mrm3ntalist wrote: ↑Wed Dec 15, 2021 9:58 pm
The #1 to the success of an evil character is for that player to find a group of players to play with. Do not rely on others to accept your RP. Instead create the RP stories with your friends/group.
What about players without already established friend groups? Or players who want to meet new people? I also find asking people to not rely on others to accept RP in one breath... and the second saying to just use the group you already have that accepts your RP. As likely non-useful advice.
It reads a bit like: "The answer to finding people to RP with is have people to RP with already." Which! Is true. But non-productive.
The second point I generally agree with.
Player of Isabella Villame
--------------------------------------------- "You are what you often do."
mrm3ntalist wrote: ↑Wed Dec 15, 2021 9:58 pm
The #2 is to accept the difficulties of playing evil characters, because the truth is that it is more challenging.
Is is challenging, which is why I and others find it fun! As do others. But there's more to the situation at times, legitimately I can easy name call out groups and players, which would be bad form of following the format of B.M.W. (Bitch Moan and whine).
The problem is and what I find occurs often is, one side likes to whine when we do some thing then do nothing about it pulling a victim card, then watch them get their way, with no effort... There's a clear issue with that I have seen. And they don't place any effort, but expect results.
There's more drama occurring by people who I can count on more than two hands. And I am starting to enter a volatile state at times where I reached my limits, hence why I have not been as active to take a break from.... well.... people.
some of the stuff you said is fine, but you are avoiding the point we try and make here some days in the thread.
Matter of fact speaking, I guess the good side feels more powerless vs what we are.
After years of trying to give others a chance to prove to me they can shape up here, I have run out of patience. The numbers of nwn2 overall dropping in the past few years have told me the path others truly want to take. Actions speak louder than words.
Some of the DMs were using little helpers in thier plots for awhile. You can volunteer to be an evil minion in DM plotlines. I hope the DM's are still doing this , because although it has mixed results when I did it, the potential is great. Oh, and it was a lot of fun!
It would be giving evil players/factions purpose and it would give the DM's a little help in advancing the story/plot. The DM would not have to do all the work themselves, and the plot would reach more people. The DMs could be allowed coffee breaks, while the players advance the story.
COFFEEBREAKS!!!
Imagine if the DM's started including evil factions in their plot lines. Not every evil faction is going to want to get hired on to join the invading army of: orcs, undead, devils, demons. But there is so much opportunity here.
The DMs can babysit the player/faction so drama is minimized.
Also when the rest of the server finds out that players and factions are directly involved in DM plotlines, they will look at the game in a different maybe new light. That emo guy in black, twirling his mustache might actually be a real threat!!
Tekill wrote: ↑Thu Dec 16, 2021 2:14 am
Also when the rest of the server finds out that players and factions are directly involved in DM plotlines, they will look at the game in a different maybe new light. That emo guy in black, twirling his mustache might actually be a real threat!!
. . . They have been a real threat, for a long time. In fact the drama ooc from the treaty between darkhold and Bauldur's gate has created a OOC storm as have some individual player characters and their stories. Such as the orc that ran around crazy with the bow storing things up. And some select necromancers who I swear some days get PvP'd because a player or two have a few screws loose and expect them to roll over and take a perm some days, etc.
There's more to it that what I said, but gives you an idea here.
But the individual arch's and more, like why I run around often more independent story based evil rather than be co-existent, not because I don't like the other players who play evil, I just find it more productive to sit myself in the middle of a group, as a wolf in sheep's clothing, some days. it's as mrm3ntalist said when you surround yourself with select people you can start to get a buffer from people who will and try to create a storm with you, otherwise. Because the threat is real to them rather than comfy illusions.
I don't even like using DM's to be honest... no offense to the Dm Team, but it's far easier for me not to bother. Some may want to use the DM's for that stuff you said, sure. But, eh. I like having control over the environment I am in more so I can do what I do with less limits and restrictions. Being why I despise even suing HiPS if I truly wanted to spy on someone. To much can go wrong vs the right person, and it's less efficient playing safe with HiPS anyhow.
