Possiblities for villians?
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Possiblities for villians?
Hey.
What options today are available for players who want to play villains in game? currently , as i see it(and correct me if i am wrong) players can only play and take part in the civilized and good or neutral races.
What if want to play evil character that would want to cooperate with dark elves, ogres and gnolls? what options are currently available to do so in game?
Thanks.
What options today are available for players who want to play villains in game? currently , as i see it(and correct me if i am wrong) players can only play and take part in the civilized and good or neutral races.
What if want to play evil character that would want to cooperate with dark elves, ogres and gnolls? what options are currently available to do so in game?
Thanks.
Re: Possiblities for villians?
There are always 'evil' player groups in ALFA which give scope for nefarious dealings. And characters aren't always how they first appear
Dealing with true drow would probably best be facilitated on Cormanthor when it goes live - perhaps as a convert to the Masked Lord associated with the Auzkovyn clan if you really wanted to work closely. And that would require some DM assistance.
In terms of being a villain I'd just decide on a character concept that fits into a group you can meet ingame (eg Banites) so you won't be alone. Plotting is best done as a social activity!

Dealing with true drow would probably best be facilitated on Cormanthor when it goes live - perhaps as a convert to the Masked Lord associated with the Auzkovyn clan if you really wanted to work closely. And that would require some DM assistance.
In terms of being a villain I'd just decide on a character concept that fits into a group you can meet ingame (eg Banites) so you won't be alone. Plotting is best done as a social activity!
Re: Possiblities for villians?
Recommend you ask some DMs, see if any of them might be willing to work with you on this. I know I've done it before, on both sides of the DM screen... can be fun! But villainy is not for everyone, or every DM...
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Re: Possiblities for villians?
IANADM*, but I very much doubt consorting with the monster races is possible. They're set to hostile by default, and carrying an "Evil Badge" won't change that.
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Re: Possiblities for villians?
There are certain ways of making certain hostiles "allies" to a given PC... the servers aren't at all set up for that presently though, and it's a reasonably large job to make it so.
I don't anticipate it will be a priority in the months to come; we've generally favored the "scheming, subtle" evil in ALFA over the "hey, I'm a monster. I kill you!" evil.
I don't anticipate it will be a priority in the months to come; we've generally favored the "scheming, subtle" evil in ALFA over the "hey, I'm a monster. I kill you!" evil.
Re: Possiblities for villians?
AcadiusLost wrote: I don't anticipate it will be a priority in the months to come; we've generally favored the "scheming, subtle" evil in ALFA over the "hey, I'm a monster. I kill you!" evil.
This rules out races like orc, or dark elf and make them unplayable, unless they got unique background "cover" story that would probably make them good as well.
Imagine if it would be possible to have orcs(or other races) and human(or other races) pcs that would both take part in --indirect-- combats, with minimal PC deaths resulting. A situation like a 'conflict' line or border , lets say around Rivermoot, between the village and fouthpeaks. A set of caves, outposts , guard towers and the like that the legion soldiers and the goblinoids would fight over to get control. Those places would be populated by the NPCs of the two fractions, and npcs would be replaced each time one of the fraction conquers it.
Maybe such settings would also be able to support some economical model of crafters from both sides to supply arms and equipment to the fighting troops. Also tons of nice statics like "conquer outpost" , "spy on outpost" , "send supply" and the like, some of them would really make in game sense as "repeatable".
Just some thoughts and ideas.
Re: Possiblities for villians?
I've seen some PC's that get pretty close to the "edge" of being evil and I've only been here since the ened of July 2009..even had one try to bash my brains in with "rape" on her mind
I resisted successfully, but the facts are you can play evil and plot against other PC's ..just won't have the interaction with Evil Humanoids, Races as you might wish. I have learned, to my chagrine..that playing a race that is "predominatly evil", even if good aligned is pretty much an "official no" on TSM. Still playing an Evil char should be possible..especially if the char is smart and talented enough to hide their tendancies most of the time. Openly evil in a mostly good aligned setting will almost always get you dead or locked up..openly good in an evil aligned setting will make you a slave, get you killed ect. Playing Smart and hiding your "opposite" tendancies is always a challenge but should also always be allowed. Just my Humble opinion, and belief.

