Difference between revisions of "Roleplaying Good"
From UnderlightWiki
(for guides / game manual) |
|||
Line 12: | Line 12: | ||
*https://web.archive.org/web/20060112060258/http://www.underlight.com/Roleplaying__Good_.rp_good.0.html | *https://web.archive.org/web/20060112060258/http://www.underlight.com/Roleplaying__Good_.rp_good.0.html | ||
[[Category: Guides]] | [[Category: Guides]] | ||
[[Category: Game Manual]] | [[Category: Game Manual]] |
Latest revision as of 16:56, 9 May 2019
Playing at Being Good
Playing an essentially "Good" character may seem as easy as opening your eyes, but as with other alignment classifications, there are some points that need to be remembered. They can be as difficult to role-play believably as villainous characters. They don’t necessarily have to be huggy, kissy, warm-fuzzy type of people. What defines a character as being good is how they work to achieve the goals they have established within their role-play.
Example: There are three essentially good characters interacting in a role-play that revolves around rescuing a kidnapping victim.
- The Defender - This character seeks assistance from honorable characters that they have contacted with to deal with the kidnapper. Using all methods within their power that don’t cause internal conflict caused by of issues of conscience, they work to affect the return of the kidnap victim and the bringing to justice of their kidnapper.
- The Interloper - This character seeks out the kidnapper for negotiation, working toward a settlement that will keep both sides in the dispute content and safe. They may be seen at times as acting in their own best interests during this work, as they go back and forth between the kidnapper and those who seek the victim’s return appearing to be working toward the goals of each.
- Dreamer C - This character is prone to rash actions to affect the kidnapping victim’s return. They may gather a small group from among those they trust to seek the kidnapper’s hideout and steal the victim away from them. This type of character has a greater chance of seeing violent conflict from their actions, although they are working for the same results as the previous two dreamers.