Dr. Graves hurts my brain...
Perhaps, but that's not a knock against the intro arc itself, because the intro arc can't address any of that on its own. It does create the *opening* to do that, which is why I don't mind that specific aspect of Graves.
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It's difficult for me to speak about arcs that put players in Arachnos' employ without expanding the problem to the broader issue of "I don't want to belong to canon NPC groups." Much as people may deride old City of Heroes writing, we never had to "belong" to anyone or anything to partake in old story arcs.
I expect a lot of them to be insulting at low level, but it's unnecessary to include statements of what you think or 'dialogue options' that are simply a single option written as the dialogue of a lackey or multiple options that each lead to being called gullible or submissive.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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You're both humiliating yourselves. None of this is making you look any more intelligent, it's only making you look whiny and pretentious.
Taser, I admire your guts for calling out Venture when so many other people seem to be afraid too for some reason, but going "LET'S SEE YOU DO BETTER" is in no way a rational response to the original argument. Now you're just attacking him to try and make him look bad, not trying to refute his original points. Venture, you're just as bad because you fell for it. Did you honestly think Taser was going to end up liking your arc? No. He's just trying to knock you down a few pegs. Yet for some reason you played right into his hand and now you're in the middle of a shouting match that's going nowhere. As they say elsewhere: "Don't feed the trolls", and you seem incapable of following that rule. God, you're all like a bunch of 12 year olds who think they're smart because they can quote things and write walls of text! Get down off your high horses, and grow the hell up. Nobody likes your holier than thou attitude. That goes for you too Eva. And Sam on bad days. Golden Girl...uh...you have a completely different problem. |
Stop reading my mind. It's creepy.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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I don't understand the problem with Dr Graves arc. Lets put things in the proper perspective right?
It is the extended tutorial. Youi just got out of the zone, stealing power from Blue Spectrum. You start out as a new young recruit learning the ropes here. So yes, the opportunity to get a powerful patron is a very good one. World Domination will have to wait until you have build up your powerbase. Right now, you have to compete against all the other wannabee's and prove that you are better then them. Dr Graves hates you and wants you humiliated, backed up by the powers that be so you cannot hurt him yet. However you can annoy him until he turns blue by succeeding.
You let Twinshot call you kid when you had chosen Heroside. You listen attentively to Diddo, get annoyed at Flambeaux and are treted like a noob. But of course you ARE supposed to be a noob when you do the tutorial.
This is not the arc for the old grizzled veteran that you really are. So I think it is fine for the target audience.
With one exception. Why blowing up another longbow base! That grows old very very fast when this is your third in as many levels.
With one exception. Why blowing up another longbow base! That grows old very very fast when this is your third in as many levels. |
@Golden Girl
City of Heroes comics and artwork
I thought that blowing up places filled with spandex would be empowering for those leather, spikes and chains types?
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Right, you know what, lets blow up a Longbow base.
See it burn, blow up another!
For revenge I want you to blow up this Longbow base
Right, now I show everyone how awsome I am, my masterplan is.....
BLOWING UP A LONGBOW BASE!!
It gets tad boring.
The whole Mercy Makeover can be described as:
Right, you know what, lets blow up a Longbow base. See it burn, blow up another! For revenge I want you to blow up this Longbow base Right, now I show everyone how awsome I am, my masterplan is..... BLOWING UP A LONGBOW BASE!! It gets tad boring. |
Until we divorce "evil" from "Arachnos" and "good" from "Longbow," we're always going to be stuck being lumped with one, blowing up bases of the other.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Sorry, this will be one of those TL;DR posts.
I'm going to give the developers a break here: I think writing serial content for villainous protagonists is nearly impossible without descending into either camp or blood-drenched grizzle. I can't think of a successful television series consistently written from the viewpoint of a villain that isn't either a comedy or outright horror (featuring nominal protagonists). And even when the villain is the protagonist, most of the time the villain loses or at least does not accomplish all of his or her goals, which would quickly get frustrating if played literally in an MMO.
