
(10-20-2013, 10:50 PM)Brave Wrote: my guild in the Old Republic has a pretty broad range of alignment variance. Â not to knock the idea of open RP but I find that telling an encompassing story with a wide variety of characters is often best done in a guild setting where people can truly be comfortable with each other and the RP they involve themselves in. Â It does lack some of the dynamic value of meeting a stranger, but it does allow for drastic story development that you may not have been able to do with those yoy felt uncomfortable giving power too.
(Sorry the awful grammer. I'm on my phone)
I think I run into more neutral ppl then good ppl though. Â The criminal may also be lacking due to a typical "shady" class.
One of my guildies almost didn't play the game since there wasn't a thief class.
The problem with this is that people dont want to rally behind your cause or join a guild because they consider it to be evil when that is not always the case. And who is to say that a character would even know what it is they are being asked to transport.Â
And again everyone keeps making reference to menacing characters when that is not all that I'm addressing when I say "bad" characters. Whatever happened to the guy who just wants some decent coin for doing some under the table dealing etc? Does it make him a bad guy? No not necessarily but it doesn't make him pure either.
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