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What's a lawful villain?

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notears
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What's a lawful villain?

So something's been bothering me for a while.... what does it mean to be a villain with a high law morality? Like from what I hear the tutorial is a bank robbery and if you're a villain it's pretty much your bank robbery, and yet if you're high law that means you're working with the police soooo.... what does that mean in the contect of this starting mission?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Atama
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A poor person steals bread to

A poor person steals bread to feed her family. You bust her, take her to the authorities and ignore her starving children.

There is a group of heroes who protect the streets at night, but are unregistered, use tactics that aren’t legal, and stay out of sight when law enforcement is around. The streets are safer for average citizens but technically they are criminals. You hunt them down to stop them because despite the good they do, they are criminals.

Mostly what I see in-game is that when given the choice of doing the kind and compassionate thing which will improve the lives of good people, and the thing that is strictly lawful, you’ll pick the latter. And you will actively oppose those who act heroically but unlawfully. You’re the Sheriff of Nottingham trying to defeat Robin Hood. That to me is the most likely way for a cruel but lawful character to act in CoT.

notears
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okay sure but how does that

okay sure but how does that guy rob a bank? Like that's what you are doing in the tutorial if you're a villain, robbing a bank so, if you want to be a lawful villain from the beginning, what are you doing robbing a bank?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Halae
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This isn't really a

This isn't really a suggestion...

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

notears
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yeah but it talking to the

yeah but it talking to the devs

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Tannim222
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First, don’t think in binary

First, don’t think in binary terms. All of the alignments are non-binary.

Hero and Villain are not alignments but are labels.

A coulle examples of alawful villains:

Lex Luthor becomes President of the USA.

Dr. Doom at one point ruled over an entire country that prospered under his rule and his people revered him.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

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Rules, we can’t get anything

Rules, we can’t get anything done without rules. Now take a team and go make a withdrawal so we can buy the best black market tech we can find. Make sure it the investment branch! No need to take from the good people of this town while the economy is doing so well.

Say what?

Rule #1 - Never steal from those less fortunate my boy. Only from those who can afford to donate to our cause.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

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Lawful evil, it helps to

Lawful evil, it helps to think in D&D terms. You are evil but have laws and structure. An assassin for hire that won't kill women or children has a moral code. Lawful doesn't mean a high moral code, it means you live by laws and standards which can be anywhere on the spectrum.

Compulsively clicking the refresh button until the next update.

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I tend to think of Lawful

I tend to think of Lawful villains one of two ways;

Either I picture a greedy, corrupt corporate CEO who uses every legal loophole in the system to exploit or manipulate a situation/person/organization for their own advantage, and never "technically" does anything illegal, but is absolutely a dispicable, terrible person. (A real scum of the earth character who would sell their own mother for a quick buck if they could game the system to say that it wasn't breaking the law.)

Or I interpret it less as "Law" and more as "Order." A villain with a personal honor/ethical/moral code or a rigid and unwavering methodology.

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Omar: 'A man got to have a

Omar: 'A man got to have a code.'

Spurn all ye kindle.

Brainbot
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notears wrote:
notears wrote:

So something's been bothering me for a while.... what does it mean to be a villain with a high law morality? Like from what I hear the tutorial is a bank robbery and if you're a villain it's pretty much your bank robbery, and yet if you're high law that means you're working with the police soooo.... what does that mean in the contect of this starting mission?

In the context of a bank robbery starting mission your 'lawful villain' wouldn't rob the bank, or at least wouldn't break any laws to do so.
But we don't know how this starting mission plays out so certain assumptions cannot be made. It may not be a binary situation where you either fight the police or the robbers. You may be given the option to not get involved, act as a witness, pretend to try and stop the robbers/ get bribed to let them go or even demand a payment from the bank before acting on their behalf.
We don't even know what might actually cause a shift in the law aspect of alignment. We may not see a shift unless the character is identified or witnessed breaking the law (although thats unlikely).

Alignment (law, honor and violence), as it has been described in this game is different than in most other games. It is not a set of guidelines for a character to follow, it's simply a record of previous actions. This alignment system also does not include the moral aspect that other games include. There isn't a 'good' to put after the lawful component of alignment like there is in D&D for example. The motivations and morality of a character is purely in the hands of the players.
The developers have decided that they will allow the players to make the determination of what makes a hero or villain and have given us a simple tracking system in the form of the games alignment to help us track our personal progress towards that end.
Ultimately, because of the nature of the overall combat focused gameplay, the motivations (where good, evil and everything in between are determined, the morality if you will) of your characters actions will have to be played out in your own mind. It will be up to you to decide the 'whys' to your actions which in turn determine if a character is a hero or villain.

In the context of a bank robbery mission, if you decide to stop the robbery you could decide it was purely to gain favor with the police so that later they may turn a blind eye to certain misdeeds. Or maybe it's to influence public opinion so that you can trade on fame for favors. It could be any of a multitude of selfish reasons which in and of themselves may not be 'villainous' but certainly put the first strokes on a painting of an evil character.

How a characters morality plays out in the game has not been fully explained as of yet but will likely be based on choices you make as you progress through the game. You will probably be given choices which are obvious 'good' or 'evil' options alongside a few of the more morally ambiguous choices that allow you the largest possible freedom in determining your motives and morality.

