The Art of Playing a Good "Bad Guy"

General out-of-character discussion among players of Cantr II.

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

Postby Marian » Thu Nov 05, 2015 3:53 pm

Money wrote:I also seriously disagree with the idea that death doesn't add something to the game, its a key part of the society simulation aspect of Cantr. Without death leaders would no longer need to consider how they literally hold lives in their hands, key holder would be literally immortal and romances would never be tragically cut short as they are in life. A world without death is one without its greatest forces for change and renewal, life doesn't end it respawns.


We're not talking about death in general, though. we're talking specifically about murder. And this wouldn't even prevent murders from happening...death during NDS still counts, regardless of who clicks the buttons.

I'm not sure I understand your points about keyholders and so on. You take someone's keys, they stop being a keyholder. You don't have to murder them to do this. Not having the option to click that button would change absolutely nothing about a 'seize the keys' scenario.

Even if the only change was that the victim took the full three days to die unless they chose to end it early, instead of instantly at the killer's whim, that would be a huge improvement. At least the player would have a chance to log in somewhere in the process.
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Money
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Re: The Art of Playing a Good "Bad Guy"

Postby Money » Thu Nov 05, 2015 4:39 pm

Marian wrote:We're not talking about death in general, though. we're talking specifically about murder. And this wouldn't even prevent murders from happening...death during NDS still counts, regardless of who clicks the buttons.

I'm not sure I understand your points about keyholders and so on. You take someone's keys, they stop being a keyholder. You don't have to murder them to do this. Not having the option to click that button would change absolutely nothing about a 'seize the keys' scenario.

Even if the only change was that the victim took the full three days to die unless they chose to end it early, instead of instantly at the killer's whim, that would be a huge improvement. At least the player would have a chance to log in somewhere in the process.


I can see your point that getting the keys only needs NDS but keeping their keys will be a problem if they're gonna pop back up again. If I put somehow put Coventina in NDS and couldn't kill her she would easily be able to summon an unstoppable mass of individuals to take them back at some point in the future, something one of her underlings would have a much harder time doing. Permanent change becomes that much harder when killing is impossible.

A 3 day death cycle isn't something I would be opposed to.

As for my post I was mostly responding to the quote below, specifically against the implicit idea that killing may not be needed feature for the game.

Marian wrote:And at the end of the day, I'm not sure even a well RPed murder adds much to the game. Like Wiro said, you can't RP with the dead. The victim disappears without a trace along with all their notes, their story is cut off forever, everything they are or could have been gets reduced to just another notch in the killer's belt, and that much less life in an already dying world.
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Cdls
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Re: The Art of Playing a Good "Bad Guy"

Postby Cdls » Thu Nov 05, 2015 8:08 pm

When I first started, killing seemed like nothing to me. You die in other games hundreds of times, what is the big deal here?

Even after losing a few to random murders, the impact of it didn't seem to sink in.

It took a few years (and after killing a couple of older characters) for it to sink in. Marian touches upon it here:
Marian wrote:And at the end of the day, I'm not sure even a well RPed murder adds much to the game. Like Wiro said, you can't RP with the dead. The victim disappears without a trace along with all their notes, their story is cut off forever, everything they are or could have been gets reduced to just another notch in the killer's belt, and that much less life in an already dying world.

but it is also the fact that you are taking something away from another player, something they have invested time (sometimes many years) into. When you take something like that, you aren't just killing off that one story/future, but also putting to risk up to 14 possible others if that player loses interest because they don't want to feel that loss again.

So what, right?

Think about the ripple effect though, maybe those 14 were tied up with other characters who now are paired with a player who is no longer interested. Those characters could then become disinterested and then the loss increases. You are killing off more than that character when you commit that act.


Playing a good bad guy isn't about upping the body count. A high body count will make your character feared, but for all the wrong reasons.
Father Brian
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Re: The Art of Playing a Good "Bad Guy"

Postby Father Brian » Fri Nov 06, 2015 12:36 am

Are we going to see bans and account locks being dropped on killers then?
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Cdls
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Re: The Art of Playing a Good "Bad Guy"

Postby Cdls » Fri Nov 06, 2015 1:17 am

Father Brian wrote:Are we going to see bans and account locks being dropped on killers then?


Was this an attempt at trolling or a serious question, because I cannot see any real segue into that comment.
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Rmak
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Re: The Art of Playing a Good "Bad Guy"

Postby Rmak » Fri Nov 06, 2015 1:29 am

There have been forum post that killers or violent characters face special rules enforced by PD but these rules are not publicly available or on the rule wiki page or registration pages.
Quote Wolfsong:
They aren't playing children; they are playing mentally ill people.