I suppose I get what you are saying, but not for me.
After years of trying to give others a chance to prove to me they can shape up here, I have run out of patience. The numbers of nwn2 overall dropping in the past few years have told me the path others truly want to take. Actions speak louder than words.
mrm3ntalist wrote: ↑Wed Dec 15, 2021 9:58 pm
The #1 to the success of an evil character is for that player to find a group of players to play with. Do not rely on others to accept your RP. Instead create the RP stories with your friends/group.
What about players without already established friend groups? Or players who want to meet new people? I also find asking people to not rely on others to accept RP in one breath... and the second saying to just use the group you already have that accepts your RP. As likely non-useful advice.
It reads a bit like: "The answer to finding people to RP with is have people to RP with already." Which! Is true. But non-productive.
The second point I generally agree with.
Well put. I was going to try to offer a similar rebuttal, but alas, sleep did me in.
European player, UTC+1 (+2 during DST). Ex-fixer of random bits. Active in Discord. Active characters:
Bati's been ignored plenty of times IC and OOC, even to the extent where iv'e had a player straight up ask OOC if I could just "Teleport away to save them the conflict because they had to go soon..." <- (I still hold this with me even though it happened months ago).
This fragment here, posted by Rain, is the biggest chunk of the problem to me.
Segregation and polarization of groups/factions/individuals.
I believe that we could all benefit, evil, non evil and all others... from getting out of our own nest of people we interact with normally and change our mindset to a more open one.
It is not always easy to keep our reasoning down to earth and keep in mind that on the other side there is not an enemy but another player trying to have fun.
Trying to have fun for a number of reasons, from simple enjoyment to escapism from hard circumstances IRL.
I for one risked to get into that mindset when Alex was in constant antagonism with Grizk, but as soon as I got to interact with the player and clarify expectations my mood improved significantly (also thanks to the advice of people like Azroth, so thank you).
If we want to bring the community to a better place we need to throw "Team Good" and "Team Evil" into the bin, OOC speaking, there should be one team and that's Team BGTSCC where we all enhance our ways of find enjoyment in this server.
So in short, let's make the effort of interacting more with each other and avoid segregation that inevitably leads to polarization and negativity.
I must comfess that it feels sad to read that some of you get a negative experience over the game because they feel isolated. If anything, out of character, I wish to apologize if some roleplay situations feel closed, or impossible to reach. I believe we all wish here to have a great experience in game, and this includes everyone on a player level. So if anyone felt neglected, rejected, or pushed away on an out of character perspective, I am really sorry.
After reading some posts, some opinions here, a strange feeling remains. I have seen many reasons brought up to explain why "Evil" is so complicated to play. Yet, I have also seen opinions stating how good and neutral can be difficult too, for various ranges of reasons. I believe they all need to be heard equally, because it would at least participate in the supportive attitude we can have for each other. If our characters are at odds on a roleplayed perspective, it does not mean we have to hate each other as players.
I believe "Evil" needs some clarifications about which side is expected to be played. I have seen them, so far, mixed in answers.
Evil as played against player-characters :
As someone who has been fairly often chosen as target by other player-characters, I feel relatively free to share my feelings. I have always tried to keep the threats alive, to the point that I abandoned some part of my roleplay and something I liked to do to keep playing this aspect. I have never complained, and I have always tried to reach other players to reassure them about my own personnal feelings as player, so they could keep going without worrying that I could feel under pressure. Reading all these answers, I wonder if what I wanted to do was so obvious, as many of you feel like they were simply ignored.
I believe that this side of the "Evil" or "Good" aspect of confrontation should be played with a very cautious attention. While it participates to create roleplay, to make threats lively and to paint a relatively darker ambiance, you need to be aware of how straining this can become for targeted player-characters who can have their roleplay heavily impacted by someone who decided to go after them, especially if your actions are enforced against them. It doesn't mean you shouldn't play Evil, but it is more to offer insight about how it's recieved on the other side. It is not always welcome. It is good to take into account that people have real lives, tasks and sometimes a lot of pressure. When they feel oppressed on the game, or when something happens because they were not logged in, it can become straining for the player. And this aspect can easily be avoided with a better communication or a supportive attitude out of character.
