Page 5 of 5

Re: The Art of Playing a Good "Bad Guy"

Posted: Fri Nov 06, 2015 1:18 pm
by Marian
prometheus wrote:Honestly, throwing a char in a room to 'serve out their sentence' is often the same, only with trying to stay alive and remember the store when you are finally released. I have only seen ONE town/char group interact with prisoners, and what does a char have to live for/a player want to play for if nothing is happening? It's worse than sleepy towns, because at least you can do stuff.
Yes, you later have the opportunity to re-start your story, but depending on the length of imprisonment, good luck maintaining character continuity.


This is something I could complain about at length, but I feel like it could be a topic of its own. Just like there's no excuse for murder now that we have NDS, there's been no excuse for shoving a cooperating prisoner out of sight and ignoring them ever since windows became a thing, even if you don't have time to personally interact with them.

It's such a wasted opportunity for some really fascinating RP, too, as well as one of the few chances guards get to RP the role of a guard.

I'd still consider that kind of imprisonment preferable to murder, though, as the player at least still has the choice of whether to stick it out or just give up on the character, and plenty of time to make that choice.

Re: The Art of Playing a Good "Bad Guy"

Posted: Fri Nov 06, 2015 6:25 pm
by Wolfsong
I recently had a character "imprisoned" for five years, only to be murdered when his captors realized he had eaten enough food previously to last a decade. Their intention was to starve the character to death so it didn't look like murder. I would have preferred the murder to start with honestly, since the imprisonment had zero roleplay. At least in dying I will have gotten a slot back (eventually.)