On evil characters.

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rklenseth
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Postby rklenseth » Sun Oct 23, 2005 3:13 am

So society determines what is good or evil but what if the society itself is evil. :wink:
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nitefyre
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Postby nitefyre » Sun Oct 23, 2005 3:39 am

rklenseth wrote:So society determines what is good or evil but what if the society itself is evil. :wink:
Then people either within or outside determine that it is evil. French Revolution, anybody?
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AoM
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Postby AoM » Sun Oct 23, 2005 4:03 am

It is not the restriction of resources alone that screams "evil" but rather, how it is implimented into society that makes the difference between a wise ruler and a tyrant.

On K-isle, both the hematite and limestone were restricted. But no-one's trying to off Kwor, or calling them evil for the way they control limestone. True the limestone limitations are no where near as stringent as what TBR did with the hematite towards the end, but it wasn't the hematite that caused the hate.

(If you believe hematite was the only reason for the recent incidents, then you're a sucker for proproganda. :P )
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El_Skwidd
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Postby El_Skwidd » Sun Oct 23, 2005 2:21 pm

(I'm a sucker for propaganda. It comes with the job. 8))
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Nick
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Postby Nick » Sun Oct 23, 2005 7:10 pm

My characters do not borrow morals from myself as a player, they act as their character progresses.
I rarely create newspawns with the intent of having some sort of personality. Their experiences shape them.
If everybody in my spawn town is baking bread, well, my character will probably become a baker.
If my character spawns in a town that ignores me and leaves plenty of resources on the ground, and an unlocked boat, I'm probably going to rob them.
It's a flaw in Cantr society that there is so much crime. Not the players fault.
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Racetyme
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Postby Racetyme » Sun Oct 23, 2005 7:42 pm

Not in my case. I decided before they spawned what my characters would be like, in most cases. Sometimes they do change based on surroundings, but I try to keep them true to pre-spawn goals.
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Stan
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Postby Stan » Sun Oct 23, 2005 9:09 pm

I, on the other hand, start all characters as willing to do the wrong thing. Afterall, this is what I see in real children. A child has to be taught to share, not steal, be nice, etc.

So, my characters spawn with a disposition to be uncivilized. I treat them with a high learning curve, though. For instance, if my character takes something and isn't told to put it back he/she will believe that it is acceptable bahavior to take what they want. If they are smacked down, they learn that it is not good to do.
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The Industriallist
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Postby The Industriallist » Tue Oct 25, 2005 6:41 am

AoM wrote:On K-isle, both the hematite and limestone were restricted. But no-one's trying to off Kwor, or calling them evil for the way they control limestone. True the limestone limitations are no where near as stringent as what TBR did with the hematite towards the end, but it wasn't the hematite that caused the hate.

My character doesn't really think in those terms, but he's certainly on that axis...

There's a good and clear reason for people to react to anything like that as evil. It never benefits them (well, for most values of them) and it's at best a severe pain.

There's also a bad and fairly clear reason for that reaction to resource controls, of course...
"That poor stupid newspawn who was in too much of a hurry to find out what was legal...you evil town leader people hurt/dragged him!"
:evil:
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