As in any conflict, player versus player allows a "way out". We can disagree, we can find that this rule should be changed, but so far it is the rule, and it applies for everyone. This limits effectively Evil from tormenting any player-character who does not consent. But it also limit good aligned paladins to just fight Evil when they see it, for exemple.
I hope that a DM support will not be given in this perspective, whether it be for a Good character to slain Evil, or the other way around. It would be terrible to see a dungeon master and a player siding against a single player, or faction. In my opinion, what happens between player-characters is handled by them, and by the rules, unless both agree on a DM intervention.
Evil as involved in plots and scenarios, against NPC:
I see a problem in involving both, Evil and Good aligned characters as some are bound to not cooperate. It may not be against a particular character, but it can be held against someone who tries to cooperate with "Evil". Doing it out of Out of Character reasons to just make "Evil playerbase" feel they are involved may break immersion. This exists, but I believe it has a real meaning in roleplay. Some Gods are also rather unforgiving if their Paladins cooperate with Evil. Bane would not be fond of his follower coperating and obeying commands of other Faiths either.
However, I think a lot of support could be still offered. It is a lot of work to get involved in plots. And actually, I have not always been included either - for various reasons. As Rhaeg stated, being good doesn't mean you are included.
Having players using the means of Evil to solve a plot or a threat can be very immersive. I do not believe that Dungeon Masters would be against this at all. As an exemple, pacting with a demon to save lives, and convincing those saved lives to worship this demon as their savior. Or getting to deal with the vilain of the DM plot so you gain something from him.
If, in a plot, Good player characters wish to win over Evil player characters, or the other way around, it won't work. For any of them, and I am not sure it should either. Or it would bring questions as :
- Why did this side win?
- Why couldn't we have the same amount of support?
- Why did the DM chose to give more credit to their effort than ours?
And, in the end, we will end up bringing back assumptions of favoritism that come so easily when we are frustrated or under pressure.
I believe that Good, Neutral and Evil forces should be offered the same amount of support in terms of Dungeon Master's presence and intervention. Evil should not be particularily helped nor should Good be particularily rewarded, just because they are Good and Evil. It can take the shape of plots rather closed for Evil, and more suited for Good, and plots not suited for Good and really open for Evil. If a plot happens in Zhentil Keep, Good forces won't be able to go there, most likely.
It can also just be for a chapter, but not solving the whole plot.
While Good forces were saving the prisonners from the Demons, Evil forces were trying to bargain to steal the Demon's power and have him trapped and under service. In this scenario, both partake the event, but they don't collaborate and don't cross roads. It happened to me a lot to just play a chapter in a whole plot, and add a touch, yet the ideals and attempts of my character were not fully reached.
Perhaps, if it's not done already, could Dungeon Masters give fair warnings too, and help the efforts of each forces to fit in the story they wish to tell. Perhaps can they propose roles in their plots sometimes too, and explain everything that could impact the character (death, torments, rewards... etc). But this would need consent.
Unless there is a clear consent or intention to coorperate, or to have a player character associated with a Vilain - and thus be warned for the consequences - , I don't believe it's possible for one side to win over another. How we would decide who wins over who being a difficult question to answer. Dungeons and Dragons seems to me rather designed for a team to play with (or against) a Dungeon Master. Having several teams competing can be difficult to handle.
If this happens, it may be the role of the Dungeon Master to reward each side accordingly to their efforts. But none of the teams could ask for a special treatment in my opinion.
Difficulties about "Evil" roleplay :
I believe that laws have also a particular impact on how "Evil" actions can be played. Murder, abuses, torments are prohibited in various areas and cities. Some are also limited because of the PG13. I do not believe laws and rules should be changed to make this easier. But it is good to acknowledge the difficulty.
