FredrikSvanberg

2010 Player's Choice Best Villainous Arc
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  1. Sure. But first they must fix so we can have bosses spawn solo again, like they used to. Setting the surrounding enemies to "empty" doesn't work anymore.
  2. I think it would have been much better if you had set the arc in the CoX-verse. You could have had it be about people who don't like the idea of using Rikti technology to save lives by teleporting people to hospitals where they are instantly regenerated and in some cases even brought back to life - all thanks to the so called "Universe Health Care" stolen from the alien invaders. (Yes, everyone knows Rikti are aliens. From space. Shush.) And instead of having [spoiler] risen from the dead to show up at the end you could have the mastermind behind the plot be some kind of nasty evil alien Rikti.
  3. FredrikSvanberg

    MA Temp Powers

    Yes please. If my "Striga for Villains" arc is supposed to be really genuine I need to be able to hand out Holy Shotguns and Werewolf Whistles and Wedding Bands.
  4. A Clockwork Romance
    Arc ID: 344816
    Level: 15-20
    Keywords: Solo, Canon Related, Romance
    Description: The Clockwork King will stop at nothing to be with his beloved Penelope Yin. Where do you draw the line?


    This arc was written at great speed to be submitted to Dr. Aeon's challenge: 'write an arc where a hero is forced to do evil for the greater good'. I think I managed to accomplish that goal without crossing any borders of taste or stupidity. Hopefully the simple story isn't too bad either. Comments are welcome even if the arc is marked "final".
  5. I'm just about finishing up mine.
  6. Quote:
    Originally Posted by MrCaptainMan View Post
    I think it gets even more morally interesting if we say that the child is the hero's son.
    I'm not sure if it changes the morality of the situation or action but it certainly adds a whole other emotional dimension to it.

    Quote:
    I'm partly in agreement with you in that since there's almost always going to be a greater good, the other option might be justifiable. Or that might just be a cop-out.
    Perhaps. The challenge as described did consist of writing an arc where a hero "must do evil for the 'greater good'"(emphasis mine). If that's a cop-out then at least it's one that all the arcs will be stuck with.
  7. Quote:
    Originally Posted by MrCaptainMan View Post
    It depends on wether you subscribe to 'the ends justify the means'.
    Yes, of course. I said that I have a problem because of my point of view, which is very close to - if not entirely - utilitarian. Granted, I might not personally be able to kill a child to save a hundred lives, so I might not be able to live up to the tenets of this philosophy. I've never been in a situation where I've been required to kill anyone so I don't know if I would be able to do it. A hero on the other hand is someone who, in my opinion, is supposed to be able to make these difficult decisions. What all this means is that in this situation I find it hard to consider the act of killing the child as an evil act since it in fact saves a hundred lives.

    In reality I would probably not be able to kill the child and would just stand around, possibly pleading with the guy on the other end of the camera to not press a button but in this game I can play a hero who actually makes these choices and takes the responsibility for his actions and kills the child after ruling out all other solutions as impossible. And I couldn't say that he has been forced to commit an evil act, according to my utilitarian philosophy.

    Naturally this is probably beyond the scope of the challenge and certainly outside the morality presented by the game in general (although I can't readily say what that morality is supposed to be). I don't really think we need to spend more time talking about it here - except for the purpose of entertainment of course.
  8. Effort should be made to make such costume pieces useable by player models, since they are so cool.
  9. Quote:
    Originally Posted by Aliana Blue View Post
    Your character doesn't need to carry the idiot ball for this to happen, just your contact be a bit of a jackass (or, rather, more of a jackass than you thought he'd be). Feel free to write the return-dialog for either choice as the player character being pissed off, because regardless of the outcome, bad things happen.
    I didn't say that there was NO way to write this, just that there is almost always other solutions, and being forced to take one of the evil ones just for the sake of the story is bad. It's surely a bit of extra challenge to make this (bad) choice seem to be the only possible option.

    In your specific case I don't know who these prisoners are or who is threatening to execute them. If they are soldiers captured during a mission, the threat of dying is part of their job and they have accepted that when they signed up. Kidnapping and threatening children to protect their lives is not even on a long list of things I'd try first.
  10. Like I said, I could probably fake it and use D&D morality or something but it seems too easy.

