Future RP Ideas

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Re: Future RP Ideas

Post by Rook »

If I join WOD, I'm going to be an Elvis impersonator. Because Elvis rocks.
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Re: Future RP Ideas

Post by Kerr »

I've been thinking about putting some basic brief (by that I mean like 1 or 2 paragraphs) information about Ireland and Dublin in the OP. You don't have to read it but some people might find it useful. Have basic things like names of political parties, who the leaders of the country are, really brief history, certain terms that are used in Ireland that are different from the terms used in different parts of the world (like calling our Prime Minister "Taoiseach" and our police force "Garda Síochána ") Nobody in Ireland would call Enda Kenny the Prime Minister, but people outside it likely wouldn't refer to him as the Taoiseach. Then have a map of Ireland and of Dublin itself. I'm wondering if people would be interested in some information like that or not.
So we have come to solve every squabble in the village personally?
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Re: Future RP Ideas

Post by The SheoDovah »

I would, Kerr. :) Probably send you the character once a rough post is up in here.
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Re: Future RP Ideas

Post by All hail! »

The information about Dublin would be nice, I don't know much about it :oops:
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Re: Future RP Ideas

Post by Ripcage »

I'd like to officially announce the remake of the first RP I ever joined, The Soulless Collection. A small number of you already know of the remake and a few details on it. However, there are a few things I'll mention here that I may not have said before.
  • Nearly everything is being changed in some way. This isn't just a simple remake, I will be recreating the world in my own way. I have been given a lot of freedom by The Shadow One to change things as I see fit. These changes include, but are not limited to the following:
    • New Deities!
    • New Magic Types!
    • New Factions!
    • A New Map of Iandrye!
    • And New Locations!
  • The remake will feature an entirely new plot line spilt up in three parts. Not to spoil anything, but I may mix a bit of the old with the new to create a more intriguing story. So keep your eyes out for these things during the course of the RP.
  • An achievement system will also be implemented. The system is designed to give small perks to those who are eligible for the achievement, these perks can range from extra gold to an extra magic slot. RPs that the new TSC will have achievements for are:
    • The Soulless Collection, TSO's version.
    • Rectify, a PM RP. Currently on hold as well. SORRY GUYS I'LL GET TO IT... Later.
    I can add your RP to the list if you'd like, simply PM me and I'll tack your RP on!
  • And MORE!**
I hope to meet some new faces as a DM! If you'd like to reserve a spot on the character roster, PM me and I'll send you a character sheet. So far I have three confirmed players.
**Let it be known that I, Ripcage, make no promises.
Last edited by Ripcage on Sat Feb 08, 2014 12:05 am, edited 1 time in total.
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Re: Future RP Ideas

Post by The SheoDovah »

The achievement system could feel a bit out of place if X suddenly got X amount of coins. I'm not a fan of achievements/trophies in general so probably end up ignoring it. :-/ But as i've said many times under the threat of being kidnapped and tortured by Shadow, i am looking forward to it. :-)
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Re: Future RP Ideas

Post by Ripcage »

Thelastdovah wrote:The achievement system could feel a bit out of place if X suddenly got X amount of coins. I'm not a fan of achievements/trophies in general so probably end up ignoring it. :-/ But as i've said many times under the threat of being kidnapped and tortured by Shadow, i am looking forward to it. :-)
I figured someone would say something along those lines. These achievements are earned through joining and finishing the RP.
For right now I'm planning on having these perks change the limits set on character creation. For example, the current limit for magic types is four, however someone that is eligible for the Rectify achievement may have up to five. Achievements you earn during the course of the game won't actually give you any perks until the next RP I DM. As I told Justice last night, this is sort of a test run of the system just to see how well it is received and how well it actually works.
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Re: Future RP Ideas

Post by VirtualWeasel »

