Alignment and "Evil" options

5 months ago (edited)

Hello!
I have a question thats rather important for me as a roleplayer.
What I especially enjoy in RPGs is an opportunity to play an evil character, be it an ingenious mastermind that plots and twists others with his lies and intrigues or just a thieving scumbag who s ready to sell a companion for profit (and fun).
Dont get me wrong, irl I'm a pretty decent guy - so I hope at least - but I love choosing path of evil in games. Sadly not every tabletop DM supports such endeavors and "plot rails" are often a thing but in computer games, both old and recent, there's usually at least a certain degree of freedom when it comes to choices of path.
So my question is: how much of a choice will we have in terms of "good" path and "evil" path? Will it have meaningful impact on the whole playthrough or just a line in the end "he still saved the world but nobody really liked him"? Will there even be such a concept or instead a set of complicated controversial choices where the outcome is unclear? How will characters with different alignments interact in a party? Can they fight each other? Can they kill each other?
Basically please tell us more about alignment and alignment based choices in your game and how it will affect characters and the story progression.
I also encourage other players to share their opinions on the matter.


Intelligent Evil

5 months ago

Hey there Naliathas.

No need to justify yourself, there is indeed a certain charm about being able to play the bad guy in RPGs (that "journalist" totally deserved it, eh Shepard?). This is unfortunately a topic I can't answer now, we will reveal that later :)

One thing however, do keep in mind that a healthy dose of "plot rails" is necessary in video games - unlike real DMs, the script can't account for every single possibility on the fly. No, seriously, stop trying to seduce the dragon. WHAT ARE YOU DOING STOP THIS.

4 months ago

I'll second Naliathas question here: would love to be able to play an evil guy / girl here. 

Can't wait to know more about the incoming revelations.

3 months ago

Especially if you are going to make certain classes like the Cleric! Make them bilingual. But perhaps their alignment makes them learn certain spells as opposed to the others. 

Cure wounds / Inflict wounds

Bless / Bane 

Remove fear / Cause fear

Turning undead / Create Undead



There is no light without shadow...

2 months ago (edited)

Dungeon and Dragons makes a distinction between three types of evil alignments.  Solasta is based upon that system and I would like the writers to allow for expressions of those nuances.  What I don't want to see is evil always being rude or being dumb.  One of my favorite types of characters to play is a dark knight with a code of honor, politeness, and charm, who is willing to do almost anything in pursuit of her organization's goals.  This lawful evil character sees the value in working with a team towards a common enemy.

The other character type I sometimes play is a wizard that has no restrictions in her pursuit of power.  If this means consorting with dark entities and using forbidden magic, she has no hesitation in crossing those lines.  Undead labour is useful for society and can give a kingdom an edge over its neighbors.  The powers of undeath can also give her more time to research and discover more secrets.  She is savvy enough to know that some places she travels in the world she has to hide some of these details or it could put her in a disadvantageous situation.  So the ability to hide or bluff are important to her.  She wouldn't necessarily walk around with a black robe and skull tiara.  She is more neutral evil than the dark knight, but she understands the advantage of working in a team, particularly when it gets her closer to her own goals.

Sometimes when I play a computer roleplaying game (CRPG) I get the impression that the writer has never played an evil character before and their entire concept of an evil character is dumb, rude, lacking any subtlety or the ability to compromise in the pursuit of ambition or a greater goal.  So I would ask one question of the Solasta development team.  Are there any writers on your team that regularly play evil characters and appreciate nuance or does your entire writing team only play good characters regularly?  If the latter, you still have time to hire someone. ;)  The mechanics of the game look great so far.

2 months ago

I'd agree with you, Sulla, I think the alignment system is a bit over-simplifying roleplay, though it was a good tool for me as a beginner to grasp the basics of tabletop roleplay.

Now I think no one would describe themselves as something as simple as one of those 10 alignments.

Solasta will let you choose an alignement but you'll have to define more precisely what that means for your characters in terms of personality, and as you may have understood now, your party's various personalities will define the options you'll have in dialogs and quest-related choices.

Cheers