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

Postby Cdls » Fri Nov 06, 2015 1:45 am

Those posts are misleading.

Nothing like that is restricted based on character personality or propensity for violence. Restrictions are placed on players of those characters only in situations that warrant it. The following are some examples:

1) The player was found to be using OOC means to plan their characters actions.
2) The player was using their other characters to scout areas for their violent character.
3) The player was using the violence of the character to somehow benefit their other character, or character(s) of a friend.

These are just some examples (real world, that we have had to deal with) of actions that get restrictions placed on a player with a violent character. If a player has not done any of the above (or any other actions that are exploitative or cheating) then they do not have any such restrictions placed upon them.
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Rmak
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Re: The Art of Playing a Good "Bad Guy"

Postby Rmak » Fri Nov 06, 2015 2:10 am

I can see why there are issues then but its good knowing I can kill and get away with it.
Quote Wolfsong:
They aren't playing children; they are playing mentally ill people.

:twisted: :roll: :lol: 8) :twisted:
Father Brian
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Re: The Art of Playing a Good "Bad Guy"

Postby Father Brian » Fri Nov 06, 2015 4:05 am

Cdls wrote:
Father Brian wrote:Are we going to see bans and account locks being dropped on killers then?


Was this an attempt at trolling or a serious question, because I cannot see any real segue into that comment.

There've been a lot of threads with staff and admins saying that game rules aren't listed anywhere together but instead are scattered around the forum in various threads, when admins contribute to discussions. At first this whole thread seemed more like it belonged in suggestions - with people voting on whether to forbid killing - but then an admin weighed in with a pretty firm statement that killing is wrong. As someone who's already killed another character ingame, I'm looking for clarification if this is one of the new rules, not trolling.
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Marian
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Re: The Art of Playing a Good "Bad Guy"

Postby Marian » Fri Nov 06, 2015 4:11 am

Cdls wrote:Think about the ripple effect though, maybe those 14 were tied up with other characters who now are paired with a player who is no longer interested. Those characters could then become disinterested and then the loss increases. You are killing off more than that character when you commit that act.


This, exactly. Everyone is always pining for the old days and all the conflict and politics, while ignoring that the player base would drop significantly after massacres. Nothing quite like having a character you invested months or years in dragged off to a murder room in a matter of seconds to make you take a step back and have a sudden epiphany of what a waste of time this all is.

People have talked about things like how tragedies have to be possible, I guess for realism's sake, but the fact still remains that this is a game, and people play it because they enjoy RPing their characters and becoming emotionally invested in their stories. There's nothing enjoyable about another person randomly, instantly taking that from you, any more than there is in painting a portrait or pouring out your heart in your diary one day only to have a stranger grab it from your hands and throw it in a fire. It's a sick, ugly, helplessly frustrated feeling, and most people don't play games, let alone ones as time consuming as Cantr, because they want to be made to feel that way.

Killing in this game is just not implemented in a way that makes it balanced or even interesting. There's no positive results your char couldn't get just as easily with NDS, and the negative ones are far reaching and permanent in ways that are frankly, bad for the life and atmosphere of the game as a whole. (There's a language group with only a tiny handful of characters, for instance, and I know of a character who very casually murdered one, which just leaves me going...wtf? WHY, and what was the point except to potentially cause the loss of half of an entire language group?)

In the past I've killed before, only rarely, and only when the other char completely refused to cooperate or accept any other alternatives, or was obviously a sleeper. With my current account I've only killed one, and even then it was a case of the victim's player clicking the button themselves, which I take to mean losing the char was the preferred outcome for them.



But Cdls, I feel it would be helpful if you defined 'scouting areas' and how the PD even determines that? Because obviously most players in the EZ have multiple characters spread across a good chunk of Treefeather and Cantr. Is the rule then that they can't ever have a char visit a town they've recently had another in? And what's the definition of 'recently' there? And of course there are many, many situations where players have two of them visiting the same town, often at the same time. This is explicitly permitted as part of the CR and even with (what we now know are incredibly misleading) suggestions for how to handle it on the wiki.

I've actually killed off one of my more prominent characters now as a result of the recent mess, in large part to avoid a situation where they ever cross paths with my other on the same island during a trading trip. Because I just have no idea what the rule there even is anymore or why, like so many other rules it's so unevenly applied, and no one on staff seems in a hurry to clarify anything there.