Re: Possiblities for villians?
We've had a couple of drow on TSM over the years. Evil is certainly possible. Generally in ALFA most servers have some evil factions around - some more so than others. Check out BG, rorax, with their Aurilites and Banites. Evil generally tends to outnumber good.
However, in line with your plot idea there, rorax, as a DM I really do try to avoid plots like that completely, and I'm sure most agree with me. Any plot that sets up PCs in situations where they're very likely to go bash each other's skulls in is a sure recipe for OOC strife. Soemthing that I tend to like to avoid, as it usually comes back and bites me.
However, in line with your plot idea there, rorax, as a DM I really do try to avoid plots like that completely, and I'm sure most agree with me. Any plot that sets up PCs in situations where they're very likely to go bash each other's skulls in is a sure recipe for OOC strife. Soemthing that I tend to like to avoid, as it usually comes back and bites me.
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Re: Possiblities for villians?
I know it's possible to play a 'shady' type evil. Character of an evil faith who is cunning and plotting quietly on the long term.
But eventually how does 'evilness' come into play that way?
I mean - if for example i want to play an evil and cunning half orc assassin (that also follow bane). And i start in TSM (i don't know BG that well) , what are my options? i would have to cooperate and live among the good/neutral PCs , and do the quests / statics that are all contributing to the good side and order.
I don't want my assassin to help Rivermoot militia killing orc bandits near the plantation. I want him to kill the legion soldier who went too far from the bridge
. Such evil banite half orc is suitable to mingle in different places and do different things than most good doers.
I am not necessarily talking on CvC here, just some other options than the good / neutral course. Though i could easily see how someone whose been openly active doing evil stuff is targeted by most PCs on the game.
Maybe it is possible to 'start in small', and create some 'evil' statics for those who are not always interested in protecting the villages from goblinoids?
But eventually how does 'evilness' come into play that way?
I mean - if for example i want to play an evil and cunning half orc assassin (that also follow bane). And i start in TSM (i don't know BG that well) , what are my options? i would have to cooperate and live among the good/neutral PCs , and do the quests / statics that are all contributing to the good side and order.
I don't want my assassin to help Rivermoot militia killing orc bandits near the plantation. I want him to kill the legion soldier who went too far from the bridge

I am not necessarily talking on CvC here, just some other options than the good / neutral course. Though i could easily see how someone whose been openly active doing evil stuff is targeted by most PCs on the game.
Maybe it is possible to 'start in small', and create some 'evil' statics for those who are not always interested in protecting the villages from goblinoids?

Re: Possiblities for villians?
It comes down to DM time. Is my time better spent DMing one evil PC, or five good PCs? I know I'd generally favour a small group over a lone PC. To maximize your fun, PCs generally need to be able to fit into your average adventuring group.
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Re: Possiblities for villians?
On NWN1 ALFA the Sharran faction (and other evil factions as well) were lucky to have enough player to have dedicated DM time.
You get 8 people to play in your little group and you'll likely have some DM who likes that stuff step up. But even when thy do, there is a good deal of care taken to keep potential CvC events to a minimum. Any time PCs or their closely aligned NPC associates are made as antagonists to other PCs or *their*closely aligned NPCs,CvC is very likely to follow....so DMs try to avoid that direct opposition play.
Get into a faction and go from there. Start your own if you have a compelling idea. Then see where it takes you.
You get 8 people to play in your little group and you'll likely have some DM who likes that stuff step up. But even when thy do, there is a good deal of care taken to keep potential CvC events to a minimum. Any time PCs or their closely aligned NPC associates are made as antagonists to other PCs or *their*closely aligned NPCs,CvC is very likely to follow....so DMs try to avoid that direct opposition play.
Get into a faction and go from there. Start your own if you have a compelling idea. Then see where it takes you.

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Re: Possiblities for villians?
Rorax, if you are wanting to retire Grull and start an evil PC, let me know. Happy to discuss the options with you.
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Re: Possiblities for villians?
Rotku wrote:Rorax, if you are wanting to retire Grull and start an evil PC, let me know. Happy to discuss the options with you.
No, i love Grull and don't want to retire.
But even if it was an option, it would be a little pointless at the moment i think. There seem to be little support and infrastructure ready for such settings now. 'Evil' character would likely just do 90% of things a previous 'good' character did.
Moonsea server existed on NWN1? how did groups like zhentils fit into the game for example?
Re: Possiblities for villians?
Go speak with Vendrin about how his group of Banites fit in. All it takes is a little creative DMing.
And there is nothing wrong with doing half the stuff the good guys do - so long as it's IC to do it. An evil PC might lend a hand here in order to try and get support and further their influence.
And there is nothing wrong with doing half the stuff the good guys do - so long as it's IC to do it. An evil PC might lend a hand here in order to try and get support and further their influence.
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Re: Possiblities for villians?
It is absolutely possible to play evil in ALFA, either open or subtle evil. However it does require more DM attention at present, and a special type of player who understands that evil can be subject to a lot of IC grief.
I agree that more statics that are geared to evil PCs would be nice, and might influence the creation of evil aligned PCs. One way to do this might be to offer an evil "option" when performing the typical "good" quests. For example, a PC is offered the option on a static delivery quest to steal the item to be delivered and succeeds on a successful check of some kind. Or instead of killing the goblin under the bridge, an option opens to extort the goblin in rteturn for its life, then another option to double cross it. You get the idea. Alignment shifts could be built in to the quest "rewards" as well.
I agree that more statics that are geared to evil PCs would be nice, and might influence the creation of evil aligned PCs. One way to do this might be to offer an evil "option" when performing the typical "good" quests. For example, a PC is offered the option on a static delivery quest to steal the item to be delivered and succeeds on a successful check of some kind. Or instead of killing the goblin under the bridge, an option opens to extort the goblin in rteturn for its life, then another option to double cross it. You get the idea. Alignment shifts could be built in to the quest "rewards" as well.