On Antagonism

Started by AnteaterAshley, May 29, 2024, 03:37 AM

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AnteaterAshley

Antagonists, especially while we have been dealing with the Cossacks, are an extremely polarizing issue. However, the general census is that Antagonist groups are bad. I disagree. I feel as though Antagonist groups can be fun, engaging, and even critical to driving the plot of Faru. However, this question looms after our toxic bashes with the Cossacks —

How do we regulate Antagonism?

I believe that Antagonists should be conscious and aware of their defeat as a foundational part of their roleplay. They should not go into the rp expecting to radically and permanently alter the entire course and function of the server. Like the rules dictate, You are not the main character.
With our experience on in4ru though, it is difficult to imagine a balanced antagonist group that is just there to have fun while trying to maintain the health and wellbeing of the server. To this end, I introduce the newer players to Infaru III, more specifically, the Pirates o' Anguille.

For those out of the loop, Infaru III took place in a fictional spice colony in the age of exploration. The vast majority of people were Aréolan (The IC equivalent of French) Colonists. However, on this server rendition, I was an antagonist. Captain Flameheart, Scourge of the High Seas, the Enemy of the Aréolan Navy and the Pillager of Profits. However, where I believe modern antagonist groups could learn, is in my balance of roleplay and genuine server health. I initially started as a crew of myself and two or three other pirates. However, after the first battle, it became immediately apparent that the balance of the server was LUDICROUSLY tipped in our favor. As a result, we fractured our forces, and before long, I alone was the only Pirate. I did my best to regulate. I lost most engagements. Won a handful. I intentionally nerfed myself by avoiding the super gamey mechanics. I wanted the other side to win. The fun wasn't some fictional "Ultimate Victory" that is never going to happen. The fun is the larp itself, not what comes of it.

Therefore, I think that Antagonists should be allowed, on the condition that they are aware of the fact that they are a temporary event. They need to be absolutely clear that they are not an overwhelming force. They are not to permanently and radically change the nature of the server. To this end, I also believe that the staff should enforce that, should antagonists get carried away or go back on their word.

Cheers to all, thank you for reading <3

Froge

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Renarchat

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