Ripcage wrote:An achievement system will also be implemented, a feature never before seen on the UESPF RP sub forum.* The system is designed to give small perks to those who are eligible for the achievement, these perks can range from extra gold to an extra magic slot. RPs that the new TSC will have achievements for are:
Achievements have been used many, many times in the past, especially back when Kerr's Fallout-based RP mechanics were being ripped off of his RPs used.
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Re: Future RP Ideas

Post by Ripcage »

VirtualWeasel wrote:
Ripcage wrote:An achievement system will also be implemented, a feature never before seen on the UESPF RP sub forum.* The system is designed to give small perks to those who are eligible for the achievement, these perks can range from extra gold to an extra magic slot. RPs that the new TSC will have achievements for are:
Achievements have been used many, many times in the past, especially back when Kerr's Fallout-based RP mechanics were being ripped off of his RPs used.
Edited the post. :wat: Ought to go see how it was used in his RP.
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Re: Future RP Ideas

Post by The SheoDovah »

Out of curiosity, will World of Darkness be up a fortnight after S&S has finished? Just curious as i have a few ideas for my character and probably do what i did for S&S by sending it to you when the rough version is up in here, Kerr.

After Gladiator is finished and if it's a success, i may start work on the demigod RP. Depends on how much experience i get with Gladiator although i can see myself sticking to TES for a few RPs.
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Re: Future RP Ideas

Post by Kerr »

It'll be up when it's ready. It should be some time in February or March. Might be March, I have numerous assignments for college in the next few weeks and a 2 week mid-term break in mid March. Then Fallout will be up some time after WOD ends.

I used traits like traits from Fallout. They were optional, players could pick 0, 1 or 2. They let people put greater specialisation into their character if they so wished. All traits have something good about them and something bad about them which is something I like as opposed to only having good things (in which case they aren't traits, they are perks. There is no reason not to take them, the only question is which one you want. God help you if you lump traits and perks in together in character creation, why wouldn't you pick perks over traits?) or picking advantages and disadvantages separately which will result in people taking disadvantages that aren't really disadvantages. Here are a couple of examples of traits to give you a better idea of what they are:
Good Natured:
You try to help others instead of harm them. You are better at Speech, Barter, Repair, Science, Doctor and First Aid. However you are very poor in combat.
Brawler:
Who needs a gun? You are better using Melee Weapons or fighting Unarmed. However you are poor with ranged weapons.
I'm thinking about using CASPIE in WOD without the skills or traits, so kind of like what is happening in Rise of The Living Dead but there would be other things like disciplines (vampiric powers) in character creation. A problem however is having CASPIE that doesn't make sense with your character which would include min-maxing. I'll use Intelligence as the example here. Your Intelligence is somewhere between 1 and 10.

1 Very Bad
2 Bad
3 Poor
4 Fair
5 Average
6 Good
7 Very Good
8 Great
9 Excellent
10 Heroic

At 1 you would be one of the stupidest people in the world and 10 one of the most intelligent. The majority of people would have all their CASPIE stats between 3 and 8 inclusive. You would need a good reason to have 2 or 9. Basically nobody should have 1 or 10, I kind of want to say you have to have between 2 and 9. Using intelligence as the example once again, at 1 or 2 you would be mentally deficient, in Fallout if your intelligence is that low you can barely form sentences.
So we have come to solve every squabble in the village personally?
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Re: Future RP Ideas

Post by Rook »

So I was just sitting around when this popped into my head. What do you guys think?

Boethiah's Reaping:
Hidden:
Disclaimer: Mature content will most likely abound.

Plot:
It has been one year since the Oblivion Crisis, and you and many others have been drawn to the shrine of Boethiah, and were subsequently sucked through a portal. You have arrived in the Realm of Boethiah: a place of storm filled skies, volcanic rock, and seas of searing lava. Suddenly, a voice booms down from the heavens.

