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"You know as well as I that I'll rot in the ground. Feh. Or I imagine. You lot cast me out. What else was I to do? I-I only wanted. You threw me away. No one throws me away."
Introduction
This isn't really a paradox, but I named it as such because it makes it sound smarter and catchier. This is an ideological rant about antagonism roleplay and the results there-of, as well as the difference between story telling and avatar roleplay. A while back we looked into the matter of Director-Actor-Reactor theory between roleplay ideologies. Present day, we've funneled this down to the idea that there are those who wish to roleplay in a story telling motion where they dictate a story and others react, and then there are those who wish to roleplay to act out an avatar of themselves in a different setting. Neither part is really worse or better, after all, whatever way people choose to roleplay is ultimately up to them, but there are corner cases where collisions between the two cause severe friction to the point where roleplay itself becomes toxic.
An Example
One such example is antagonism. Some people enjoy being "evil" or simply messing with other characters by creating conflict for the sake of creating conflict. Usually they have an IC reason, but sometimes it is simply OOC motivated for the sake of creating roleplay drama so /anything/ happens and people can be entertained. This often conflicts with those who roleplay as their avatar, as it forces bad things onto their character. No matter how much people claim to not be subject to this, it still happens so frequently that conflict arises between these two ideologies where those who wish to do storytelling have their plans smothered early on by a wall of conservative roleplay.
The crux of Freya Lo
The essential core of the Freya Lo Paradox has to do with the impossibility of repetition. Freya Lo is often heralded as one of the most amazing antagonist characters this server ever knew in roleplay, expertly portrayed by Shuikenai. Even to this day, events surrounding said character's plots and plans are still being paraded around in forms of nostalgia and fond memories. Yet whenever Shuikenai tries to re-create that same situation by having a gradual descent into chaos and antagonism, his plans get smothered early on by a sabotaging barricade of reactionary sentiment. "I don't want to lose X!" "I don't want Y to happen to me!" "Your character is evil because Z!"
The Paradox is thus presented as followed:
- A new relatively unknown player has the ability to create a well growing antagonist character that slowly reveals themselves like the antagonist of a good movie.
- Once said character has gone or passed over, said person can /never/ re-create or re-experience that situation for themselves or for others.
- Whenever said person tries, the reactionary elements around them immediately assume they are going to become an antagonist and meta game around them or form massive OOC and IC coalitions to prevent them from doing anything that would result in conflict.
- Once you have played an antagonist character, you can never re-experience or re-create the same situation, thus making storytelling from an antagonist point of view impossible and unrewarding. From the very first moment, these people face opposition and a constant uphill battle that is unrewarding.
I started this thread with the intention of creating a public dialogue about this issue. Whenever a player (from a player's stand point of view) tries to be an antagonist to start a story-line, they often get beaten down to the point where they cannot propel roleplay forward or advance the story. If said player then gets granted staff privileges or as a staff member inserts them self into a high position where the lore gives them the means to be an antagonist, they get accused of being corrupt and self serving. In order for roleplay to remain entertaining and fresh, antagonists are needed. Any movie or show with only protagonists grinds down because there is no opposition to anything and romance roleplay and friendly collegiate drinking in the tavern can only be fun for a couple of days.
My idea has always been to simply grant special staff privileges to those wishing to be antagonists. Give them an instantly powerful family with the means to get on everyone's nerves and make them scared for their own well-being. But this always results in negative toxic attitudes that it's corrupt and self serving and somehow unfair to the people who worked their way up to having the same means. Yet when the person who wants to be that antagonist tries to go the same route of working up to that point, those same people beat down on them and prevent them from actually climbing up thus preventing roleplay from taking any meaningful path of progression.
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