Just speaking for myself, even for someone with such slapstick characters I am very squeamish about animated violence directed at police officers and random citizens, so if Longbow isn't a perfect analogy for "good" or at least "innocent" so much the better. I would much rather deal with a mustache twirling kind of evil than what might pass for "realistic." The hero side of things works more or less the same way with me. Call it the difference between Modernism and Post-Literacy if you want, but I really don't care which evil character is motivated by what or who because its always going to end in a warehouse full of "bad guys," and if it didn't I'd be disappointed. In order for that to happen, evil (and maybe good too) has to have a certain "heroic fantasy" element added to it: these enemies cannot be reasoned with, they exist only so there can be a cool fight scene, and in stepping up to fight them my morality will not be called into question because there is nothing else "to" them. They must be stopped, and only fireballs and lightning bolts will do it. It's not realistic, it's fantasy.
All of this said, I find the "storyline" element of the game very confusing. For seven years I played a text based MUD which valued role play and continuity very highly. By "continuity" I mean not only within "story arcs" but also within the world; care was taken to ensure there were internally logical explanations for events. City of Heroes has sections of the city being blown up in some story arcs but then you go there (later? before?) and it is just fine; but when Galaxy City was wrecked it became so in all timelines completely. There is also at least one instance I know of where a character dies in a trial, and yet she is still standing around Praetoria like it never happened (happens? will happen? has happened more than once?)
I feel City of Heroes and other MMOs try to shoehorn single player storylines into a multiplayer environment. I gather from reading some player's posts that it makes them feel like they've accomplished something and are making a mark on the game world, but it makes me feel exactly the opposite. For me it underscores that I have absolutely nothing to talk about with other players regarding the world we share because we share space, not a world. I can't say something like "Oh, did you hear so and so died?" like my character very well would say after being told about it, because nobody is "told" about anything.
Basically, this game has little sense of RP continuity. Some people have said they Brainstorm (I think his name is) arc is poor because it tries to explain game mechanics that don't need it, and that's how I feel about "time" being tied to level. I can never talk about Desdemona being "heroic" because she exists in a state of constant flashback. Relating this to the game at large, the game continually makes claims that I am saving the dam, or killing the leader, or witnessing the destruction of a zone, and what have you. I would be more comfortable with it saying I stopped the villain this time, or witnessed a part of the zone's destruction. The incarnate trials are especially egregious offenders in this regard, especially because in order to be an incarnate while playing the trial, you logically must have gotten your power somewhere and it turns out you probably got it from the same event.
Anyway I think writing this kind of stuff is really hard. I don't think we're going to get outstanding villain content, but at the same time I don't care, because I don't read any of it anyway, for the reasons stated above. It never has any bearing on the game world; in fact it has negative bearing on it for me because the world I make up for myself and the people around me is more coherent. Contextually speaking, I have more faith in the short conversation I might have with someone in Atlas Park than what goes on in missions because that, at least, has some sense of having actually happened and multiple witnesses would agree to it.
I just completed the Graves arcs for the first time yesterday, and I personally liked them over all. Some of the twists I expected, and some of them I didn't, so it was a nice mix for me. I liked the characters, especially Zephyr, and kind of hope they show up again later.
I will grant that the coversation parts felt a bit railroady, but I personally think that's a necessary evil in any game that doesn't have a live GM. You could write conversation trees with a hundred unique options at every step, and some characters still wouldn't fit into any of them. So to me I just accept the god mode from the pre-written game and enjoy the story as best I can.
I find the Graves arcs to be entertaining on a "watch the movie" level.
I am sure the writer who wrote them put in a lot of effort: really, it shows in the amount of time put into the NPC personalities and interaction. I appreciate that. I really do. Thank you for these arcs and continue to write. However, there is constructive criticism incoming.
However, they (and to a large extent the corresponding hero arcs) fail on nearly every other level:
- They are designed as an extended tutorial; but they are so easy to skip that noobs will probably end up invited into lowbie underground trials and outlevel them.
