Basementfellow wrote: Sat Feb 16, 2019 9:13 pm
Whoo boy. Already, condescension abounds. I don't think telling people "you're on the surface as a warlock dude you're not supposed to have fun" is extraordinarily helpful, fellas. I hope this doesn't get the thread locked, but I feel the need to tell a story.
I do happen to play a warlock at the moment. An Infernalist built around slowly gaining trust and preaching subliminally evil rhetoric about self-improvement and ambition and what-not. I was cautious not to act too dubiously around those I figured leaned more towards neutral or good.
I fully expected to be caught, eventually. That's part of the fun of playing a villain, especially one which focuses on subterfuge. That grand and terrible realization as so much intrigue finally comes to it's breaking point!
Alas, that's not at all what happened. No, I didn't get caught because I was solo-grinding with my summon out. No, I didn't cast spells in the middle of Cordor. No, I didn't even get caught preaching a veiled version of the Canticle of the Damned like I'd intended to be.
I'd forgotten to turn the glowy-eyes off for a moment (I'm not sure why they came on again when I crossed servers, I'd not cast an Eldritch Blast for a long while) after the server transition to Cordor, and a guardsman happened out of a nearby building to call me out on it, and proceeded to stonewall any attempts my character made to talk his way out of it. This man saw perfectly from an odd angle as he was attending his own business that my character's eyes were flickering with specifically evil magic.
The situation quickly drew a crowd. My character was subjected to mechanically-based-bordering-on-metagame nonsense such as "Summon a badger! That way we'll know you're not pacted!" and more recently in my character's attempt to appeal, "So if I cast Daze on you you'll fail the will save because like you said you're just a defenseless old man, right?" And other such thinly-veiled attempts at securing a victory at all costs.
It was rather anti-climactic. Disheartening, even. I wanted to collaborate to create a compelling narrative, and I thought my RP was interesting enough to facilitate that. Instead, I felt ignored, and almost spitefully shunted out of Cordor. Let me say, I know; bad things happen to good adventurers. It's why I never professed any anger or resentment towards the situation or the people involved. I'm happy to continue playing the character, and having him adapt to the situation. I just can't help but be a little disappointed.
This isn't an issue of someone playing an overtly EVIL caricature and others rightly reacting to it. I'm confused as to why so many jumped straight to that sordid conclusion. And clearly, if even someone who doesn't play a villain at the moment can see it, it's not so small an issue as many may think.
I don't approve of the thrust of this thread, at all. I've played on Arelith for over 10 years and have seen, many times, players of both good and evil insist that the others are solely focused on PvP, and while I've definitely seen players (on both sides) who take that approach (I detest the terms 'team good' and 'team evil') I would never make such broad generalizations.
All of that being said....the above story, if true, is very poor form. Using the limitations of game mechanics to prove a point, and shutting down someone's RP clearly does nothing to further any kind of story.
I'm also not going to be drawn into yet another discussion of Wharftown, which much of the time descended into an interminable PVP faction HQ, and was destroyed not by a development call, but as a direct consequence of RP choices (I had only relatively recently updated the area, and it was one of my favourite locations, it gave me very little joy to see it in ruins). Whether it is Benwick, Wharftown, Kohlingen or Stonehold I'm personally glad that Arelith can change in this fashion.
But I do want to touch on some of the concerns raised in this thread. As I said at the start I really do not appreciate the tone of the original post, in that it is obviously hostile to a large portion of the playerbase and makes what I consider unacceptable generalizations BUT...
Personally I find there is a point buried in here, and one that, a a player and designer, has often frustrated me.
In the Forgotten Realms evil is generally pretty ubiquitous. Many cities have established temples to evil faiths, and many of the populace follow them. In various areas of the modules I've tried to get this across - that the NPCs commoners are not as concerned with evil-doing as many PCs.
Conflict, of course, does happen, but Good vs Evil? I find that a gross simplifaction of the nuanced world of the Forgotten Realms, where paladins can live and work in nations where slavery is commonplace, where mages are often known to conduct experiments in necromancy, and where rival factions within the same faith can conduct long and bloody wars against one another.
That the response to seeing good or evil (depending on which you play) is so often to immediately attempt to MURDER the other person is disheartening.
If the PCs party from Baldur's Gate existed in Arelith they'd have dismembered each other shortly into the first act.
I don't think this applies to the Underdark though, where the conflict between monsters and humans is very real, but elsewhere? Yes, its absolutely overkill in many cases.
I remember the raised eyebrows we caused by having the main NPC priest in Skaljard follow the Talos, because that really is entirely normal, and I would enjoy Cordor a lot more if truly was a melting pot of differing faiths and factions, where conflict was more about intrigue than what is very often unsastisfactory bloodletting.
(I should add that I really dislike the whole notion of 'safe spaces')
Oh, and that we really can express differing points of views without being dismissive and rude to one another. Certain posts in this thread have almost certainly been reported, and will likely result in a word of two with those behind them.