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Corrupt politicians.

Corrupt politicians.

I'll pay for my trip to the Bahamas by cutting the power to the orphanage! What are they gonna do, tell their parents?

[B]Revenge is motivation enough. At least it's honest...[/B]

Roleplayer; Esteemed Villain
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Most “lawful” supervillains

Most “lawful” supervillains in comic books are politically powerful individuals. Your Lex Luthors, Victor Von Dooms, and Bolivar Trasks. This is because laws are theoretically created to protect the public and the only way for a person to be truly villainous and still obey the law is to be in a position to either dictate what those laws are as a person who makes laws or can influence lawmakers, or someone literally above the law. (See Doom and the diplomatic immunity he used to invoke as the sovereign of Latveria.)

You can have honorable villains who follow a code, but those aren’t lawful if their personal code does not match what is allowed by law. (The assassin who lives by a code is still a criminal murderer.)

I also cited villains who fight vigilante heroes simply because those heroes are criminals. That’s the only exception I can think of where you can be a villain who’s still following the law but is not in a position of political power. And those kinds of villains are only villains indirectly, because they’re not directly hurting people (doing so would be unlawful) but indirectly hurt them by depriving them of their law-breaking protectors.

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And let’s not forget the

And let’s not forget the heroes that break basic laws simply because the law is impractical at the moment they are trying to fight for some greater good. Those are still laws being broken.

The vast majority of these codes, laws, morals, and ethics are subjective. So falling on one end of the scale versus the other can be difficult to evaluate without setting a specific set of rules in the game to ease these things. A lot of simple compromises will be going on depending on how involved the heuristics are and how they want to integrate this system in the game.

Personally I don’t expect this to be a very important aspect to gameplay, at least not for myself. I’m gonna play however I choose with each character. If the game evaluates me as a villain then so be it.

Any well written villain doesn’t think he is a villain, he thinks he is in the right for his cause.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

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I would say a huge number of

I would say a huge number of people are "lawful villains" and are largely limited by their means to influence the law. Atama is right though, only the flashy ones are going to make it into a comic book story. People want to read about a bad guy threatening to blow up an orphanage. No one wants to hear about how they legally purchased the land it is on, legally paid off local lawmakers to remove the historic landmark protections on the building, and legally hired a construction company to bulldoze it over the course of many years.

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We can't use D&D alignments

We can't use D&D alignments as an example because Lawful Evil in D&D means they ascribe to a personal or certain code of conduct. Whereas in City of Titans, lawful will be determined by how well we meet the laws that are enacted [u]upon[/u] us by the municipality and enforced by the law enforcement agencies.

However, I think a lawful villain would be someone who outwardly abides by all legal requirements and even uses them against the system to take advantage of loopholes and such. Remember, in CoT, the alignments reflect how "the world" sees us, not necessarily how we are. So a lawful villain will be a character who does villainous things, but every chance they get to show a good face to the police they take it. But if they can do what they do without the police getting involved; or even better, to frame someone else and get the civic credit for it, then they would be happiest.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Huckleberry wrote:
Huckleberry wrote:

We can't use D&D alignments as an example because Lawful Evil in D&D means they ascribe to a personal or certain code of conduct. Whereas in City of Titans, lawful will be determined by how well we meet the laws that are enacted [u]upon[/u] us by the municipality and enforced by the law enforcement agencies.

However, I think a lawful villain would be someone who outwardly abides by all legal requirements and even uses them against the system to take advantage of loopholes and such. Remember, in CoT, the alignments reflect how "the world" sees us, not necessarily how we are. So a lawful villain will be a character who does villainous things, but every chance they get to show a good face to the police they take it. But if they can do what they do without the police getting involved; or even better, to frame someone else and get the civic credit for it, then they would be happiest.

Lawful Evil villains in D&D can be something like a local baron who taxes way too much. Or a tyrant king, he is the law in those parts.

Also devils, who in D&D are more like lawyers.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:

Lawful Evil villains in D&D can be something like a local baron who taxes way too much. Or a tyrant king, he is the law in those parts.

Also devils, who in D&D are more like lawyers.

Yes, people who can create their own laws can be lawful per D&D, but let's keep the conversation germane to City of Titans before the community goes off into another 100-post discussion of the intricacies of Dungeons and Dragons.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Cinnder wrote:
Cinnder wrote:

Omar: 'A man got to have a code.'

Would that be 'Crazy Omar', by chance, of The Wire fame?

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Project_Hero wrote:
Project_Hero wrote:

Also devils, who in D&D are more like lawyers.

Are you sure that’s just D&D...? ;)

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Lawful Evil robs banks with

Lawful Evil robs banks with Lawyers and Loopholes. It's Dastardly, but Legal.

Be Well!
Fireheart

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Huckleberry wrote:
Huckleberry wrote:
Project_Hero wrote:

Lawful Evil villains in D&D can be something like a local baron who taxes way too much. Or a tyrant king, he is the law in those parts.

Also devils, who in D&D are more like lawyers.