"It has been long since I have hosted mortals in my realm... I am Boethiah, a Daedric Prince. You have all been brought here to fight for the grand prize of my favor and Goldbrand, a powerful blade. This... competition, of sorts, is called "The Reaping", and the rules are simple:
Spoiler:
1. You have all been supplied with unenchanted leather armor, iron armor, or a robe. All weapons are unenchanted and of iron, steel or silver quality.
2. You may not leave my realm until you are the last one standing. Furthermore, if you die, your soul is mine for the keeping and using.
3. You may form alliances, but expect a knife in the back as soon as you've outlived your usefulness.
4. I may gift those who have earned my favor with upgraded weapons or armor, which can be enchanted. The highest quality items can only be earned if you've impressed me or are willing to pay the price....
5. You may loot the corpses of your opponents. However, the armor and weapons are likely to be damaged, and will need to be brought to a shrine to reach maximum effectiveness.
6. To kill in a Shrine is to be punished severely.

You fall unconscious, but awake in a mockery of a town. You lie under a large statue of Boethiah and are surrounded by several others (PCs).

Your move, Initiate.

Important Places:
Spoiler:
Shrines: The Shrines are safe havens in the Realm. Here you may rest, supply yourself and trade. Transactions are handled by Soul Points, which are explained in the next section.

Snake Tunnels:The Snake Tunnels are dark, winding passageways which are very easy to get lost in and are filled with monsters. One passage might lead to a dead end. Another might contain a powerful foe. And yet another may lead to the exit and the treasure outside...

Twisted Towers:Twisted Towers are large, curving towers populated by large amounts of monsters. At the top of the tower is a Champion, an extremely powerful opponent of any race. If you manage to defeat all the foes in a Twisted Tower, you own it and are gifted 1000 soul points. This tower now turns into a Shrine with lower prices, but killings are still permitted. Successfully defending a tower against attackers earns 300 soul points.

Arenas:Woe befall the unwary competitor who stumbles into an Arena. Here, one person must fight powerful creatures in one-on-one combat. If you lose the fight, both your soul and the soul of one of your companions are forfeit. However, if you manage to win, you will gain improved gear and 5000 soul points.
Soul Points:
Soul Points are the currency of Boethiah's realm. You gain SPs by completing such tasks as killing an opponent (100-1000 points, depending on rank), capturing towers (1000 points), or winning an Arena match (5000 points). SPs are used to buy supplies and services such as healing and repair. If you kill a PC competitor, you gain half of his soul points.

Ranks:
Ranks are awarded upon reaching a certain amount of kills (includes monsters):
Spoiler:
Initiate: 0-5 kills (Worth 100 SPs)
Scythe: 6-10 kills (Worth 150 SPs)
Executioner: 11-20 kills (Worth 200 SPs)
Blood Reveler: 21-30 kills (Worth 400 SPs)
Red Templar: 31-40 kills (Worth 600 SPs)
Reaper: 41-50 kills (Worth 800 SPs)
Daedric Lord: 51-Beyond kills (Worth 1000 SPs)
Boethiah's Chosen: Won competition.


Character Sheet:
Basic races only (Altmer, Imperial, etc). Three skills permitted, one major and two minor. If you have no weapon skill (Blade, Blunt, Hand-to-Hand), you will be provided with a club, a rusty dagger, and 10 iron throwing knives (weakest weapons).

Please detail which game you want the armor or weapon from. Also, if you have magic as a skill, choose what you want to specialize in, as this will determine your starting spells. For example, Destruction (Fire, Frost or Shock) or Alteration (Levitate, Feather, etc).

If you select Marksman as a major skill, state what weapon you want (Bow, Throwing Knives, Throwing Stars, etc).

All weapons, armor and spells from Morrowind and onward can be found or learned. All racial abilities have similar effects to those in Oblivion. However, the Dunmer and Khajiit get two racial powers, in addition to their regular traits:

Dunmer: Ancestor Guardian (See MW:Sanctuary) and Ancestor Guardian (Summons ghost).

