(though in reality, every antagonist is the protagonist of their own story)
Antagonists should never exist. Protagonists should never exist. Evil characters should never exist. Good characters should never exist.
(though in reality, every antagonist is the protagonist of their own story)
Antagonists should never exist. Protagonists should never exist. Evil characters should never exist. Good characters should never exist.
For example, we made a registry of noble houses, and were permitted to label kill perms for members of families. A was for nothing at all, B was maimed/injured, and C was death perms. There was three C's (at the time), a splattering of B's, and about 85% A's. No one wanted their young star to be taken from them, and thus everyone was basically immortal. The only reason the Lampero family had any A's was because I had a few inactive people, so even if they were a B/C, it wouldn't do anything. This was because, as Cripple has stated, I realized that death is a natural part of playing a character, and can often advance the story.
scrap this whole idea of protagonist and antagonist, as well as the idea of 'friendship & love between PC characters, because that's good' and instead promote opposition and competition to self-generate RP situations and drama.
Antagonists should never exist. Protagonists should never exist. Evil characters should never exist. Good characters should never exist.
To add onto this. No one should ever have to stress over changing the way they play their character for others. It's your own character that you play for enjoyment.At no point should this turn into a "Your character is this and it's upsetting me OOC because I can't get my way.". Instead, everyone from an OOC perspective needs to understand and realise that there are no Evil or Good characters, there are simply people with desires. Desires which lead them to make choices, choices they shouldn't be dumped on OOC because it didn't make someone elses character get their way.
We don't do it because we want to crap all over anyone, we don't do it because we are whatever you want to call a good character, we do it because the 'antagonists' or so they are labelled wish to disrupt what our characters are used to.
To add onto this. No one should ever have to stress over changing the way they play their character for others. It's your own character that you play for enjoyment.
People want to play characters they want to play. If someone wants to play a White Knight, no amount of speeches will change their mind.
Weren't you the one who officially labelled my character evil and still has't provided an explanation?Or how about we keep allowing people to make characters how they please, and stop labeling them as "good", "bad", "protagonist", or "antagonist". Who are we to say someone's character is good or bad, when they are just being themselves.
https://forums.massivecraft.com/threads/a-thing-or-two-about-roleplay-instigation.35683/Secondly, we encourage players to stick less to character design and take more options to heart that would encourage more roleplay. Having a consistent realistic character is good, and leads to awesome roleplay, but it can also shut a lot of doors. The inherent idea of roleplay is to release creativity and free thinking and contemplate all scenario's possible to you. You shouldn't go down a linear path and refuse to deviate because it's too "character breaking" when the alternative is you just moping and becoming an antisocial person in the tavern occasionally opening a book and sighing at the lack of people to talk to.
The solution put forward here so far is that we all need to change our point of view while role-playing, but the server is home to multiple hundreds of players, and controlling that many is difficult.
If you were a manager in a company, and a lower employee wandered up to you and started slandering you. Or they started slandering you behind your back, and working to have you removed from your position. Would you just sit there and let that happen?
There are not good or bad people, or people who are antagonists or opposite.
We are all here to enjoy ourselves and advance our characters.
https://forums.massivecraft.com/threads/a-thing-or-two-about-roleplay-instigation.35683/Finally, we have Carl what we call a "Quotum". Quotum refers to the idea of "Status Quo", a situation where everything stays the same as it always is. Quotum's aren't necessarily bad people or bad roleplayers, but some of their tendencies can severely disrupt the abilities of Instigators and Directors to keep roleplay fluid and interactive. Quotums become uncomfortable when change is forced on them through other people's roleplay, or they are thrust into situations they aren't normally comfortable in. While with the right intentions, they can demotivate Instigators and Directors from fueling situations, thus causing roleplay to become incredibly stale. It's important Quotums are aware of this, but more on that later.
