Taliss Kazzxs wrote:You missed my point, though your response of course was very well written.
Given... the concept of clear cut good and evil sounds quite immature, but it is the best way to keep ongoing and fun conflict. In our current situation, it seems every player in the game is either dark or neutral to every single matter and event that takes place. Any char that use to devoutly enforce morals and righteousness have long since died off, quite playing, or changed to a state of empathy.
That leaves a main town owned by a naughty cult, whilst only a hand full of people have a problem with it.
The most conflict that happens in todays Illarion (from the players) is the occasional group of dwarves getting hacked on for pride and disillusion of strength.
I disagree from the statement of evil always being the unfortunate loser, since I have been playing since back in 06, every time good fought evil evil has won aside from the times staff brought an evil force to the island so players can team up and wack on them.
In general I'm just saying with more people with clashing morals it introduces more interesting conflict.
Wrong i didn't miss your point. You didn't explain it, Now you did and see! it's a million times better.
Only 06 Taliss? Such a newbie ^^
I don't entirely disagree with your view, but the idea that player characters are going to be able to play a consistently evil role is a bit too idealistic.
For this to be possible we would literally need to clone the isle. Accommodating these evil groups to effect would require we duplicate near everything on Gobiath and then do our best to keep both these factions from ever mixing in any way except conflict, lest they share and trade idea's and values and muddle into the world of the 'gray'.
Since however this game thrives on the interaction between players and not the segregation of roles we can't ever really hope that left to our own devices the realms of good and evil will remain separate. We have certainly had many well played truly evil characters. They are in effect short-lived (for better or worse) because they must be. The environment of Gobiath does not tolerate these strictly black and white characters because over long periods of time and interactions they will either meet there doom to our gray players or through that same interaction become tainted by those around them.
If you pour a tiny bit of white (or black) paint into gray it may change the shade however slightly but in the end our gray remains irreversibly mixed.
The best villian's have always been GM played as history will show. They come they cause there strife and they vanish or die off as they should, leaving the world to change its shade in after-effect. Some players have also managed this feat, though we can notice that many "EVIL" player characters become beloved by their players, and in order to survive in Gobiath they become 'less' threatening, less evil to those whom they will build there future roles with.
Hostilities of course remain within all our characters, as do bias, hatreds, vendetta's, and feuds. These are the elements that players should concentrate on when building conflicts between each other. Let the mass and the annuals of history decide who is evil or good. When we truly need a dose of universal evil lets leave it up to our staff to provide. They are certainly better equipped to satisfy.