Home › Forums › Roleplay Discussion › Bad Guy/Good Guy ratio in DE–What’s wrong here?
This topic contains 36 replies, has 11 voices, and was last updated by warumono-mode 12 years, 2 months ago.
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AnonymoussaidI know part of this has been addressed in the 'bringing crime back to DE' thread, but I thought this topic could use further examination and discussion. It appears to me that the bad guy/victim ratio is woefully unbalanced on the sim. Of course in real life this would be preferred, but since we all want conflict in some form or another there appear to be either too many good/neutral guys to bad guys or too many barriers to let the bad guys thrive. This all strikes me as that age old problem of being 'It'. In school nobody wanted to be 'It'. He was usually alone and everyone ran away from him. And even though we have people on sim who want to be 'It,' so to speak, their numbers seem to be far less than non-its, making it difficult for them to pull off crimes unless they have a support network behind them. I run a lot of characters on the sim. Some good, some bad. But the most liberating characters for me to play by far have to be the disposable ones. I don't have to think too deeply about these characters, neither do I have to spend any dough in making them. They have motivations to either kill, destroy, burn to the ground, whatever, not to find love or happiness or even character developement. And if they die, they die. I get the pleasure of running amok and making lives miserable for a moment, while my opponent gets the rare opportunity to kill someone and show off their badassness. I'm not proposing my way of rp as a solution, just thinking up stuff off the top of my head. By all means, feel free to tear down each of my arguments. |
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