https://forums.massivecraft.com/threads/a-thing-or-two-about-roleplay-instigation.35683/It's exactly this attitude difference that makes people either Reactions or Actors or Instigators or Directors. And really, it can be dumbed down to "Entertainers" and "Entertained". When you hold onto a single character for a very long time, you inevitably get attached to said character. You want good things to happen to this character and you want to have a good time with them. When you pull yourself away and try a new character, it always feels "just not enough" or "I can't get a feel for it". This is purely because you have so many memories attached to that long term character that you've convinced yourself that you can't possibly have just as much fun with a completely new character. This creates the effective self-sabotage where one becomes so attached to a character that one cannot even pull away from it. So why is this attachment dangerous then? Purely because it turns people stagnant. When you hold onto something so strongly, you don't want bad things to happen to it. You wouldn't want your character to get hurt, lose a loved one, lose a limb or even die, or lose a title or become poor.
At no point should this turn into a "Your character is this and it's upsetting me OOC because I can't get my way.". Instead, everyone from an OOC perspective needs to understand and realise that there are no Evil or Good characters, there are simply people with desires. Desires which lead them to make choices, choices they shouldn't be dumped on OOC because it didn't make someone elses character get their way.
However, as an aside to this, you shouldn't get angry OOC because your character was prevented from doing something IC. That's how it works, that's realistic. You're working against the majority, that isn't easy. That drops you down and makes it difficult for you to challenge people, but you still manage it.
So while all of your ideas are great, the biggest, most tragic flaw is that we are humans. We're stupid, hypocritical, vile, nasty, beasts who claim to be heroic champions of the down trodden. We can't just change the mind of the masses, we've seen that in history.
lol, was gonna make a similar point, though in a less articulate way in regards to the immature and emotionally unaware. I was also gonna throw out the rather radical idea of just outright telling players what to think >v>
The Character views you as evil because of the things you have done to him. No one sees Charlotte as being evil from an OOC perspective.Weren't you the one who officially labelled my character evil and still has't provided an explanation?
Because I do not majorly see an issue. I would wager a large portion of the server are enjoying roleplay, with the 'antagonists' that pop up and enjoy the challenges they pose. It is only the 'antagonists' who have an issue, because they believe that they get stopped before they get a chance to do anything. Which is what our characters /would/ do.On another matter, and I say this /especially/ to @Tahmas, you haven't really addressed the issue of this downwards spiral and how you would resolve the entertainment part /without/ antagonists rising against the 'protagonist' characters.
Good and bad? Who really gets the choice to say what is good and bad? It fits my character, and that's how we play out characters. This is a game, and this is something we do for /fun/. Would you like me to completely break character just so someone gets a chance to put more people at risk? Constant infighting destabilizes organisations, and it makes sense for certain characters to want to protect that stability. I don't fancy breaking my character just because someone else can't be arsed to work around that problem. Andrieu did it, he got under everyones noses and was, in my opinion, the greatest 'antagonist' the RP scene has seen this far.This statement implies that your IC and OOC goals are both 'to keep my position at all costs'. Is that good? Realistic, yes. But good? No. It prevents change in the scene and you'll be stuck with the same characters as always, which will result in the dreaded accusations of the scene being 'boring' and 'dull'.
They don't. They're doing it for selfish desires, not to be a white knight.Don't they fit the definition? Don't they fit my description? Don't they face the problems I mentioned and logically deducted IC and OOC?
Didn't prevent Andrieu. Why should it prevent anyone else? Andrieu proved that it was possible. He went from being the Brother of a Viceroy to essential Emperor through underhanded and background actions. It's possible for anyone else to do it.Is that a problem? No. Is that a problem when this prevents other characters from advancement? Yes.
Is it though? Is it /truly/ a limitation? Perhaps they want to keep their characters, why is that not okay? They spent time into that character, enjoy seeing this wonderful world we've all created together through that characters eyes? People log onto this server and spend hours, pouring time and energy into this progressive and large story of the server for everyone to enjoy. The only limitation on roleplay is you. (You as a generalised sense, not you as in /you/ directly).There have been numerous opposers to the current 'protagonists' who provided situations where siding with them would have possibly been far more logical for characters. Yet many chose the 'protagonists' instead out of fear that they'd lose their characters if they didn't. Or because they wanted to ride along with the 'protagonists' and saw the only way to get themselves involved in world progression to be joining up with the 'protagonists'. Isn't /that/ a limitation on RP?