That said, such laws can also turn against "Good" characters, when they are bound to slain Evil and cannot. Evil characters can make others feel powerless about their presence, or words.
If this becomes too oppressive, or if someone has a project to go around law, I believe they can reach the DM team to know how to position and play that within server rules.
End note:
I wish to share, on an end note, the thought that I personaly have often seen "Good" characters going as far as they could to keep interacting with so said "Evil" characters. As Almaera stated, some characters are also there to offer a helping hand, and consider interacting with "Evil" forces. Perhaps they are not the best characters, and perhaps you would wish for something else, better or more rewarding, but I just don't wish these players who spend a lot of time trying to open roleplay and be inclusive feel forgotten.
It doesn't mean that Good characters are perfect, or that Evil characters have never been ignored. But there are still hooks here and there for you to take.
I do not share the idea that there is an innate and unmovable hatred towards Evil roleplay. It can be difficult, for various reasons. If there are , repulsion on an out-of-character level, it's at least not the case of everyone. Some really try to keep the roleplay open, from what I have seen so far. And don't forget all the neutral characters who can play with you!
I hope we can remain supportive of each other, as a community, and try to communicate efficiently so we can all strive towards the best experience ingame together.
Ashenie wrote: ↑Thu Dec 16, 2021 10:10 am
I do not share the idea that there is an innate and unmovable hatred towards Evil roleplay. It can be difficult, for various reasons. If there are , repulsion on an out-of-character level, it's at least not the case of everyone. Some really try to keep the roleplay open, from what I have seen so far. And don't forget all the neutral characters who can play with you!
Nobody shares the idea that there is an a hatred towards Evil Roleplay.
Were you quoting someone when you stated that?
*edited* ((I was getting a bit too patronizing. A little patronizing it good....too much,not so good. ))
I cant help but feel if more players tried to get involved in Evil RP, evil plot lines, evil factions, that they would really understand what those of us who have tried, have experienced.
You say not everyone is repulsed. Okay, that's Great thanks.
Hey, I guess that's that. It is just the status quo that its more of a challenge to RP evil and all we have to do is 'Get Gud'.
Wonderful.
Ashenie wrote: ↑Thu Dec 16, 2021 10:10 amHello there,
Evil as played against player-characters :
As someone who has been fairly often chosen as target by other player-characters, I feel relatively free to share my feelings. I have always tried to keep the threats alive, to the point that I abandoned some part of my roleplay and something I liked to do to keep playing this aspect. I have never complained, and I have always tried to reach other players to reassure them about my own personnal feelings as player, so they could keep going without worrying that I could feel under pressure. Reading all these answers, I wonder if what I wanted to do was so obvious, as many of you feel like they were simply ignored.
I believe that this side of the "Evil" or "Good" aspect of confrontation should be played with a very cautious attention. While it participates to create roleplay, to make threats lively and to paint a relatively darker ambiance, you need to be aware of how straining this can become for targeted player-characters who can have their roleplay heavily impacted by someone who decided to go after them, especially if your actions are enforced against them. It doesn't mean you shouldn't play Evil, but it is more to offer insight about how it's recieved on the other side. It is not always welcome. It is good to take into account that people have real lives, tasks and sometimes a lot of pressure. When they feel oppressed on the game, or when something happens because they were not logged in, it can become straining for the player. And this aspect can easily be avoided with a better communication or a supportive attitude out of character.
As in any conflict, player versus player allows a "way out". We can disagree, we can find that this rule should be changed, but so far it is the rule, and it applies for everyone. This limits effectively Evil from tormenting any player-character who does not consent. But it also limit good aligned paladins to just fight Evil when they see it, for exemple.
I hope that a DM support will not be given in this perspective, whether it be for a Good character to slain Evil, or the other way around. It would be terrible to see a dungeon master and a player siding against a single player, or faction. In my opinion, what happens between player-characters is handled by them, and by the rules, unless both agree on a DM intervention.
Ashenie
This needs to be stressed more and more.