    Also that's an example I wouldn't use in this challenge.

    "Oh the baby would grow up to be worse than Hitler, really, I swear! Sister Psyche told me so!"

    We're supposed to just take that for granted? How will we ever know that this was ever true, and how can we be sure there wasn't another solution?

    "Oh well that's good then, have your baby-killing badge hero! Look, it says 'For killing future Hitler' on it so it's alright."

    I don't think so. Time-travel and precognition are cheating. In this kind of scenario, even more so.


    Oh yeah, that's another problem: "The crux here is that hero is forced to do an action that is bad." There is almost always another solution, the very least being not to take any action at all.
  11. I have a problem with this contest. See, from my point of view, if your actions have a good result, i.e. cause mostly good for the greatest amount of people, then it was a good action. How can I make an arc where a hero must perform an evil act if that act causes the greatest good? Yes, I can probably fake it. It's just hard for me to think of anything which will fulfill those criteria.
  12. I would be proud to call myself a tyrant if I had ripped the position from the undeserving and taken it for myself by my own power.
  13. A tyrant is not necessarily evil.
    In classical politics, a tyrant is one who has taken power by their own means as opposed to hereditary or constitutional power. This mode of rule is referred to as tyranny.
    The word derives from Latin tyrannus, meaning "illegitimate ruler", and this in turn from the Greek τύραννος, týrannos, meaning "sovereign, master",[1] although the latter was not pejorative and applicable to both good and bad leaders alike.


    -- Wikipedia, of course

  14. Quote:
    Originally Posted by GrinningSpade View Post
    But the debriefing was a bit of a downer. No word about what the secret is. Of course, a grunt like me do not have the need to know. But still, after all the hoopla, the Luddites wanting to destroy it, him wanting that recipe for more control over Arachnos, I would have expecting more.
    I wasn't entirely pleased with the end debriefing either but that's Marshal Brass for you.

    Quote:
    All in all, I really liked this one. Excellent work.
    Thanks! Glad you liked it.
  15. FredrikSvanberg

    Plots and Plans

    I've always wanted to be able to craft my own missions. No, not the MA. This would be more like getting a rumor in the form of a recipe and then I would have to find clues in the form of salvage. Once I've gathered all the clues I needed I would confirm the rumor in the supergroup computer, or at the library. Once confirmed I would now have a new mission and if I complete the mission I get a special reward which was mentioned in the recipe. A unique enhancement or a temporary power or a special inspiration or whatever. Something that would make the gathering of rumors and clues worthwhile, at least.

    Example: You fight Hellions and hear a rumor about a ritual that is about to happen. The Hellions are going to sacrifice their girlfriends to an evil entity mentioned in an old tome they found. You gather clues by fighting more Hellions: one drops a Where, one drops a When and one drops a Why. You go back to base and feed the computer with your findings, and out comes a mission. You complete the mission and get a Tome inspiration which grants 1 hour of double xp earning.

    Ideally the clues should affect the mission so that a Where clue should determine the map type, a When clue could cause the mission to be timed and a Why clue would determine whether it's a defeat-all, defeat the boss, click a glowie, escort a hostage or something else.
  16. Quote:
    Originally Posted by Eva Destruction View Post
    The Tangled Weave
    ID # 338575

    What you have here is a great framework for an alternate VEAT arc. Now just thread an actual "how I decided to stop doing everything Arachnos says and think for myself" story through it all, and you'll have yourself an arc.

    Thanks for your review. The arc was even more of a "just a bunch of stuff that happened" before, when I tried to emulate the original Kalinda content further by not having any kind of connection between the missions at all. They were just illustrations of typical Arachnos activities. At least now there's a connection between the 1st and 4th mission (Lady Darkdoom failed to catch Operative Burch - suspicious!), and between the 3rd and 5th mission. The snakes were just thrown in because it wouldn't be a lowbie villain arc without them. And just to be different I use them as temporary allies.