Because I do not majorly see an issue. I would wager a large portion of the server are enjoying roleplay, with the 'antagonists' that pop up and enjoy the challenges they pose. It is only the 'antagonists' who have an issue, because they believe that they get stopped before they get a chance to do anything. Which is what our characters /would/ do.
Andrieu did it, he got under everyones noses and was, in my opinion, the greatest 'antagonist' the RP scene has seen this far.
They don't. They're doing it for selfish desires, not to be a white knight.
Didn't prevent Andrieu. Why should it prevent anyone else? Andrieu proved that it was possible. He went from being the Brother of a Viceroy to essential Emperor through underhanded and background actions. It's possible for anyone else to do it.
Is it though? Is it /truly/ a limitation? Perhaps they want to keep their characters, why is that not okay? They spent time into that character, enjoy seeing this wonderful world we've all created together through that characters eyes? People log onto this server and spend hours, pouring time and energy into this progressive and large story of the server for everyone to enjoy.
What you're suggesting is that we turn away from the problem instead of recognize it. Certain characters are going to be subconsciously labeled as good or bad regardless of if we say not to label them.Or how about we keep allowing people to make characters how they please, and stop labeling them as "good", "bad", "protagonist", or "antagonist". Who are we to say someone's character is good or bad, when they are just being themselves.
To be quite honest, I think that perhaps Cripple has the best solution. We've all basically discussed how people protect their characters, because they don't wish to see something they've invested so much time in destroyed.
____________________________________________
For example, we made a registry of noble houses, and were permitted to label kill perms for members of families. A was for nothing at all, B was maimed/injured, and C was death perms. There was three C's (at the time), a splattering of B's, and about 85% A's. No one wanted their young star to be taken from them, and thus everyone was basically immortal. The only reason the Lampero family had any A's was because I had a few inactive people, so even if they were a B/C, it wouldn't do anything. This was because, as Cripple has stated, I realized that death is a natural part of playing a character, and can often advance the story.
TLR; The system isn't the problem, the people using it are, and they need to suck it up and actually allow their characters to suffer every once in a while.
Work hard and don't let people put you down. Try to make great relations OOCly and idolize your characer ICly.
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!"
@babayonceWhile I acknowledge that the facts that Marty stated are completely true, and actively happening at the moment, I don't feel that way myself.
So what you're effectively saying is: "I acknowledge what the proposed problem is, and given the supplied evidence and overall acceptance of the problem occurring, it is not happening. Despite it happening."
Here's another radical idea. Change the structure and semantics of the individual-centric Character Applications to some kind of more global and community-based Story Addition Application or some such.
I think a change in attitude on the highest levels can do wonders, and as such a more in-depth discussion may prove useful where nobles, aristocrats, guards, sewer gang leaders, merchants and everyone else who 'moves' RP is present.
I still hold myself to the fact that all IC decisions and all mistakes in character design contribute to the flaws of the RP scene, and as such change must be embraced where necessary.
I think the reality of this thread has more so become a gauge for me to test the water in terms of what I can do, where my liberties and limitations lie in terms of using staff means to create roleplay progression.Now how do we get everyone on the server to change their mindset? You keep saying people need to change the way they play, but how do we get them to do it? If guides don't work, do we put in a rule that states that all characters can die without the owner's consent? That would change it so that people only see their characters as separate entities that have no feelings, no real value. You keep coming back to how change is needed. How about giving us a way to change. If all we do is parade around that we need to do things differently, and not actually attempt anything at all, the problem will not go away. And don't reply with "We all need to change for the good of the server" because that goes back around to attempting to change human nature, which if we could do here, we should probably begin telling all of humanity.
I would honestly love to hear how you want us to go about the change, instead of just arguing that we need to change.