Khajiit: Eye of Night (Night Eye) and Eye of Fear (Demoralize)


In addition, Argonians receive the Histkin power and their water breathing is passive.
Spoiler:

Code: Select all

[b]Name:[/b]
[b]Race: [/b]
[b]Age: [/b]
[b]Appearance: [/b]
[b]Backstory: [/b]
[b]Personality: [/b]
[b]Miscellaneous Items:[/b]
[b]Skills:[/b]
[b]Armor Type:[/b] 


Mechanics:
You are free to explore the realm at your leisure. The primary objective, however, is to kill the other competitors. Once all others are dead, the sole survivor wins and the game ends.

Outcomes of battle will be decided by a dice roll or by myself. Equal amounts of SPs will be given to all members of the party, and ownership of loot will be decided by Boethiah (Myself).

Greater Powers (Histkin, Adrenaline Rush, etc) can only be used once. To be able to use it again, you must pray at a statue of Boethiah, which can be found in Shrines or scattered across the Realm.

Rules:
Spoiler:
1. Follow the rules of the tournament.
2. You are only allowed one character. No replacements, no exceptions.
3. Don't be a [censored].
4. I am Boethiah, my word is law.
5. Have fun being torn apart by my minions and your fellow beings.
6. Try not to be an uber warrior of badassery. Being Joe Schmoe the potato farmer or somewhere in between would be preferred. (Just kidding, don't be Joe Schmoe, he sucks)
7. I reserve the right to deny your sheet or kick you at any time.
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Re: Future RP Ideas

Post by Unionhack »

Knight Captain Kerr wrote:*snip*

Looking lovely as is the norm with your systems, Kerr. Can't wait!

I mean, I CAN wait for S&S to be over because I'm gonna miss it lots, but MAN do I have some ideas in my head.
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Re: Future RP Ideas

Post by The SheoDovah »

Desert Island(Placeholder name)

You were enjoying your vacation on a cruiseliner and everything was going well untill one fateful evening. You foolishly ignored the warnings to stay off the top deck and got caught by a rogue wave. You were washed overboard and tried to stay above the water but the rough seas did not give up. Now, you have just washed ashore a remote island. Will you survive or slowly die?

Character Sheet:

Name:
Age:
Sex:
Apperance:
Clothes:
Items: What you were carrying at the time.
Background:
Other: Skills, personality etc..

Rules:
No godmodding
No mary sues
No super soldiers. You're just an normal person.
I decide the outcome etc..

IF enough people are interested, i'll get it ready as it's really simple, in theory and i would just have to reveal the thing throughout the RP.
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Re: Future RP Ideas

Post by Hissien »

Am I the only one who thinks the creation of new RPs need to slow down a little?...
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Re: Future RP Ideas

Post by Unionhack »

I'm kinda on the fence. So many ideas are being thrown around but nothing is being actually created.
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Re: Future RP Ideas

Post by VirtualWeasel »

Hissien wrote:Am I the only one who thinks the creation of new RPs need to slow down a little?...
I liked it back when there was a limit, and everyone had to wait their turn to shove an RP down people's throats.
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Re: Future RP Ideas

Post by The SheoDovah »

For the desert island RP, I'll blatantly steal Musicman's hunger system and implent a tempurature system. The colder or hotter you get, you will have some side effects. There will be a thirst system. As for the island itself, It'll remain a mystery and slowly get revealed as the RP goes on depending on how you explore it. If there's enough interest for it, i'll get it up by March and run it at the same time as Gladiator as it's very simple. So, who would be up for it?
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Re: Future RP Ideas

Post by Hissien »

Not my cup of tea. I'm sure you'll find some players though
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Re: Future RP Ideas

Post by SLV_Gamer »

Sorry for throwing another idea out when there are so many out already, but I plan on following through with this. It is set in an area and time similar to DnD. I will use a 20 sided die to do the outcome of certain events. I will not give much of the story away as I wish for the story to be revealed as you go along. This is my first RP so I'll be a bit new, but I think I'll do good.