If people's concept of evil is based on destroying, kidnapping, murdering, sacrificing, disfiguring other peoples' characters...
And, if one refuses to partake in mutiliation, gore or cannibalism, then the evil player proceeds to come onto forums to make statements about how "childish" and "immature" the server is for not consenting to their graphic torture and cannibalism.
Or goes onto discord to rant about how the person they beheaded and vampiric feasted didn't permakill themselves...
Then perhaps there's a justified reason to want to flat out avoid evil characters? If the only outcome of interacting with destroyer-evils is graphic torture, sacrifice, disfigurement and subsequent OOC shaming if refused, why would anyone not masochistic want to interact with them?
Bar a select few people, who have openly spoken out in favour of consent and permittivity, there has not really been much in terms of effort to show that current evil is not like the person who went around graphically cannibalizing people, or that evil who went onto discord to shame a player for not permakilling their character. And without that effort, how can anyone feel safe and comfortable interacting with them IC or OOC?
For life to be worth living, afterlife must retain individuality, personal identity and memories without fail - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
Something that I also have experienced when playing evil characters:
1. People acting as if my character showing even a little bit of shadiness is treated as a confirmes evil. Or having a good character turning evil, makes other people simply trust new characters less for some strange reason.
2. People talking badly OOC of my roleplay and myself as a person due to evil roleplay.
3. When I gave people chance and OOC communications for the roleplay, they used it to their advantage and ICly.
And wanted to emphatize certain points made.
I know many "good aligned" PCs are walking wae machines, characters who are as comoassionate as a cleaver can, while that'a usually not a problem, forcing someone to be under your foot for a long time is an easy way to make them get tired of roleplaying with them.
The worse of course are the "consequences" crowd, thinking that they can emit judgement simply because they have 20% of the context and think they know better than anyone else how to roleplay while at the same time unable to make any self introspection. There's people like this everywhere but recently I have noticed it even more.
Maybe months ago I would've said "Oh I leave location ON the scry I welcome any rp" but now I find myself hiding it constantly to avoid getting sniped because getting harassed and chased around maps by the same guy is not good roleplaying is just harassment. And many "good aligned" PCs think that being evil towards evil characters isn't evil.
Hoihe wrote: ↑Thu Dec 16, 2021 3:16 pmThis needs to be stressed more and more.
If people's concept of evil is based on destroying, kidnapping, murdering, sacrificing, disfiguring other peoples' characters...
And, if one refuses to partake in mutiliation, gore or cannibalism, then the evil player proceeds to come onto forums to make statements about how "childish" and "immature" the server is for not consenting to their graphic torture and cannibalism.
Or goes onto discord to rant about how the person they beheaded and vampiric feasted didn't permakill themselves...
Then perhaps there's a justified reason to want to flat out avoid evil characters? If the only outcome of interacting with destroyer-evils is graphic torture, sacrifice, disfigurement and subsequent OOC shaming if refused, why would anyone not masochistic want to interact with them?
Bar a select few people, who have openly spoken out in favour of consent and permittivity, there has not really been much in terms of effort to show that current evil is not like the person who went around graphically cannibalizing people, or that evil who went onto discord to shame a player for not permakilling their character. And without that effort, how can anyone feel safe and comfortable interacting with them IC or OOC?
I personally dont know of any long lasting evil character that acts in this way, and if someone is acting in this way that's simply against the rules. So while yes, such behavior is terrible and shouldnt be happening, it really shouldnt effect how anyone interacts with evil characters... as it's blatantly against the rules and should be reported. If there is people out there behaving this way, then that's really an entirely different issue that needs to be investigated.
Sunmaster Barristan Schulltze Heretic and former Vigilator of Bane and the Black Abbey Barristan's Bio
Hoihe wrote: ↑Thu Dec 16, 2021 3:16 pmThis needs to be stressed more and more.
If people's concept of evil is based on destroying, kidnapping, murdering, sacrificing, disfiguring other peoples' characters...