TLR; The system isn't the problem, the people using it are, and they need to suck it up and actually allow their characters to suffer every once in a while.
My solution to the problem is not to reserve maim/death perms to the player. Any character should be able to be maimed or even killed. But then that brings up the whole 'I worked so hard on this character and you're just going to kill him?' BS and that's a whole different problem in itself.
By eradicating the safety net, it might tighten the rope. So to speak.
No it won't. It will enable poor Chaotic Evil characters to come along and murder good characters. There's a reason why you didn't see many Deathlings in the sewers, and even why hardly any were on the streets after about a week. Everyone and anyone could kill them, so your supposed idea of entertainment could now be slain, and be at risk of it, every moment you spend around someone you oppose. Most of the time, I see the issue stemming from people believing that the heroes should, and always, win as soon as possible. This can be from a kidnapping only lasting half an hour to simply people coming to raid a base of someone who is 'evil' in order to remove them. I often hear people speaking about the wish for full-scale invasions, and how fun it is to have some sort of leader overseeing everything with a sinister gaze, but it is rare people allow such a thing to happen. I haven't even had my Zehler approved as a character (technically), nor have I even set up some sort of full base for my coven, yet I already have people wanting to cause civil wars, fights, raids, and are asking me ways in how they can 1v1 my Zehler. If I always allowed people to kill my character, especially in this case, I would lose this new ability to possibly be a mass antagonist within days. People just need to let other people reach their goals at times, as otherwise you're stuck with a mundane, stoic character. You'll notice that a lot of people who get bored tend to not be part of big, story-arching situations.It's hard to let the perfect version of yourself (in reference to people and their characters) to become flawed, maimed, or hurt. I experienced something rather odd when I found out Kaleel was permanently unable to hold a sword (losing two fingers and a piece of his hand) in his right hand and effectively became a Regalian Teenage Mutant Ninja Turtle.
People don't want their characters to be hurt because they make them to escape the real world (IRL) of pain and suffering. It's true.
Seeing a threat to the survival of their character makes them fear a break in this Utopian thought process. Meaning any Antagonist will be shut down in any way possible.
My solution to the problem is not to reserve maim/death perms to the player. Any character should be able to be maimed or even killed. But then that brings up the whole 'I worked so hard on this character and you're just going to kill him?' BS and that's a whole different problem in itself.
By eradicating the safety net, it might tighten the rope. So to speak.
Yeah I'll just try to say this as politely as possible.My solution to the problem is not to reserve maim/death perms to the player. Any character should be able to be maimed or even killed. But then that brings up the whole 'I worked so hard on this character and you're just going to kill him?' BS and that's a whole different problem in itself.
I'm just gonna add on to this, especially now that Freya Lo has died (again) and we're now in a villain vacuum.No it won't. It will enable poor Chaotic Evil characters to come along and murder good characters. There's a reason why you didn't see many Deathlings in the sewers, and even why hardly any were on the streets after about a week. Everyone and anyone could kill them, so your supposed idea of entertainment could now be slain, and be at risk of it, every moment you spend around someone you oppose. Most of the time, I see the issue stemming from people believing that the heroes should, and always, win as soon as possible. This can be from a kidnapping only lasting half an hour to simply people coming to raid a base of someone who is 'evil' in order to remove them. I often hear people speaking about the wish for full-scale invasions, and how fun it is to have some sort of leader overseeing everything with a sinister gaze, but it is rare people allow such a thing to happen. I haven't even had my Zehler approved as a character (technically), nor have I even set up some sort of full base for my coven, yet I already have people wanting to cause civil wars, fights, raids, and are asking me ways in how they can 1v1 my Zehler. If I always allowed people to kill my character, especially in this case, I would lose this new ability to possibly be a mass antagonist within days. People just need to let other people reach their goals at times, as otherwise you're stuck with a mundane, stoic character. You'll notice that a lot of people who get bored tend to not be part of big, story-arching situations.
"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:
So to summarize it:
- 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.
Suggestions?
- 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.