither of the two DMs ever acknowledged the letters Lin sent at the start or the end of the alhoon plot, and there was no other discussion of the construction work. The map never materialized, either.

Now that Winter's retired, I'm also not sure how to go about requesting a replacement to pick up where he left off... and with how long it's been, I'm not sure we're even entitled to such. (I want to say yes, because we set it all in motion and the NPCs have enough IC agency and resources to see it through to the end, but...)

This was a problem primarily because we'd planned our event schedule around the notion that the map was about to get a big update. Between a communication blackout and no secondary indicators of the map coming in, it was no longer possible to assess whether there was time to run a lesser event before the grand opening, which meant there was nothing to prepare for. Thus, we could safely assume the house and its affairs were in stasis - with no visible indication of either progressing or regressing - until further notice. This is never a good assumption to let me make, because if I'm given a choice between puttering along on a stuck character or making a big push on another active character, I'll never choose the stuck character, and may even opt to activate a new one if the opportunity arises. :lol:
Now, neither of these things went wrong enough to necessarily kill a guild. (Nor do I know how it could, barring deliberate intervention to that effect.) But both of them, both individually and in tandem, hobbled the guild to the point of unsustainability. At this moment, I don't know how we could do anything besides the same sort of shallow grinding loop Metaquad described in his opening paragraph, except adjusted for life in the Underdark. (So Oghrann and Forgotten City instead of the Graypeaks.) We can't abort what we started earlier and reorient towards other projects (if we even had an idea of what those projects might be), but neither do we see a path towards its completion, nor any reason to leave our estate besides idly grinding to meet our active member quota for the bureaucracy.
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Re: Update on Open question to team evil/morally questionable

Unread post by Alex Vaine »

Where comes from idea that evil characters are antagonists? From what I notice evil characters are trying to focus on developing Soubar. Most of them do not even visit Baldur's Gate to do evil things to citizens. Sadly they do not have their own place and position to play proper evil, what does not mean they want to destroy everything around.
I think playing evil characters is not easy and Mag is not helpful. I was playing mostly around Soubar and I can not see Mag as a leader. Who would follow someone who does not do anything for their village?
I really enjoyed auctions in Soubar and appreciate effort DM put in. My only problem with it is, that from IC side it does not make any sense. We were collecting gold from villagers who sleep in tents, to give it to Nashkel. Why? We could try to develop Soubar.
From my point of view, traveling hours to bulling small village full of outcasts, it is hilarious. Everyone has his own vision of playing evil and this is my opinion.
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Re: Update on Open question to team evil/morally questionable

Unread post by predrag »

Generally evil characters are seen as antagonists , though not always the case , an evil self serving character can still be a protagonist and make a difference in my understanding .

Though I usually play more neutral characters on edge of evil or good , I've been enjoying the RP with both sides of the coin .

Overall , I like the new activity in Soubar lately , but I tend to play during GMT morning and day , when few folks are there , still I keep coming and trying to RP with folks when there are any , and am hopeful to get more involved .
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Re: Update on Open question to team evil/morally questionable

Unread post by BloodRiot »

Another apt question would be to ask, what makes anyone think only good guys are protagonists?

A Protagonist is the leading or major character in a narrative.
While being an Antagonist means you act in opposition to something or someone. An adversary.

What it should be is both sides are antagonistic to each other, but both are the protagonists from their own relative point of view, and neither are from an objective outside view.

Though the way it was spoken above, it does, even if inadvertently betray the subconscious view that good guys are the story protagonists while the evil serve to give them a villain to beat or send packing.
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Re: Update on Open question to team evil/morally questionable

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Re: Update on Open question to team evil/morally questionable

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Alex Vaine wrote: Fri Sep 29, 2023 7:16 am I was playing mostly around Soubar and I can not see Mag as a leader. Who would follow someone who does not do anything for their village?
She does plenty for Soubar to what she envisions and what she's willing to cater to. She's not there to run a faction, she's not there to plant flags; much of the trouble she has historically encountered was due to visitors coming to dictate her direction for her. Most importantly and is frequently overlooked is Mag does not owe anyone anything about her, nor does she owe them Soubar. Dissenting opinion is encouraged to pitch tent beyond the walls.
Alex Vaine wrote: Fri Sep 29, 2023 7:16 amI really enjoyed auctions in Soubar and appreciate effort DM put in. My only problem with it is, that from IC side it does not make any sense. We were collecting gold from villagers who sleep in tents, to give it to Nashkel. Why? We could try to develop Soubar.
Soubar is advantaged primarily by the curious transient, not the inhabitant; endeavoring to develop Soubar raises the stakes of things going wrong due to the meddling hubris evidenced by BGTSCC's history. Mag has been consistent about this.
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Re: Update on Open question to team evil/morally questionable

Unread post by BloodRiot »

Tell you what steve. I invite you over to this side of the "morality curtain" Bring a new pc over. Feel free to pratice all that wishy washy rule book and guidelines of good practices. Extra points if you make a UD side evil pc. If you haven't gave up in a year, you can then show me how it's done. Until then I'm not gonna read that war and peace level of a post that presumes to tell me how to do things I have mostly already been doing (not lately, because i'm past that... but did at one point)
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Re: Update on Open question to team evil/morally questionable

Unread post by Aspect of Sorrow »

Steve wrote: Fri Sep 29, 2023 4:17 amEvil brings destruction
The same can be said for team good; similarly the protag/antag concern raised in response, you can have both feet on the darker side of the fence and endeavor to create, some can have a morally questionable directive - the "ends justify the means" being a familiar example.
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Re: Update on Open question to team evil/morally questionable

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metaquad4 wrote: Thu Sep 28, 2023 7:24 pm When you have to wait for DMs before you can do stuff, turns out 90% of your time is just going to be waiting. I'd personally prefer it if players were empowered to do things WITHOUT DMs more. Let players get notable positions in towns, let players do stuff with other players (inter faction relations) without DMs having to intercede every step of the way.

My wish is for players to be empowered to be able to do things proactively without DMs, with each-other. That is all.
I think there's a balance to be met here. On one hand it'd be easy to gamify the system, someone with time could alt-in sweeping control which would edge away the opportunity for another, we see this already in "unique" systems like named summons. It'd be easier if there were elements put in place that behaved like gang territory control, and spaces where lawlessness could prevail - but a lot of it also comes down to what the player is attempting. Players could put in the leg work for lore, map, and a few other things to tie in to their goals with a roadmap made visible to staff, and milestones agreed upon when met. Not everything requires a DM for operation; if it did WV wouldn't have gotten near as far as it managed to be by its closure.

The environment for playing evil has improved, but collectively team evil's biggest issue is its ease of self sabotaging. My seven year run as a Sharran on my primary (16 with the Drow), was effectual in her objectives by not making her activities a group effort.
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