While in the underground lowbie trials, these noobs will ask for help at every turn: how do I train? Why is the word 'enhancements' red on my display? Why is the word 'inspirations' red on my display? What power should I choose? What are enhancement slots? This is fine, but the tutorial needs to pull its' own weight by being a viable alternative to this.
If this is intended as an extended tutorial, it should be popped up in your face as the primary option, as in full screen, must click 'no, I don't need more basics' and 'yes I am sure' to dodge it.
- The levels that they teach you things are far too late. A newbie Freem, with their limited ability to communicate and the spam on Help channel (due to the limited ability to communicate) will likely be unable to complete the arc, if as it assumes, they don't know how to train or slot Enhancements.
You should be taught to train before level 3.
You should be taught how to con enemies before being sent out of the zone.
You should probably be taught how to bring up your map display if you have accidentally disabled it before being required to use it.
You should be taught how to slot/use enhancements/inspirations before your 5th or so mission (by which time your enhancements/inspirations should be full).
Since the first thing they do in the Graves arc is send you to a warehouse to talk with a bunch of NPCs, this would be a great time to have those NPCs teach you these things (Twinshot could do similar in her base). Put a trainer and vendor in the instance, along with training dummies.
Heck, on the Graves side, instead of a warehouse let us invade a Longbow base, defeat everyone, and then use their trainer hologram, vending machine, and training dummies, then show what the redside versions look like.
- The 'character voice' for the Twinshot arcs is reasonably generic, but the one for the Graves arc (particularly the section where you play stupid and are called stupid and smile and like it) in order to learn how to train at trainers is really bad. I roleplay tabletop, and many of my friends who are quite capable of playing and enjoying a villainous character already hate the 'lackeyness' of red side. This section would put them in 'throw the keyboard across the room' mode.
Just add optional dialogue along the lines of "Graves thinks we are both idiots, so he sent me here to trick you into teaching me how to get trained. But you already have orders to train me. Please explain the process and I won't waste any more of our time."
Once the AE filter is fixed, I will not only write a better arc, I will write a better Doctor Graves/Twinshot arc.
And I am sure that you, whoever is reading this, can do the same.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
I just completed the arc last night and I had a lot of fun. Far superior to most arcs redside, and nothing I've ever played in AE (and I've played some of the best AE arcs) could ever compare (in part due to the primitive tools the AE gives you; they can do much more interesting things in official content these days).
The best comics are still 10�!
My City of Heroes Blog Freedom Feature Article: "Going Rageless?"
If you only read one guide this year, make it this one.
Super Reflexes: the Golden Fox of power sets!
WARNING: I bold names.
This is a symptom of a larger, much more deeply-ingrained problem: In City of Heroes, evil is equated to Arachnos and good with Longbow. You're not evil or a villain, you're "with Arachnos." Naturally, we need a clash of evil vs. good, so in this game that translates to a clash between Arachnos and Longbow, hence the idea that all villains hate Longbow all the time and want nothing more than to blow up an infinite umber of Longbow bases.
Until we divorce "evil" from "Arachnos" and "good" from "Longbow," we're always going to be stuck being lumped with one, blowing up bases of the other. |
...and a lot of the mission texts have really inexcusable errors in the (an DNA sample), ...
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I can't take your post seriously.
You are acting like a grown up child pissed off that YET ANOTHER change to superman doesn't "jive" with 65 plus years of superman being constantly rebooted in some form or fashion. You didn't write the backstories for the characters in those arcs other than yourself. If your character is incompatible with the arcs, it's because of your own delusions about what constitutes a "villain."
Here in this thread we have people complaining that the villains in these arcs are stupid b-listers who don't deserve the screen time, as well as people going "oh %^&* I can't believe I'm getting wrapped up in stuff this evil, I'm off to go join the blue side where i can do the horrible crimes I WANT to do instead of the ones that are scripted."
GO TO THE AE BUILDING.
This is optional content. it is not mandatory. Nobody put a gun to your head and said "do this or die."