Plot:
Spoiler:
You awake suddenly panting and sweating. You see the stone roof and feel the stone bed. You know what the inside of a tomb is like. Someone probably mistook you for dead when you got knocked unconscious when... Hmm, that's strange, you can't seem to remember anything about who you were, save for your first name and the blurred faces of your loved ones. You wonder why this is happening to you when you realize that others have woken up too. You all group together and introduce each other. There has to be a way out of this locked tomb


Character Sheet:

Name: up to you
Race:
Spoiler:
Argonian:

+5% to defense when wearing a full set of light armor, +3 to sneak rolls, +3 to pickpocket rolls, +5% more health received from potions and spells, your spells heal 5% more to friends, and +5 to lock pick rolls, spells cost 5% less

Breton:
+3 to persuasion rolls(includes intimidation), +3 to alchemy rolls and 5% more potent potions of your own creation, spells cost 8% less, your spells heal 5% more health to other players, and +5% more health gained from potions and spells.
Dark Elf:
+5% more defense when wearing a full set of light armor, +3 to sneak rolls, +3 to alchemy rolls and 5% more potent potions of your creation, spells cost 8% less, enemies take 5% more damage from spells.
High Elf:
Spells cost 12% less, enemies take 5% more damage from spells, you gain 5% more health from spells and potions and your spells deal 5% more health, +3 to enchanting rolls, and 5% more potent enchants.
Imperial:
+5% to defense when wearing a full set of heavy armor, permanent +5% to defense, +5% damage dealt by one handed weapons, +5% damage dealt by spells, +10% health healed by spells and potions, +3 to enchanting rolls, +5% more potent enchants, and spells cost 6% less.
Khajiit:
+5% damage with one-handed weapons, +5% damage and accuracy with bows, +5 to sneak rolls, +3 to lockpicking rolls, +3 to pickpocket rolls, +3 to alchemy rolls, and your potions/poisons are 5% more potent.
Nord:

Orc:

Redguard:

Wood Elf:

Note: Race bonuses stack with class bonuses.

Class: barbarian, bard, cleric, druid, druid, hunter, Knight, mage, necromancer, paladin, rogue, shaman, warrior
Alignment : good, neutral, bad

Please note that I'm not done with this I'm still working stuff out. Expect updates.

18/2/14 21:20 mountain Time - initial post
18/2/14 22:03 mountain Time - added races, but not anything to go with them, I will in the morning.
19/2/14 7:23. Mountain Time - remove forced alignment on the 4 classes it was on.
20/2/14 16:51 Mountain Time - added skill increases to 4 races. More later.
21/2/14 17:08 Mountain Time - completed Imperial and Khajiit races.
Last edited by SLV_Gamer on Sat Feb 22, 2014 12:08 am, edited 6 times in total.
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Re: Future RP Ideas

Post by Unionhack »

Fair word of warning, people don't usually take kindly to being restricted in alignment choices. That's a fundamental character choice that should be left to the player. There's no reason we can't have an evil cleric or a necromancer who uses the dark art to combat evil.
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Re: Future RP Ideas

Post by SLV_Gamer »

I think of it as Roleplay that a paladin (warrior of light) shouldn't have a dark personality, or a cleric (basically a priest devoted to banishing demons) would walk with the demons. As for necromancer and barbarians, we'll barbarians should be fairly obvious why he isn't helping people out of the kind of his heart and I consider necromancy to be an evil act. I do take any suggestions into thought, so if you were to give a good enough reason for them to be good or bad I will change it.
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Re: Future RP Ideas

Post by Kerr »

Dark is not evil and light is not good nor vice versa or any combination of the two. Light can be good or bad, dark can be good or bad.