Yes, people who can create their own laws can be lawful per D&D, but let's keep the conversation germane to City of Titans before the community goes off into another 100-post discussion of the intricacies of Dungeons and Dragons.

A baron wouldn't create their own laws, they'd be under the jurisdiction of the king. Who would likely only hear what the Baron and his men report to him.

Either way, there's tons of ways for people to be evil/villains within the law. Especially if they have a lot of money or political power to throw around. Sure you can take down that villain and get him taken away by the police, but a few calls later, money moving hands, and some legalese and it was all just a big misunderstanding, the villain did nothing wrong and no laws were broken.

Lawful villains are precisely the kind to threaten to call the cops on a hero who has entered the villain's office/home.

"Let the past die. Kill it if you have to."

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The thing is, how will COT

The thing is, how will COT capture the idea of a character being a lawful villain? It isn’t as though we are playing a courtroom law game, we are supes.

I think the closest they will achieve here is a villain character (by player selection) that does missions that are normally reserved for heroes but somehow the villain managed to be on the arc through normal gameplay choices.

I think this is what may have been intended by a statement the Devs made a few weeks ago about emergent gameplay. Almost like a choose your own adventure book; do they still make those? I may have just given my age away... anyway somehow a villain may manage to get a contact/mission source that manages this through some “It’s a Wonderful Life” type arc of some sort so now we have a reticent villain that deep down wants to be a hero... I know it veers from the common definition of emergent gameplay a great deal but I think this might have been what they were meaning but didn’t want to give away too much info... surprizes yay!

Of course I may be way off... 42

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

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rookslide wrote:
rookslide wrote:

The thing is, how will COT capture the idea of a character being a lawful villain? It isn’t as though we are playing a courtroom law game, we are supes.

I think the closest they will achieve here is a villain character (by player selection) that does missions that are normally reserved for heroes but somehow the villain managed to be on the arc through normal gameplay choices.

I think this is what may have been intended by a statement the Devs made a few weeks ago about emergent gameplay. Almost like a choose your own adventure book; do they still make those? I may have just given my age away... anyway somehow a villain may manage to get a contact/mission source that manages this through some “It’s a Wonderful Life” type arc of some sort so now we have a reticent villain that deep down wants to be a hero... I know it veers from the common definition of emergent gameplay a great deal but I think this might have been what they were meaning but didn’t want to give away too much info... surprizes yay!

Of course I may be way off... 42

First of all, as has been stated countless times by MWM and the CoT fanbase, there will be no Hero labels or Villian labels in the game. There will just be content.

And there will be three alignment axes. Lawful-Unlawful is just one of them.

The other two alignment axes are:[list]
[*]Violent - Nonviolent
[*]Honorable - Dishonorable[/list]

So lawful is as lawful does in terms of choosing to work with the police or follow laws as put forth in conversation and mission choices.
If a character wants to play a villain but still be lawful, there are plenty of opportunities to be ultra violent and dishonorable while still being lawful if that's how you want your lawful villain to be.
[hr]
Edit: Before anyone can correct me, I used the wrong words above and have corrected them. There are no hero or villain labels in the game, but apparently there will be hero and villain content. To wit:

ConundrumofFurballs wrote:

Paths are a series of arcs that are somewhat connected, even if only in general concept (like spandex hero, spandex villain, street hero, etc.). We will have 4 at launch. Two for the north side of the bay, and two for the south. Two villain and two hero (1 each for north, 1 each for south). We plan to expand on this system later, but for now they are just the four most common types. We've chatted about having different themed paths (noir, detective, magic, etc.) later, but nothing firm, or even beyond a passing discussion. The whole concept of the paths post-launch is still entirely up in the air. I promise absolutely nothing with regards to later content at this time.

So I'm sure a "heroic" character can still run the villain content, but they would probably have to obtain some reputation with villainous factions and their respective NPCs to unlock it. And vice versa with "villainous" characters trying to run the heroic content paths.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Cobalt Azurean wrote:
Cobalt Azurean wrote:
Cinnder wrote:

Omar: 'A man got to have a code.'

Would that be 'Crazy Omar', by chance, of The Wire fame?

'All in the game, yo.'

More to the point of the OP, while MWM has been pretty clear on the 3-axis alignment system, I think they've remained rather vague up till now when it comes to the way in which the hero/villain labels will apply to and/or manifest in CoT. This makes it difficult to answer the question or even speculate reasonably until MWM is ready to release more specific info.

Spurn all ye kindle.

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Ahh I did not know this.

Ahh I did not know this. Based on the question in the initial post I thought this hadn’t been set in stone as yet or never explained by the devs. Makes me wonder why it is so hard to wrap his head around then...

thanks for the info.

"A sad spectacle. If they be inhabited, what a scope for misery and folly. If they be not inhabited, what a waste of space." ~ Thomas Carlyle

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Project_Hero wrote:
Project_Hero wrote:

Either way, there's tons of ways for people to be evil/villains within the law. Especially if they have a lot of money or political power to throw around. Sure you can take down that villain and get him taken away by the police, but a few calls later, money moving hands, and some legalese and it was all just a big misunderstanding, the villain did nothing wrong and no laws were broken.