Though honestly I'd be tempted, considering you could use a dose of culture.
ALL of the arc is incredibly well written and fun, especially for those of us that belong on red side, the true side. Get OUT of the Rogue Isles if you can't take the heat.
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I once told Positron I would like to play villains that run the gamut between Magneto and the Joker, not Eric Cartman and the Human Centipede... |
He just happens to slightly disagree with a mutant that can alter the minds of every living being he chooses. It's very hard to win a propaganda war against big brother.
Also the Joker throws the best parties, and he killed Katie Holmes so we're cool. Still can't believe she married a nutjob like that.
you could have it all
My empire of dirt
I will let you down
I will make you <3
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle
Okay, I felt I should actually finish the arc before I make criticisms, as previously I did the 5-10 arc and that put me off it so badly I never bothered to finish it.
I'll start with the good:
The twist at the end was pretty interesting. The map was creepy, and I did get the classic evil smirk when I revisited the NPC involved and found the new text given. It did seem to come out of the left field a little, but the explanation does explain some of a character's more... irritating abilities, although it felt more like the twist tried to justify the evidence than the other way around. A few more hints could help there, so long as it doesn't descend into mind-bendingly obvious levels of stupid. The explanation of how the Fateweavers work is also interesting stuff.
Now... Criticisms.
The arc feels incredibly railroady, and this isn't in spite of, but because of the fact dialogue trees are used. As someone on the channel I use put it: "You have the option of being a jerk or a dick". Where is the cold, unfeeling killer's lines? Where is the friendly, jovial psychopath? Where is the knight templar who has fallen as far as the villains he condemns or the noble demon who has principles in spite of his villainy? A brilliant example of this is the set of choices on the first computer. As I believe someone already said, it explodes anyway immediately after, why can't I just smash it? The fact I get choices here is also really annoying when I subsequently don't get to choose to not mock Zephyr, or to not rise to Omnicore's 12-year-old-sibling level trolling.
Why is it necessary for the arc to be about kowtowing to not one, but two grandiose overlords? Heroside doesn't have this problem, not in the same way, and even then it'd be more excuseable because heroes have a history of deferring to judiciary or civil bodies. I want to be a villain so I can play by my own rules. Sandy's help there is a minor comfort when you just realise you've swapped Grave's game for his.
Why is the arc written entirely for normal, run-of-the-mill humans? I'm serious. In spite of all your lauded powers, numerous parts of the mission assume you're normal. I remember a long, long time ago, running my first paper mission and getting the "You slick back your hair and crack your knuckles. Time to be the bad guy." on my first alt, a robot. I laughed a little back then, but at least my robot's non-existant hair was never used as a plot point when other people in the mission were specifically barred for their baldness. Seriously. Check the computers in the mansion and see what they say about Omnicore and Zephyr. It specifically notes they're unsuitable due to being cyborgs and magic, respectively. Where does that leave any magic or cyborg characters you've made, let alone full robots? Why, also, do you have no psi resistance? What if you chose Willpower, or, hell, you just made a robot?
Why does the arc assume you're an absolute friggin' idiot? Is it necessary for my character to bellow "Is that good or bad?!" like a lost kid after reading his details? Do we really need the, frankly painful, sequence where Dollface not only convinces you you have a mental time bomb in your head, but subsequently Dean John Yu mocks you to your face for falling to it, on the basis your character doesn't know some simple latin? Oh, and did we have to retcon that anyone who's ever bought from the Tech Quartermaster has been bugged the entire time?
As has also been adressed, you don't learn enough quickly enough, either. The arc is very easy to overlook and teaches you how to level at level 5, at best. This is far, far too late. The advice also needs to be a little more obvious. Some players won't realise where to look for clues unless it's spelled out. These are, admittedly, also problems with the hero version. (I also got a little laugh out of the "Maybe you've been mindwiped too?" line, so credit there.)