And frankly, there's more than just the loss of character through another character's actions that can make one lose most of their interest in the game. That 'what a waste of time this all is' feeling can be caused by other things too, one of which is the realization that a player can be abruptly forced out of their account for trivial reasons, as in literally the exact same thing other players do every day with no repercussions at all. And that creates a far more significant 'ripple effect' than a single IG murder, believe me. :/

It also seems like you've implied that a player can't have two of their characters interact with another in anything but a completely neutral way. Having two characters trade with Coventina, or have a friendly conversation with Elyos, for instance, wouldn't be allowed if one of them might ever, at any point in their lives, have IC reasons to drag another char or use a weapon on their behalf? How is anyone even supposed to know when or where their chars might be put into a situation where they may have to use violence?

I'll be down to four characters soon, and with the entire EZ feeling like a mine field at this point I certainly won't ever be spawning any more just to throw into it.
Last edited by Marian on Fri Nov 06, 2015 4:27 am, edited 1 time in total.
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Rmak
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Re: The Art of Playing a Good "Bad Guy"

Postby Rmak » Fri Nov 06, 2015 4:23 am

Yep.

Poor Spawn mechanics can mean that you can be pretty much stuffed from day 1 given vague examples of 2 and 3.
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They aren't playing children; they are playing mentally ill people.

:twisted: :roll: :lol: 8) :twisted:
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Cdls
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Re: The Art of Playing a Good "Bad Guy"

Postby Cdls » Fri Nov 06, 2015 4:27 am

Father Brian wrote:There've been a lot of threads with staff and admins saying that game rules aren't listed anywhere together but instead are scattered around the forum in various threads, when admins contribute to discussions. At first this whole thread seemed more like it belonged in suggestions - with people voting on whether to forbid killing - but then an admin weighed in with a pretty firm statement that killing is wrong. As someone who's already killed another character ingame, I'm looking for clarification if this is one of the new rules, not trolling.

If it was an official posting then it would have been clearly labeled as such. The post was clearly written in a way that reflects my opinion as a player, and nowhere does it even remotely suggest that my personal opinion is one that is to be taken as the rule of the game.


Marian wrote:But Cdls, I feel it would be helpful if you defined 'scouting areas' and how the PD even determines that?

Diving into this conversation would derail this topic completely as I am sure that any answer I would give would spawn multiple comments and/or questions for follow up which would then further derail it. I will instead open a new topic in which these things can be discussed without derailing this further.

EDIT: Topic here: http://forum.cantr.org/viewtopic.php?f=1&t=27315
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Swingerzetta
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Re: The Art of Playing a Good "Bad Guy"

Postby Swingerzetta » Fri Nov 06, 2015 5:04 am

When I have the time/energy to play this game the way I like to, I tend to look at it like I am co-creating this game with all the other players for our collective amusement. And telling a story is the main way this game serves its players. A good villain can certainly provide a good story. I think killing is rarely the best way to do that, though.

When my oldest char was killed, he was killed by a group of active, unique, well RP-ed pirates, in a process which took three days, during which I begged, made deals and promises, laid down some of the most intense guilt trips I've ever attempted, and eventually died. It was about as good a Cantr death as you could ask for, for a victim character. But still, I am still frustrated that it happened to THAT character at THAT time, just when another story was starting to build; a story which would have been much more interesting to me (and to others) than a piratey death scene.

From this, I mostly draw my main conclusion. A good villain is played the same way as any good character: In whichever way most enhances the game for those involved.
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prometheus
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Re: The Art of Playing a Good "Bad Guy"

Postby prometheus » Fri Nov 06, 2015 12:04 pm

Marian wrote:
Cdls wrote:Think about the ripple effect though, maybe those 14 were tied up with other characters who now are paired with a player who is no longer interested. Those characters could then become disinterested and then the loss increases. You are killing off more than that character when you commit that act.


This, exactly. Everyone is always pining for the old days and all the conflict and politics, while ignoring that the player base would drop significantly after massacres. Nothing quite like having a character you invested months or years in dragged off to a murder room in a matter of seconds to make you take a step back and have a sudden epiphany of what a waste of time this all is.


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

Postby sherman » Fri Nov 06, 2015 12:51 pm

If I would put guy in prison I would make sure to interact with them (more for reason to keep player interested than IC reasons). I mean in rl prisons guards do talk with prisons too so it's just natural
Don't fight a battle if you don't gain anything by winning.
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