Hello there,
First of all, it's really sad, and somehow very heart-breaking, that some of you, at several levels, for different reasons, because of different experience and with different attempts reached the same conclusion : that the game feels - at time - barren, that everything requires Dungeon Masters, that Evil is hard and straining to play, and that you feel like you are unheard. I am sure that "Evil" players are not the only players to feel this way. Over the course of the years, similar feelings have touched all categories of players. Some are less vocal, some feel bad about saying it, some just drop it... Either way, it can come as a shared perspective, although amplified when it finds echos, bad experiences and painful moments that somehow often overshadow everything else.
In either case I feel sorry, and sad, that on a game, we reach this point, whatever reasons, truth and experiences are behind.
I really hope it gets better.
While I understand the perspective listed above, and really more detailed in all the pages, with "complaints", or simply exposition of painful moments and the feelings that linger, I do feel like there are still many opportunties to create, for Evil, for Good, for Neutral, for everyone in between.
As some have stated earlier in this post, we are one community. So we are all in this together.
For me, the question is not revolving around "What is preventing Evil from taking shape?", it is more "What can we do to move forward?". There are surely reasons and causes all behind this, and they could probably also be adressed, separately. But I am a believer of opportunities. Even if the caneva is not perfect, what is there to take, here and now, beyond waiting for providencial changes?
Priviledge smaller goals towards a larger end : Example of building a Temple to Beshaba
Some answers feel like "hard-no". While it can be discouraging, I found that favoring smaller goals can help. This is, for example, instead of building a temple to Beshaba, to first write a curse-book with insanities (within PG13) , to have a roleplay presence in the area and preach - even if no one is listening. It declines for me in three branches, that nurturing separately can contribute to a larger goal :
- Individual roleplay : This is the roleplay you do with yourself. Write prayers, books, prepare rituals, study necromancy, patroll an area alone, collect gold, make rumor and forum post... the list is numerous. It is important to have something to do on your own, that also develops your character because, in my understanding, this contributes to make your character deeper and impactful. In our Beshaba example, wirting a whole curse-book with studies of dread magic, blood magic, tainted magic, or something else, can help, and can be so interesting and so much fun! Or a notebook of all misfortune you see, or else.
- Player-to-player roleplay : This is for me the core of everything, the link between everything that will allow you to make a step. It ties individual roleplay with requests, it makes everything real, it spreads roleplay. Finding opportunities to interact together remains essential. Especially with player driven events : a congregation of witches discussing dark magic or demons, a conclave of tyrants, a festival, a public preaching... It will draw attention. And that helps a lot. In our example of Beshaba, we can even imagine something from a player to player opposition : A priestess found Ashenie and her unyielding wish to uphold hope. She took offense. You can reach me as player to ask me if you can write a curse book about my character, and do it. I could even attribute some of the failures I endure to the Eye of Beshaba. All of this while informing Dungeon Masters. It's not properly speaking a spell, it's not an attempt to ruin my character, it's relation building through hatred and spiritual endeavors. We need little oversight from Dungeon Masters to do this, except for a few real effects (I failed because Beshaba's eye, etc), for which they can just give approval.
- Dungeon Masters request : This is to impact the world. But the world can't be impacted by a character that does not impact other players. Likewise, impacting other player can require ressources, and those ressources you can build alone in individual roleplay. While a request is pending, lean back to the two previous points. It will keep your roleplay going. Speak about this intention to build a Temple to Beshaba. Let it known you wish to find ressources. Continue preaching. Write another entry in your curse book because someone mocked Beshaba. All of these do not need their approval and will make your presence more real. Continue to build hatred towards Ashenie and spy on her, and hire people to do it.. etc (always with consent that part against other players, or you run into issues)
- Your request is approved : Great! Move forward, fill your roleplay with that new request.
- Your request is denied : Try to ask Dungeon Master if any specific reason (roleplay and out of roleplay) led to deny it, and if you doubt, how to play around this refusal. Remember a denial is not the end of your project. A temple was denied? Fine, I wish to desacrate the area. It's not possible? Fine, I will research about more powerful disecration. How do I do? Well, I get my curse book written, and use Candlekeep. I will try to apply there for a while and use their ressources, then move forward.
As the example states, priviledge other goals. Do not let your major goal fall, but side step and find other causes to sustain it. And maybe you will not reach this first goal you have but you will find, along the way, other goals - and perhaps more interesting.
Do not let negative spirals take hold
Of course, all of this is beautiful on paper. In reality, facing a "hard-no" is painful, and discouraging. I have personally found that cheering each other, and helping each other and discussing it helps. If we stay focused on the frustration caused by the denial, and get drawn into that spiral, everything turns dull, bitter, and discouraging.
By no means I mean it's easy and we just have to do it. Of course it's hard, of course it's straining, and of course it shouldn't be. But we are all human, we don't always communicate well, even with the best intentions.