The final indignity of this story arc is the fact it desperately needs a proofread. Even if I was okay with the poor plot and mission structure, and the lessons that come far too late, I come to things like Graves telling me to go and fight Overdrive. Who won't be appearing for quite a few levels yet. There are also a lot of typos and painful grammar. I can't remember the exact line, but there was a section of the "Mental timebomb" bit that I had to read a few times to get my head around what had just been said.
Oh, and the fact Zephyr can use Ascension pieces at level 1 and we can't is an ouuuuuutraaaage.
So, to conclude, the principle of these arcs is good; villains need some form of tutorial as much as heroes, and the twist at the end is also interesting and very cinematic. Getting there, however, is a painful slog with only occasional bright bits to relieve you from having to listen to yourself embarass yourself again and again. Really, this is the main problem with the arc; the finale could probably redeem all the other bits if your character wasn't so bad. It's an arc I think I'll be avoiding unless I need the badges on most of my characters, however.
And before I go: Whoever wrote this, I totally sympathise. Writing arcs for villains is hard, much more so than for heroes. At the end of the day, all heroes are heroes, whereas villainy encompasses a very broad territory. I think the comment about "where are my knight templars or noble demons" covers that pretty well, including those as options would be incredibly difficult without derailing the arc or introducing plot holes. But I'd ideally like an arc where it feels like some other options are there: As it is it seems we get functionally identical choices, when we get them, and when we don't we're petty, competitive, arrogant jerks. I'd like villains with a bit more class than that, please.
Magneto is not a villain.
He just happens to slightly disagree with a mutant that can alter the minds of every living being he chooses. It's very hard to win a propaganda war against big brother. |
Also the Joker throws the best parties, and he killed Katie Holmes so we're cool. Still can't believe she married a nutjob like that. |
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(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
@Golden Girl
City of Heroes comics and artwork
Just finished the first two arcs for Dr. Graves and...
Good gravy my villain is an idiot. A stupefying, mouth-breathing idiot. Never mind the whole little fish in a big pond bit, it's unbelievable that he'll ever be a scheming mastermind on the same level as Doctor Doom when he's dumber than a bag of hammers. Hurr durr, Dean Yu isn't jerking me around at all, I'll go shoot the Luddites and the obviously fake mind bomb will be disarmed!
And what's with this "cooperate under pain of death" crap from Scirocco? Where's the option to betray this clown at the first possible opportunity? Oh right, thirty levels away, woo. He could have struck a deal, help cheat my way to victory in exchange for my spying services. That's some classic villainy. But that would put too much agency in my villain's hands, I guess. I'm not seeing much to convince John Q. Newbie that being evil is going to be very fun.
Also, after clearing Omnicore's death trap, what does Scirocco mean by her using "forbidden tech"? Exactly what tech is forbidden? The whole reason Crey has so many offices in the Rogue Isles is the lack of oversight. And even if the tech is forbidden, villain. Breaking the law is what villains DO.
All this makes me wonder why my villain is in the Rogue Isles in the first place. If I constantly have The Man breathing down my neck, drafting me into government work and making sure I obey the law, I'm not really a villain any more, am I? Might as well go back to Paragon City, where I'll only have Longbow gunning for me, and the super dudes just throw you in jail instead of carrying out on-the-spot executions.
Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball
The Dr. Graves arc should assume so much about my villain when it has no way of knowing what I'll write, and it should offer more choice in its dialogue trees.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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All this makes me wonder why my villain is in the Rogue Isles in the first place. If I constantly have The Man breathing down my neck, drafting me into government work and making sure I obey the law, I'm not really a villain any more, am I? Might as well go back to Paragon City, where I'll only have Longbow gunning for me, and the super dudes just throw you in jail instead of carrying out on-the-spot executions.
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And it honestly just doesn't need to be like this. I freely admit that writing arcs for villains is hard, but it's even harder when you don't want them to feel good about themselves. Maybe I'm just a demanding git, I don't deny that, but it feels to me like the game could do so much more to make villains feel good about being evil and about screwing over everybody that it simply almost never does.