This isn't really a lawful character as it has been defined by CoT so far (but could easily be your personal definition), it's a character with influence. In other words, you are describing a character who has a high reputation with certain groups in the game and/or a high amount of wealth.

Kickstarter Updates wrote:

Law is a measure of your character’s willingness to adhere to the laws of Titan City. A Lawful character obeys the law, and tends to respect law enforcement. A Lawless character is almost always a criminal of some sort, and tends to be dismissive of authority

Being able to 'get away with it' is not part of the law aspect of alignment. The law component of alignment refers only to if the character breaks the law, not culpability.

Having friends in political power or law enforcement, high priced lawyers, bribery, fear tactics and the like are all a function of this games reputation system and a characters wealth.

Defining a 'lawful villain' in CoT terms is not going to be universal because it is intentionally vague so that each individual can make their own determinations as to what constitutes a 'Hero' or a 'Villain'.

Kickstarter Updates wrote:

Of course, there is a fourth component to this 3-axis alignment system as well; one that you choose. What is the correct term for your character, in your eyes or their own? Do you consider them a hero? A villain? Somewhere in between?

Everyone's definition of a villain is going to be different in this game.

The alignment system does not define morality, it only tracks what your character has done. If you steal the rare Curse Diamond of the Congo from the natural history museum you will likely see a swing towards lawless. It won't matter if you avoided all detection, got caught but were acquitted, or any of a million other ways to avoid punishment. You stole the diamond and your law alignment is affected. At that point it is up to you the player to decide if what your character did was an act of heroics, villainy or something in between.

Furthermore, the law aspect isn't just lawful or lawless. It works on a scale.

Kickstarter Updates wrote:

These aren’t binary measurements; each of these axes is its own scale designed to determine just how Lawful, Violent, or Honorable your character is. As your character explores Titan City, your actions will determine just where you stand. A hero who occasionally overlooks minor offenses is going to be rated much differently than an anti-authority vigilante.

This scale lets you both act in a lawful manner when you as a player deem it important (such as presenting a law abiding face to the public or law enforcement) while still being able to be lawless when you find it more in character (no witnesses, have a good legal defense and so forth as examples).
This lets you create the publicly lawful villain like a Lex Luthor type, the careful but well known criminal like a mob boss or Kingpin type, manipulative villain that gets others to break the law but never does so themselves like a Purple Man type and so forth. All of which could be easily considered Lawful Villains within the context of this game.
It boils down to how much 'lawful' points a player needs on the scale to personally decide if the character is lawful or not. At any point the player can decide if the character is lawful or not and if they are a hero, a villain or something else.

Another thing to remember is that the game cannot possibly track everything on a lawful/lawless scale. The only times this alignment aspect will come up is at times when the choices you make have a law modifier attached to it. Anything lawful your character does that is not directly associated with a choice won't be tracked. Paying taxes, using crosswalks, reporting crimes, ect... None of these will influence or affect your law alignment. So again it comes down to a players interpretation of their own character to make the final call on if they consider themselves lawful and villainous.
Just remember that how you define your character is not how others will define it.

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But we're not talking about

But we're not talking about how others will define a character. We're talking how the -game- will define a character.

"Being able to 'get away with it' is not part of the law aspect of alignment. The law component of alignment refers only to if the character breaks the law, not culpability.

Having friends in political power or law enforcement, high priced lawyers, bribery, fear tactics and the like are all a function of this games reputation system and a characters wealth."

"Lawful character obeys the law, and tends to respect law enforcement."

Why certainly officer I'll go with you and we'll clear up this little... Misunderstanding. +Law

Having friends in law enforcement seems to adhere to the "respect law enforcement" aspect of the quoted Kickstarter update. A lawful villain would at least feign respect for law enforcement.

And I really hope that they don't just lump all villains (that is folks on villain paths) into the lawless category. It would suck to make a Lex Luthor type villain (read as one that does evil actions) and have said character constantly attacked by police.

If the game doesn't let villainous path characters take/make lawful actions there's not much point of there being a tri-axis alignment system. You should, by the inclusion of having the alignment system, be able to play a lawful, non-violent, honorable villain. Same as you can be a lightside sith and Darkside Jedi on SWTOR. Or else what is the point of having the alignment system to begin with?

At the very least a character like Lex Luthor or the Kingpin should get options in his path missions to gain faction rep with Law enforcement so they're not attacked on sight by said groups.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:

But we're not talking about how others will define a character. We're talking how the -game- will define a character.

The game won't define if a character is a hero or a villain. Even a characters position on the law alignment scale isn't really a description, it's a stat. It's the culmination of the choices you have made most likely with a numerical value. You could have Law= +5 or Law= -5.
Alignment is purely how the individual players define it. You may describe a Law= +/-0 character as 'neutral' and someone else might describe it as 'not a criminal'.

Project_Hero wrote:

Why certainly officer I'll go with you and we'll clear up this little... Misunderstanding. +Law

Choosing to follow the law at that moment could give you a swing towards lawful but it does not change that what you did to make the officer want to take you in could swing you towards lawless. They may balance out, but each is a separate incident that modifies your alignment stat.