Objective morality in general is a terrible idea and something you should never, ever have in an RPG. Have people decide what to do and have consequences for their choices but some outside force shouldn't dictate what is good and what is evil. Different people will have different views on what is right. A king might think chopping down the forest for wood to warm his people is good, the elves that live there might see it as evil and don't want their sacred trees destroyed. You might think killing a dangerous dragon the lives in this cave is the right thing to do when you find out it was just protecting its young. Having an outside force say what is good and evil removes the entire point of having a moral delima. People generally don't self identify for evil, if they do they are probably insane. Characters shouldn't do things just because they are "evil". They'll do things in their own self interest but probably not because it is the most evil thing you can do. You can have your own views on what is right and that is great, I do and often think my players are doing the morally wrong thing. But that doesn't mean your views will match the players. You might think the players should take the main villain to jail because it is the 'good' thing to do, the players might see killing him as the right thing to do because he burned their home to the ground, it stops him from escaping and makes sure he can't do something like this again. Necromancy is dark, but it isn't evil. At the same token, light isn't good. Just because someone heals people doesn't mean they are a good person, they might just do it so people like them and allow them to exploit them. A necromancer can use the dead to fight bandits and save the entire town. Also saying someone is inherently good just for being religious is, questionable. Even looking at D&D allignments you can have Lawful Good Villains. The Paladin who takes things too far, he executes thieves for breaking the law because he sees that as the right thing to do. You could even look at the age old question, is it wrong to steal to feed your starving family? Finally there is no reason you can't have two groups of good people fighting each other for perfectly legitimate reasons. Morality usually isn't as simple as black and white, right and wrong. That is what makes it so interesting.

Using the Elder Scrolls as an example, Daedra are dark sure and lots of them are evil but that doesn't mean they all are. Azura cares about her followers and Sanguine just loves to have a good time. On the other hand we have Aedra who could be considered light. Dragons are lesser Aedra. Not all Dragons are good but at the same time not all of them are bad.

Hell I'm planning on running World of Darkness and Vampires are really a great example of this. Vampires are pretty dark, they often violate people and drink their blood to fuel their own powers but that doesn't mean they are evil.
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Re: Future RP Ideas

Post by Witchery »

Knight Captain Kerr wrote:Dark is not evil and light is not good nor vice versa or any combination of the two. Light can be good or bad, dark can be good or bad.

Objective morality in general is a terrible idea and something you should never, ever have in an RPG. Have people decide what to do and have consequences for their choices but some outside force shouldn't dictate what is good and what is evil. Different people will have different views on what is right. A king might think chopping down the forest for wood to warm his people is good, the elves that live there might see it as evil and don't want their sacred trees destroyed. You might think killing a dangerous dragon the lives in this cave is the right thing to do when you find out it was just protecting its young. Having an outside force say what is good and evil removes the entire point of having a moral delima. People generally don't self identify for evil, if they do they are probably insane. Characters shouldn't do things just because they are "evil". They'll do things in their own self interest but probably not because it is the most evil thing you can do. You can have your own views on what is right and that is great, I do and often think my players are doing the morally wrong thing. But that doesn't mean your views will match the players. You might think the players should take the main villain to jail because it is the 'good' thing to do, the players might see killing him as the right thing to do because he burned their home to the ground, it stops him from escaping and makes sure he can't do something like this again. Necromancy is dark, but it isn't evil. At the same token, light isn't good. Just because someone heals people doesn't mean they are a good person, they might just do it so people like them and allow them to exploit them. A necromancer can use the dead to fight bandits and save the entire town. Also saying someone is inherently good just for being religious is, questionable. Even looking at D&D allignments you can have Lawful Good Villains. The Paladin who takes things too far, he executes thieves for breaking the law because he sees that as the right thing to do. You could even look at the age old question, is it wrong to steal to feed your starving family? Finally there is no reason you can't have two groups of good people fighting each other for perfectly legitimate reasons. Morality usually isn't as simple as black and white, right and wrong. That is what makes it so interesting.