    I'm sorry that you expected an arc where you learn to think for yourself and break free from Arachnos. In my opinion that was the first mistake of the original VEAT arcs; assuming that we would want to become Destined Ones ourselves, and this soon in our careers. Naturally, the way the game works, we will have to somehow become involved in that story in order for the higher level content to work, but at this level I think it's fine to just follow orders. Not to mention that the high-level VEAT arcs make the low level arcs completely pointless; at a certain point we basically nullify and cancel out all the changes we made up to that point and end up back at some sort of status quo which doesn't make much sense.

    I consider this arc to be an introduction to Arachnos. We're sent to take care of some things which tie into content we might already have seen from "the other side" so to speak. It's supposed to be about how Arachnos actually guides and controls everything even when they appear on the surface to be a bumbling giant of an organisation where one hand doesn't know what the other is doing behind its back. That impression of Arachnos is what at least turned me off when I started playing villains, so in order to make VEATs feel less like morons for joining the losing side I tried to make the Arachnos army appear like they at least have a clue of what's going on.
  17. They couldn't find other battles with names that could be applied to roads or streets, perhaps?
  18. After you left we tried an arc which was called, if my memory doesn't fail me, "Iron Brood: The Proving Grounds". It seemed like it was some sort of SG arc, possibly used for hazing new members or at least sorely testing their patience. It was described as a VEAT arc, which is cool.

    We all pretended to be loyal soldiers of Arachnos and started beating up Luddites on the Cap au Diable map with great gusto. The first map seemed promising with an interesting potential plot hook concerning Luddites trying to join the Lost, for some reason - possibly because Rikti technology is bio-mechanical in nature, but that's my own personal conjecture since there was no actual explanation given.

    Unfortunately the arc didn't build any further upon the premises set in the first mission so we never got to know why we were ambushed by Clockwork either. By the third mission (which was a completely pointless kill-all in a sewer filled with sewer monsters - a mix of Vahz, Lost, Hydra and Shivans(?) for some reason - we never found anything resembling a plot to explain this mix) we were prepared to call it quits but we gave it a vote and decided to try for one more mission.

    The next mission was on a cargo ship map full of Wyvern and Lost and had something to do with a new drug being smuggled somewhere. This seemed familiar because the second mission had a similar set-up but used Tsoo - a decidedly unusual enemy in Cap au Diable (which was where this all was supposed to take place). After a team-wipe on the first destructible crate filled with drugs we could find we decided that enough is enough.

    I have no idea what the initial or final ratings of this arc were and frankly I don't care. I gave it 2 stars because it didn't seem to be a farm, even if it made a good impression of one.
  19. The Tangled Weave
    Arc ID: 338575
    Level: 1-10
    Keywords: Canon Related, Ideal for Teams, Complex Mechanics
    Description: Find out more about how Arachnos works behind the scenes in the Rogue Isles to make Project Destiny come to fruition. Recommended for Widows and Soldiers of Arachnos as an alternative VEAT arc.

    The Secret of NutriPaste
    Arc ID: 343643
    Level: 10-20
    Keywords: Canon Related
    Description: One of Dr. Aeon's greatest inventions is NutriPaste. Made to the highest standards of nutrition under quality-controlled industrial conditions, Dr. Aeon's NutriPaste is an inexhaustible and inexpensive food-source for the people of the Rogue Isles. At least that's what it says on the tube.



    I don't know if you've changed your mind on exemplaring since we got the SSK system and get to keep powers up to 5 levels above our combat level, so I included the 1-10 arc in here. I hope you'll enjoy one or both of these.
  20. I thought the Freaks looked very much like how "punks" and "rockers" and similar subcultures were portrayed in Miami Vice. The Tsoo are perfectly fine since as you say they are Talos mobs, unless the arc is actually supposed to take place in the 80s. I think the Tsoo are more recent immigrants.
  21. The Secret of NutriPaste
    Arc ID: 343643
    Level: 10-20
    Keywords: Canon Related
    Description: One of Dr. Aeon's greatest inventions is NutriPaste. Made to the highest standards of nutrition under quality-controlled industrial conditions, Dr. Aeon's NutriPaste is an inexhaustible and inexpensive food-source for the people of the Rogue Isles. At least that's what it says on the tube.

    I'm aware that there's another arc with the same name but I didn't know this when I wrote it. After some consideration I decided to not change my arc after all.

    This arc has been unpublished.