Project_Hero wrote:

Having friends in law enforcement seems to adhere to the "respect law enforcement" aspect of the quoted Kickstarter update. A lawful villain would at least feign respect for law enforcement.

And I really hope that they don't just lump all villains (that is folks on villain paths) into the lawless category. It would suck to make a Lex Luthor type villain (read as one that does evil actions) and have said character constantly attacked by police.

There is nothing to adhere to. That update you refer to said 'tends to respect' not 'must show respect'. It's a suggestion nothing more.
As explained by Tannim previously, alignment won't make foes hostile towards you. That again is a function of reputation. Lex Luthor types could have any law alignment and still be in good standing (positive reputation) with the police so they would not be constantly attacked by cops which you say later.
Also, AFAIK, at character creation you are given a chance to pick your alignment (to a degree). I can't remember where I heard this or even if I remember this correctly, so I can't present a source for this.

It's important that people understand that ,according to the devs, alignment does not affect gameplay. I expected alignment to have more impact on the game so I pressed for information and got this:

Tannim222 wrote:

Alignment axis it self doesn't drive game play. It is reflection of choices that have been made, it is descriptive not prescriptive. Choices themselves may affect story lines yes, but not the alignment axis itself.

Tannim222 wrote:

Alignment will not dictate what choices are offered. If the mission offers a series of choices, you will always have the entire listing of choices to choose from. Alignment does not itself dictate anything, it describes what you've done.

Unless something has changed, alignment is nothing more than a stat tracking system that only matters to the player and will not affect any aspect of gameplay. Your law alignment won't cause a reaction in NPC's, it won't give you alternate choices and it won't determine your morality. It just says 'I made this choice in the past'.

Project_Hero wrote:

If the game doesn't let villainous path characters take/make lawful actions there's not much point of there being a tri-axis alignment system. You should, by the inclusion of having the alignment system, be able to play a lawful, non-violent, honorable villain. Same as you can be a lightside sith and Darkside Jedi on SWTOR. Or else what is the point of having the alignment system to begin with?

You can be lawful, non-violent and honorable and still consider your character a villain. The game just won't care what your alignment or morality is because it is left up to you as to what makes someone a villain and to interpret exactly what constitutes lawful based on the tracking info that the alignment system provides.
It's usefulness is up to you but I suspect it will be useful for others who like to have a way to qualify how they define their character.

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Yeah, you can define your

Yeah, you can define your character however you want. You can define your character as a toaster. Self definition isn't what I'm talking about. I'm talking mechanically.

There is a villain path. Ergo characters on said path are by some mechanical definition villains. Even if this mechanical definition doesn't effect anything but the types of missions you are given for your path.

You can still define your character however you want but you are doing Villain Path missions.

Now. With the tri axis system you -should- be given the -mechanical- options to have your character on the villain path have positive lawful, non-violent, honorable values on the tri axis system. Else there is little point to have the tri-axis alignment system to begin with.

To put it in D&D terms; I'm talking crunch, you are talking fluff. I'm talking mechanics, you are talking RP.

"Let the past die. Kill it if you have to."

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Project_Hero wrote:
Project_Hero wrote:

You can define your character as a toaster.

[img]https://img00.deviantart.net/6ad8/i/2009/355/c/a/powdered_toast_man_by_mborkowski.jpg[/img]

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Cobalt Azurean wrote:
Cobalt Azurean wrote:
Project_Hero wrote:

You can define your character as a toaster.

[img]https://img00.deviantart.net/6ad8/i/2009/355/c/a/powdered_toast_man_by_mborkowski.jpg[/img]

Perfect :D

+1

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Project_Hero wrote:
Project_Hero wrote:

To put it in D&D terms; I'm talking crunch, you are talking fluff. I'm talking mechanics, you are talking RP.

You are conflating alignment (the original topic) first with reputation effects and now with paths.

I am not talking RP. I am pointing out what each of those things do mechanically.

Alignment tracks what choices your character has made in the past. It has no gameplay impact, that's the mechanics of it. Other players can't even see your alignment. It is purely for your personal use. Alignment does not define your character, you do.

Reputation deals with how other groups and your character interact. AFAIK the mechanics of reputation will be different quest options, costume options, friendly/hostile reactions from various groups, and some possible in or out of combat benefits/penalties based on your reputation with various groups. Any character on any path with any alignment (unless the devs havn't told us something) can get a high or low reputation with any group in the game if they work at it. Reputation does not define your character, you do.

Paths are a quest option at various points in a characters career. The mechanics are you get a series of missions every few levels that lean towards the path description, in this case you would get missions with a villainous slant. It's not a complete story that you follow to the exclusion of all else and you still get to pick your response when choices arise both in the path quests and other quests. You may also get certain contacts that offer missions with similar villainous slants but if you choose to be lawful you should be given that option in most cases. Being on a villain path does not make your character a 'villain'. It just offers you villain missions which you can respond to how you choose (within the limits of the game). You can easily decide that your character is an undercover or duplicitous hero and choose to follow a villain path. I suspect that being a lawful character on a villain path will likely be difficult to maintain that lawful stat... as it should be. Just as an unlawful character on a heroic path will likely face complications based on their choices. The point is paths don't define your character, you do.