And, if one refuses to partake in mutiliation, gore or cannibalism, then the evil player proceeds to come onto forums to make statements about how "childish" and "immature" the server is for not consenting to their graphic torture and cannibalism.
Or goes onto discord to rant about how the person they beheaded and vampiric feasted didn't permakill themselves...
Then perhaps there's a justified reason to want to flat out avoid evil characters? If the only outcome of interacting with destroyer-evils is graphic torture, sacrifice, disfigurement and subsequent OOC shaming if refused, why would anyone not masochistic want to interact with them?
Bar a select few people, who have openly spoken out in favour of consent and permittivity, there has not really been much in terms of effort to show that current evil is not like the person who went around graphically cannibalizing people, or that evil who went onto discord to shame a player for not permakilling their character. And without that effort, how can anyone feel safe and comfortable interacting with them IC or OOC?
I personally dont know of any long lasting evil character that acts in this way, and if someone is acting in this way that's simply against the rules. So while yes, such behavior is terrible and shouldnt be happening, it really shouldnt effect how anyone interacts with evil characters... as it's blatantly against the rules and should be reported. If there is people out there behaving this way, then that's really an entirely different issue that needs to be investigated.
I absolutely agree, if people want to take RP in the server beyond the pg-13 restrictions of non graphic things, then it should be reported. I know some are acting as cannable, but I don't know any who legit take it too far. In a very graphic explaining way. You may see from greenskin offer mystery meat, which is really just cooked animal meat labeled as such. I have not seen it go into some explicit details on them butchering people in the process as they scream bloody murder alive on a table, through graphic torture and other things.
EDIT: I do know there have been incidents in the past, however. There people have been taking torture too far beyond the rules in play, and perhaps making some uncomfortable. That should not have been a thing, and if I was there, they would have heard it from me. But I was not, thus powerless. But I don't know of any cannables doing so, etc. But that was years ago, like 2018, the last ones I knew of.
After years of trying to give others a chance to prove to me they can shape up here, I have run out of patience. The numbers of nwn2 overall dropping in the past few years have told me the path others truly want to take. Actions speak louder than words.
Evil as played against player-characters :
As someone who has been fairly often chosen as target by other player-characters, I feel relatively free to share my feelings. I have always tried to keep the threats alive, to the point that I abandoned some part of my roleplay and something I liked to do to keep playing this aspect. I have never complained, and I have always tried to reach other players to reassure them about my own personnal feelings as player, so they could keep going without worrying that I could feel under pressure. Reading all these answers, I wonder if what I wanted to do was so obvious, as many of you feel like they were simply ignored.
I believe that this side of the "Evil" or "Good" aspect of confrontation should be played with a very cautious attention. While it participates to create roleplay, to make threats lively and to paint a relatively darker ambiance, you need to be aware of how straining this can become for targeted player-characters who can have their roleplay heavily impacted by someone who decided to go after them, especially if your actions are enforced against them. It doesn't mean you shouldn't play Evil, but it is more to offer insight about how it's recieved on the other side. It is not always welcome. It is good to take into account that people have real lives, tasks and sometimes a lot of pressure. When they feel oppressed on the game, or when something happens because they were not logged in, it can become straining for the player. And this aspect can easily be avoided with a better communication or a supportive attitude out of character.
As in any conflict, player versus player allows a "way out". We can disagree, we can find that this rule should be changed, but so far it is the rule, and it applies for everyone. This limits effectively Evil from tormenting any player-character who does not consent. But it also limit good aligned paladins to just fight Evil when they see it, for exemple.
I hope that a DM support will not be given in this perspective, whether it be for a Good character to slain Evil, or the other way around. It would be terrible to see a dungeon master and a player siding against a single player, or faction. In my opinion, what happens between player-characters is handled by them, and by the rules, unless both agree on a DM intervention.
As to this and I will speak about some parts of it, I don't know if your own OOC talks have had any impact in a way that would have led to us being ignored, or not. this has been a thing for years and years, off and on.