I also know many of you tried to build evil like presented above and felt it was vain. It is also the responsability of other players to make evil feel real. I take my own example, but I have been hunted, cursed, and a lot of other things. For me, roleplay is precious, so I always tried to make the evil feel real. This does not mean my character was changed into a coward or someone really scared or else. I kept my line. But I included the curses and assassiantion attemps in my routine, and it made the difference. So I have two advices here :
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For those who wish to commit evil "against" other players : Be as gentle as you can be out of character. Reach your targeted players, chose them wisely, work with them, make sure they - as players - do not feel under pressure. It's a game, nobody should have a bad experience. Do not force the experience onto others when they are unwilling : this will be bad for everyone. There is always a reason you can find to not to target someone specifically. Maybe that woman is charming and you don't want to ruin her - yet. Maybe this warrior, even if you disagree with him, has firm principles and that echoes with your Banite side. Etc..
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For those who accept to be the targets : Make it feel real. Speak about it, take oaths against it, patroll the area, find bodyguards... nurture roleplay in every way to help it- as long as it fits your character of course. Do not hesitate to reach those players who target you and tell them if they went too far. Often, it's not intentional. None of us are mind readers. If there is conflict, do not hesitate to ask for help to Dungeon Masters too.
Invest current Evil organization or places
There are many opportunities and they are easier when built in already evil areas. This can include :
- Baldur's Gate
(Umberlee, Sewers, Thayan, Thieves Guild, abusive mercantile, abusive city watch and flaming fist..)
- Amn
(Anti-mage propaganda)
- Darkhold & The Zhentarim
(Political roleplay, army, spies, agent, etc)
- Soubar
(Full lawlessness)
- Uruk Lurra
(Orcish tribes)
- The Underdark
(Drow culture)
There are already factions set in place. You can use them, you can find alliance, you can compete... etc. There are probably more existing opportunities. It's always easier to start with something existing, because an exisiting organisation helps you to settle somewhere, take hold, continue your work undisturbed, or not as easily stoppable.
On side note, this is a lot of places in the server, and almost all of them. Although it's not all type of evil that can go there, it's still (ironically) most of the server. Maybe not all of those are desirable, gather enough activity, or allow you to play the type of evil you want. Sure it's not perfect, but at least there are "some" opportunities to consider.
Finally, I wish to answer a few common thoughts exposed during the thread, because they can feel terrible for those targeted or involved :
- I believe Dungeon Masters and Builders are willing to make the world more real and impacted by player actions. This is not at all cost and by all means, but this is a general direction that, I feel, is commonly shared in every conversation I see. I have so far not seen anyone saying "
This should stay as it is because the world is not supposed to be dynamic". In that sense, they make efforts, sometimes a lot of them. Why those efforts are precieved as "not enough" can be a real question too. Elements of answer given here in this thread are communication, past wounds, bad experiences, strain and fatigue, etc... And why giving them voice and place can be important, allowing another experience to take precedence can also help.
- The Good or Neutral players share a similar experience at times. There have been mention of "auto-win" which, indeed feels terribles, but also nullifies the efforts Good or Neutral players do. I do not mean to compare if it's harder or easier for this or that group, each of them have their own strain. Also, as an analogy, if I had to build a Hospital of Ilmater in the center of Darkhold, I doubt I would have an "auto-win". For some evil attempts presented here or tried elsewhere, the attempt was close to this difficulty too. The laws are also not always evil-friendly. So keep in mind, even if it's difficult sometimes : We are all in the same boat.
- Some attempts of reassurance have been met as restrictions or "soft-no". While it was said that the setting could be altered, but that taking all parameters into account might be wise, it was sometimes interpreted as a soft way to say "it's not going to happen". I firmly believe that a lot, really a lot, can happen. But the higher is the goal, the longer is the road. Pushbacks will be met - do not doubt it - with failures probably, and they are also roleplayed pushbacks and failure. Make something out of them is my advice : a lesson learned, a new focus, a new hatred... So enjoying the journey as much as the end can be crucially important, so we can all have fun together.
Thanks for having read this far.
As an end note, by no means I mean to say that it's wrong to share hurt feelings and bad experiences. I don't also mean that "Just do what listed above, it's easy and you will be in good position, so get good!" It's not the idea.
The idea was for me to expose that, in the current setting, in the current status, there is still much to do. It doesn't mean it couldn't be changed and improved either, but one does not exclude the other.
Let's build evil, good, neutral roleplay, and have great fun together! I am personally happy if someone succeeds, even on the so called "opposite side". Many evil players can tell, I have sometimes reached them to cheer them, congratulate them, or help them go through their difficult times.
This is nothing more than my vision, my advices, and my own experience, so feel free to say it's irrelevant.
I really hope it helps,
Cheers,
Ashenie