None of these force a definition on your character. The game simply does not define your character in terms of villains and heroes. There are no 'hero or villain' mechanics in the game. This is a design choice the devs made to allow players the freedom to make those determinations as they individually feel they should be made. They offer alignment, reputation and paths as helpful tools for you the player to make the determination as to what a characters morality is.

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I'm not talking about

I'm not talking about reputation at all. All I'm saying is that someone on a villainous path should be able to make lawful alignment choices. As such they would be a lawful villain it doesn't matter how you head cannon why your character is doing a villain path.

In CoX you were free to define your redside characters as heroes that didn't change how that character fits into the narrative of the world.

You can define your character how you want but as long as a path is labeled as a Villain Path then the character on that path, I assume, would be doing villainous acts. The game won't slap a label on your character saying "villain" but the character would still be doing villainous things.

It's similar to Jedi and Sith on SWTOR. It doesn't matter how lightside your character acts they are still Sith. Lightside is alignment, Sith is path.

Law/violence/honor is alignment, Hero/Villain is path.

A lawful character on the villain path. A lawful villain. Mechanically that is what you are. It doesn't matter how you head cannon it.

Black Widow being undercover in Hydra would make her a Villain for the purpose of the story. Mechanically the game doesn't know the why the character is working for Hydra. But the character is working for Hydra. They could have choices to help out other organizations against Hydra, but as far as the mechanics are concerned they are still working for Hydra. Working for Hydra = Villain Path, regardless of your alignment choices you are still on that path. Still, as far as the game is concerned, working for Hydra. You are a Hydra agent.

All the head cannon and self definition would not change the mechanics that you are on a villain path. The mechanics are not going to care about why your character is on that path. As far as the path mechanics go your character is a villain. That is the narrative. You can minimize the bad you do, alignment choices, but you are still on this narrative path. You are still a villain as far as the mechanics go. You will likely fight heroes. You may be inacting a plan to take over the world. You, in this narrative, are a villain.

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Boiled down to basics:

Boiled down to basics:
Lawful villain = Organized Crime. structured villainy with a mutual goal.
Chaotic Villain = too individual to form a cohesive group. If in a group there is constant fighting and only the most ruthless becomes the leader. Biker Gang.

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Project_ Hero wrote:
Project_ Hero wrote:

Or else what is the point of having the alignment system to begin with?

This is the question.

MWM has stated that alignment [i]could[/i] be used to adjust NPC interactions, but then we have statements like those quoted above saying that alignment will not govern NPC interaction.

I think it is safe to say that we really don't know what, if anything, effects alignment will have.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Project_Hero wrote:
Project_Hero wrote:

You can define your character how you want but as long as a path is labeled as a Villain Path then the character on that path, I assume, would be doing villainous acts. The game won't slap a label on your character saying "villain" but the character would still be doing villainous things.

Characters on a villain path will be offered villain choices along with not villain choices. You won't be made to act a certain way. In fact you can side swap as Tyche references here:

Doctor Tyche wrote:

This does not mean side switching will be delayed, but the actual path branching framework. It's not being explained very well there.

And here the update itself says:

Kickstarter Updates wrote:

First, we try to maximize options for you to make choices within the Path that let you experience it in the way that best fits your conception of your PC.

You won't have to do villainous things even when on a villain path.

Project_Hero wrote:

Law/violence/honor is alignment, Hero/Villain is path.
A lawful character on the villain path. A lawful villain. Mechanically that is what you are. It doesn't matter how you head cannon it.

There are 2 hero and 2 villain paths at launch but there are plans for more. There are no restrictions placed on your character, they are just a story that gives you options on how to respond. Paths are intended to present you with guidance, not hard and fast rules/restrictions. This is from the update:

Kickstarter Updates wrote:

Second, we’ve structured the Path system itself to give ourselves—and you—some guidance. Since we can’t customize every aspect of a Path for you, we’re creating several Paths that fit a broad variety of concepts.

Paths are a way to help tailor your game experience, not a way to pigeonhole you into a specific classification. Further clarification was made here by Tyche when desviper asked a question:

Doctor Tyche wrote:
desviper wrote:

My understanding is these are just templates, not alignments. A grey-hero might be following the Villain South path, gathering seedy(?) allies for a questionable cause.

Pretty much.
Punisher is a clear example of a "Villain South" character, for example.

Villainous activity is never forced on your character through any mechanic. The path itself is just called a 'villain' path to illustrate what story the game will present to the character. The character still has every freedom to respond how they see fit, be it heroically or villainous. Obviously how heroic or villainous is dependent on what options you are presented with through story progression.

Project_Hero wrote:

All the head cannon and self definition would not change the mechanics that you are on a villain path. The mechanics are not going to care about why your character is on that path. As far as the path mechanics go your character is a villain. That is the narrative. You can minimize the bad you do, alignment choices, but you are still on this narrative path. You are still a villain as far as the mechanics go. You will likely fight heroes. You may be inacting a plan to take over the world. You, in this narrative, are a villain.