But not speaking for everyone, but my own goal is to make fun for everyone, and which is why I do actually get RP in at times, and can very easy on my end get RP from some. But I know for a fact things are tense, with some vs me ooc. And ironically things I had no idea about, for the longest time, so I end up annoyed. Because people whine behind my back and never tell me, so I can fix some things.
So it escalated very quickly when others do not talk to me at all....
And I 100% get the problem of player character vs player character conflict that goes on and on with little break, and can grow tired ooc as you are always on the go and trying to get things sorted and presser is on. Without any resolution, of coarse.
But there's more to the story, I originally left the good side, because they did things and complained heavy about things that I didn't agree with- at all. When they had a choice, and chose not to act and whine. Since then I been on the more evil side as that's where I find my fun. I don't deal with listening to some, not all, but just enough complain on some things and never act. That's the ticket, evil has to do things and work at it to get places, that's why we see some long term ones keep going because it's a stressful RP environment and we have to be resilient in ways others can't and we try and work for it. Because it is a challenge and not something layed back.
People need to understand, we are not all out to get people, and we want others to have fun, like we do. So if you are not having fun, let us know. That's how we can reach a compromise somewhere.
It's not my game, it's not your game it's our game. And I do thank you for reaching out and speaking to the opposition ooc and telling them your feelings always. Not everyone goes that, and I have see it in the past. Where I have had to tell someone ooc in a tell, "If this is bothering you atm, as I see what you placed in your bio in game, speak up to them, please." Then watch them eventually log out and not talk to the people involved. It's a two way street here, I can only meet others half way.
EDIT: There are folks on the evil side however that want things, but don't work for it, but it's less than the others I have seen, and yes there have been folks on the evil side, as much as the good side that will try and not compromise and more or less fall under harassment that will push players out, giving some stigma because a few fools spoil it all for the rest, and I don't agree with that at all. And preople just need to report it, rather than do nothing.
After years of trying to give others a chance to prove to me they can shape up here, I have run out of patience. The numbers of nwn2 overall dropping in the past few years have told me the path others truly want to take. Actions speak louder than words.
First I want to apologize for my English so if you read any spelling errors, forgive me.
Although I have not played an evil pc that hunts paladins or tortures virgins, I can say that Galliard is openly evil (and this can be seen by opening the description of him in the game or having him in a group during an expedition).
There are various points that led me to take a break that lasted a few months and among all the reasons, the main one was the lack of fun in playing an evil pc. However, this does not mean that I do not like playing them because in various servers, who knows me knows that I have played ONLY and exclusively evil or neutral PCs.
The lack of fun is due to many factors such as the lack of "faction" game, collaboration between the various "evil" to carry out a common goal, etc. Unfortunately it is true that the initiative must come from players but when such a thing is not possible, the staff and DM team should find a way to encourage this collaboration by proposing events including oneshots in order to bring this faction to know each other and collaborate.
Other aspects that made me turn up my nose is not seeing some good pc go out of their comfort zone even verbally facing certain PCs, but ignoring them and making them invisible in the game world. As difficult as it is to carry on evil rp, what sustains it is precisely the diversity that exists with those who interpret goodies and baddies. I am at the same time including and excluding the pvp, nobody wants a witch hunt, groups of goodies that get together and gank the first zenth, but I don't think it is possible even to coexist ignoring certain players instead of "talking".
In many written comments I find myself in agreement and this unfortunately only confirms my thesis, that the server is slowly dividing itself into some micro groups that have no reason to meet and collaborate / chat. There is no real reason to ask for help regarding personal plots, personal goals, there is no reason to get to hate each other because the good ones live in Baldur's Gate and the evil ones instead in Soubar / Underdark.
I think it is good to encourage what is D&D, that is RP, to give both ways to win and to fail, to give the team good a way to take a big blow and to backup, to take hold and create the fear of losing something they care about, this must also be for the evil, losing an important area like Boareskyr Bridge could be, but at the same time advancing and making the port area of Baldur's Gate more corrupt and doing it openly, not hiding like rats.