Using the Elder Scrolls as an example, Daedra are dark sure and lots of them are evil but that doesn't mean they all are. Azura cares about her followers and Sanguine just loves to have a good time. On the other hand we have Aedra who could be considered light. Dragons are lesser Aedra. Not all Dragons are good but at the same time not all of them are bad.

Hell I'm planning on running World of Darkness and Vampires are really a great example of this. Vampires are pretty dark, they often violate people and drink their blood to fuel their own powers but that doesn't mean they are evil.
I've gotta say I generally disagree with the idea that objective morality is a "terrible" idea, and while it seems like you're just giving advice, you've got to respect their decision to have that option and not tell them that their ideas are terrible.

In my opinion, objective morality should only apply to actions and their consequences, and not the characters themselves. Someone who is considered Lawful Good can act out of selfishness or disregard the law in any given circumstance, and someone who is Neutral Evil could do something selfless. That's the only problem I have with it; a three dimensional character should deviate from their assigned archetype every now and then. However, I disagree with your notion that "light can be good and bad and dark can be good and bad" -- perhaps it is only a semantics thing, as I would be more inclined to agree with "light is not inherently good and dark is not inherently bad." 'Light' is generally considered to be aligned with moral goodness and 'dark' is generally considered to be the opposite . . so, evil. I understand that you're saying morality is a pretty complex topic, but I can't subscribe to the view that morality is determined by each individual character. Certainly a character may be more open to doing something considered immoral and then claim they're doing the right thing, for example, but that doesn't change the fact that it is wrong.

When we're considering D&D alignments you have to understand that "Good" and "Evil" labels decide whether the character themselves is considered a "Hero" or "Villain." Saying that a Lawful Good Paladin can be a Villain is incorrect, as being "Good" means the character generally acts of out benevolence and selflessness. Yes, certainly a Paladin can take things to far and be a villain -- but that would change his morality, perhaps to Lawful Evil. Note that I'm not saying a Lawful Good Paladin cannot make mistakes or act out of selfishness -- it's just that he, generally, is a heroic character.

As for your Elder Scrolls example, I've just got to nitpick and say Sanguine was probably not the best example to use to support your claim -- the god of debauchery and hedonistic revelry is not morally complex, imo -- his sphere is all about selfishness which would traditionally align him with the "Evil" sphere. He is the enemy of the Benevolence of Mara, which is considered a force of "Good" in the Elder Scrolls universe -- the goddess of love and compassion whose followers seek to "unite all creatures as brethren" and are intolerant of only those who hate. Azura was an alright example but even she has many evil deeds to her name, and she tends to "care" (kind of possessively) only about those who devote themselves to her greatness. The Aedric gods are, in an objective sense, the "Good" deities of the Elder Scrolls universe and the Daedra are still the "Evil" ones. There are exceptions to every rule, but in general, it still holds up.

Vampires violating others and drinking their blood is pretty evil. Certainly these creatures can perform acts of good, but being Good when their very existence dictates they act out of self-preservation and harm others regularly is impossible.

Just my input. :P
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Re: Future RP Ideas

Post by Kerr »

"light is not inherently good and dark is not inherently bad." Yes, this probably would have been a better way to word it.

I suppose a problem is the very question of is there such a thing as objective morality or not. Many people do believe in it and it is an important part of a number of religions, Christianity for example. So while I don't think there is objective morality other people do. It isn't an argument I want to get into right now (and one I probably wouldn't be allowed get into) but I understand not everyone agrees with me and that's fine.

A problem is that a choice between good and evil is no choice at all. When it is hard to tell what is good or what is the least bad I find it makes things interesting. You have to question what the right thing to do is. A lot of times in games people will just do something because it gives them good karma or it gives them paragon points rather than actually thinking about what is the right thing to do. I find that cheapens the experience.
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