Again, the path system allows you a clear path to act that way if you so choose but you are not forced to do so. You can flip the script and behave contrary to your path. You are only a villain if you choose to be (and based on your own definition of 'villain'), regardless of path. Whats more, being on a path does not force you to play any path mission so you can completely ignore some or all of those missions in order to tailor your experience even further. You are in control of the narrative (as much as the devs can allow for of course) so even when on a villain path you are not mechanically considered a villain. The narrative might presume you want to be a villain, but according to the information we have now you will not be forced to follow that narrative. Again, from the update:

Kickstarter Updates wrote:

A Path is more than just a good/evil choice and a tone that’s set for your character’s adventures. Each Path features multiple Series as well as an overarching story about your character’s growth. Using our quest system’s ability to “remember” choices and discoveries you’ve made during play, we have been able to give each Path recurring NPCs with whom you can build connections, friendly or hostile. Your choices will influence not only how the NPCs view you but also, as the Path proceeds, the roles they play.

The paths system will remember your choices and respond accordingly (within limits). Mechanically it will almost certainly provide ways to not only minimize the villainous aspects of a path but when coupled with the ability to switch sides (as it were) you can go from the vilest scum to the noblest paragon and anything in between. You choose.

I suspect the initial paths will be more narrowly focused than future paths because the starting 4 have goals relating to criminal activity and crime fighting. It may be hard to create morally flexible, mercenary or path contrary characters (hard not impossible) with the first four paths because they involve morality directly. I believe the release paths are designed to be a bit more rigid just to give us players an easier time acclimatizing to a new game. But they will still offer enough freedom to explore personal desires.
I am fairly certain future paths will not be as focused on the morality of a character as they will be on other common genre archetypes and goals like the detective, the manipulator, the fallen from grace, the scorned/emotionally wounded, the oath taker/breaker, the double agent, the spy and whatever else they may come up with. It would make more sense from a time management and cost effectiveness standpoint if future paths used branching (as opposed to separate paths) to explore all moral implications of a characters actions. A path might set a goal of finding your parents killers but allow you to take any route to get there be it criminal, lawful, good or evil, super powered or street and have widely branching missions to reflect these options for example. These future paths would be more fluid and offer more replayability as I see it.

But this is all tangential to the op's topic. I gave him an answer as I see it and without further information we are probably going to continue to disagree.

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Huckleberry wrote:
Huckleberry wrote:
Project_ Hero wrote:

Or else what is the point of having the alignment system to begin with?

This is the question.

MWM has stated that alignment [i]could[/i] be used to adjust NPC interactions, but then we have statements like those quoted above saying that alignment will not govern NPC interaction.

I think it is safe to say that we really don't know what, if anything, effects alignment will have.

I must have missed when a dev said alignment could adjust npc interactions. Can you point me towards it because I would be very interested in reading it in context. I have tried to keep my personal opinion from this discussion but I am not that excited by a stat tracking alignment system. If it turns out I am wrong about it I might be more interested in the alignment system.

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Brainbot none of what you

Brainbot none of what you quoted says you can "flip the script" of a path. And it's far too early to be able to nail down anything definitive about the system. Until we see what we can and can't do within a path all this is just speculation.

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Project_Hero wrote:
Project_Hero wrote:

Brainbot none of what you quoted says you can "flip the script" of a path. And it's far too early to be able to nail down anything definitive about the system. Until we see what we can and can't do within a path all this is just speculation.

Doctor Tyche wrote:

This does not mean [b][i]side switching[/b][/i] will be delayed

Tyche is saying you can switch sides, flipping the script as it were.

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Brainbot wrote:
Brainbot wrote:
Project_Hero wrote:

Brainbot none of what you quoted says you can "flip the script" of a path. And it's far too early to be able to nail down anything definitive about the system. Until we see what we can and can't do within a path all this is just speculation.

Doctor Tyche wrote:

This does not mean [b][i]side switching[/b][/i] will be delayed

Tyche is saying you can switch sides, flipping the script as it were.

Which would likely be going from one path to another. Not being a hero on a villain path.

"Let the past die. Kill it if you have to."

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Project_Hero, I too have been

Project_Hero, I too have been wondering about the whole hero/villain aspect of the game for quite some time now. Your questions are entirely valid, and we actually have very little to go on from MWM so far. I assume when they are ready they will give us the information we seek. Until then, as you say, speculation is futile. Wouldn't it be great if this thread actually prompted them to reply so we'd have an authoritative answer?

Spurn all ye kindle.

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Project_Hero wrote:
Project_Hero wrote:
Brainbot wrote:
Project_Hero wrote:

Brainbot none of what you quoted says you can "flip the script" of a path. And it's far too early to be able to nail down anything definitive about the system. Until we see what we can and can't do within a path all this is just speculation.

Doctor Tyche wrote:

This does not mean [b][i]side switching[/b][/i] will be delayed

Tyche is saying you can switch sides, flipping the script as it were.

Which would likely be going from one path to another. Not being a hero on a villain path.

Crossing paths is not a launch feature. Both Tyche and Furballs have made that clear.
My suspicion is that you would probably be able to abandon a path to change a narrative you are not enjoying at launch. At least until they have enough paths and branches to allow for path switching.