Dean/Leonard got it just right - contacts work for me and don't give me any lip, I work for myself, someone interferes and messes everything up and in the end I'm mad as hell and I can't take it any more so I take on everybody, put everyone to shame and kick some serious ***. Sure, we all lost, but Protean lost WORSE, and at the end of the day I'm still the one calling the shots. Why can't we have more arcs like this one? It's not like Dean/Leonard are end game contacts. It's a 20-30 arc, for Pete's sake!
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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What redside really needs is a series of Paths a la Praetoria, that allow you to head to 50 in various ways, each with it's own feel, Contacts, and intersections where you can jump onto another path for a while.
- A Doctor Doom path ("Megalomania"): I am a vain genius and only I can rule the world properly.
- A Lex Luthor path ("Hedonism"): I'll take that money, thank you. Oh, and could you put some more of that power on my plate? Just pile it on, and I'll be over in the corner with the babes and the loud music.
- Cthulhu path ("Nihilism"): Levelled cities. Ruined wastelands that will never support life again. Souls wailing in torment. Beautiful.
...at the very least.
This is in addition to the current path ("Personal Power?"), which basically seems to top out at earning a respectful independence from Lord Recluse, at which point you presumably move on to becoming an Incarnate.
Time and tech supporting, it would be good to have paths based on each of the Seven Deadly Sins.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
What redside really needs is a series of Paths a la Praetoria, that allow you to head to 50 in various ways, each with it's own feel, Contacts, and intersections where you can jump onto another path for a while.
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Paths is exactly what we need. They don't even have to be hard-locked like the Praetorian ones. Just let me know which contact is the next in the, say, Mad Scientist storyline and I will so go run missions for that one if I'm playing a mad scientist whether I'm forced to or not. Or if my mad scientist has a darker side of hatred and depravity, I can run the mad scientist content first, then run some from the "destroy all humans" branch until I get to the next contact tier.
"Nebulous villainy" is and has always been the problem: No-one knows what a villain is supposed to be, and so no arc can ever really assume what a villain is supposed to be, so they're all stabbing in the dark. Is this evil? No, how about this? Still no? Oh, how about this? Not this either? Well, err... How about this, then? Well I'm out of ideas.
By contrast, breaking villains down into more specific categories and writing stories for each seems like a much more orderly way to go about things. So my polite villain doesn't make sense to run the boorish thug storyline. "Well what the hell were you doing running a boorish thug storyline with a polite villain, dumabass!" would say the people, and they would be right. If I run the wrong story arc when there IS a right story arc and I KNOW what type of story arc it is would indeed be my mistake entirely.
Right now, no one story arc is written entirely appropriate to any one specific type of villain, and rather than being inclusive to all, that ends up having something to bother everybody. Breaking villains down into types the way Resistance and Loyalists of Praetoria are broken down would make things so much simpler and our choices so much more clear ahead of time.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I think writing serial content for villainous protagonists is nearly impossible without descending into either camp or blood-drenched grizzle. I can't think of a successful television series consistently written from the viewpoint of a villain that isn't either a comedy or outright horror (featuring nominal protagonists).
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With regard to the OP, it's been a while since I tried out Graves' arc in beta, but my impression was very negative. I don't plan to run it again. Even if I try to justify the way my character was treated and behaved as just going along for my own purposes, I don't think it's necessary to behave like a cowardly dunce to achieve that end.
Also Sam the word you're looking for is "vain". Veins are things in our bodies through which blood flows.
Um... English is not my first aw screw it. That hasn't worked for me for years. Sorry, I make that mistake occasionally. I'll be more careful in the future
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Remember that Major Kong and the crew of The Leper Colony don't know they are initiating doomsday. They think that the USSR started World War 3 and believe they're defending what's left of the United States.
Though he is very cheery for a suicide bomber.
Anyway I did agree with the post where you had his picture. It often seems to me that, while the Devs don't hate CoV, they do hate villains.
"Mastermind Pets operate...differently, and aren't as easily fixed. Especially the Bruiser. I want to take him out behind the woodshed and pull an "old yeller" on him at times." - Castle