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This isn't the first thread

This isn't the first thread wondering about the rep and alignment systems, not even the first since I joined relatively recently. There was a pretty heated one a while ago because the devs revealed that they sort of copied SWTOR's system for grouped dialogue but added a shyamalan twist by forcing every member of a team to suffer the same consequences regardless of their individual choices (or abstain entirely from the dialogue, thereby losing out on the rep/alignment benefits they could have obtained).

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TheInternetJanitor wrote:
TheInternetJanitor wrote:

This isn't the first thread wondering about the rep and alignment systems, not even the first since I joined relatively recently. There was a pretty heated one a while ago because the devs revealed that they sort of copied SWTOR's system for grouped dialogue but added a shyamalan twist by forcing every member of a team to suffer the same consequences regardless of their individual choices (or abstain entirely from the dialogue, thereby losing out on the rep/alignment benefits they could have obtained).

I’m good with it. If you’re Johnny Storm and you decide to team up with the Sinister Six to take on a threat to Manhattan, don’t expect there to be no complications or for your reputation to come out intact. Pick better teammates.

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First of all, they are

First of all, they are writing paths for us because trying to play a hero on the villain path would be too difficult for the scriptwriters to accommodate. So they are making some paths available should you choose to be the hero or the villain. Don't overthink it.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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Huckleberry wrote:
Huckleberry wrote:

First of all, they are writing paths for us because trying to play a hero on the villain path would be too difficult for the scriptwriters to accommodate. So they are making some paths available should you choose to be the hero or the villain. Don't overthink it.

Is there a secondly?

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Brainbot wrote:
Brainbot wrote:

I must have missed when a dev said alignment could adjust npc interactions. Can you point me towards it because I would be very interested in reading it in context. I have tried to keep my personal opinion from this discussion but I am not that excited by a stat tracking alignment system. If it turns out I am wrong about it I might be more interested in the alignment system.

In the [url=https://cityoftitans.com/forum/gray-guilds]Grey Guilds discussion[/url],Tannim222 had this to say about alignment:

Tannim222 wrote:

[Alignment] may change which contacts a player has, the dialogue options, etc.. based on past decisions made in stories.

But I think you are more correct than I am. Because notice he inferred the actual mechanic is the story-branching mechanic of the mission design, and not just something unlocked by an alignment score. In fact, that whole thread laid out bare the fact that alignment really is wasted in this game and really should just be thrown out. It seems as if MWM wanted it to have a meaning, but then is doing everything to make sure it has no bearing on the game whatsoever, other than to track a player to inform him or her how they have played so far.

[hr]I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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I could easily see alignment

I could easily see alignment tied to achievements though. In that sense it isn’t necessarily wasted. I’d like it if reaching certain alignment levels and/or combinations could give unique (voluntary) titles.

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notears wrote:
notears wrote:

So something's been bothering me for a while.... what does it mean to be a villain with a high law morality? Like from what I hear the tutorial is a bank robbery and if you're a villain it's pretty much your bank robbery, and yet if you're high law that means you're working with the police soooo.... what does that mean in the contect of this starting mission?

So, essentially you've got Vader, the Sheriff of Nottingham, and Doctor Doom as lawful villains. In this context, I am unsure as to how it could work at all.

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Huckleberry wrote:
Huckleberry wrote:

In the [url=https://cityoftitans.com/forum/gray-guilds]Grey Guilds discussion[/url],Tannim222 had this to say about alignment:

Tannim222 wrote:

[Alignment] may change which contacts a player has, the dialogue options, etc.. based on past decisions made in stories.

Oh from that thread. Yeah I followed that one as it was ongoing. I thought I had even used quotes from it in this thread but now that I look back it seems I hadn't.

Huckleberry wrote:

But I think you are more correct than I am. Because notice he inferred the actual mechanic is the story-branching mechanic of the mission design, and not just something unlocked by an alignment score. In fact, that whole thread laid out bare the fact that alignment really is wasted in this game and really should just be thrown out. It seems as if MWM wanted it to have a meaning, but then is doing everything to make sure it has no bearing on the game whatsoever, other than to track a player to inform him or her how they have played so far.

I agree that the alignment system CoT is describing is not that interesting to me. I personally will have little use for it.

Just to play devils advocate here, I can see it's value to some players.
Because the game is purposefully doing all it can to not define characters in the traditional 'hero/villain' and 'rogue/vigilante' manner having a system that gives players a way to individually make those distinctions is laudable (or at least warranted).

What I mean is when we conceptualize our characters we have a general idea of how they behave. Certain broad aspects (law, honor and violence) can be used to quantify that general idea of the character to help flesh it out. For example, if we start by having a general idea that our character only uses violence sparingly and then look at the violence alignment stat to set a character specific boundary they will operate in (say plus or minus 5 as an arbitrary number) it can help inform our progress through the game. This way when faced with multiple violent choice options we can see the effect these decisions are having on our character and may either choose to ease off on the violence or evolve our characters concept. Using the alignment system in this fashion could give a reference of what actions mean and lend a bit extra weight to alignment affecting choices.
Basically, I can see alignment stat tracking used as a roleplaying aide that we are in control of.

Alternately, and this is probably how I would use the system personally...if ever, the alignment stats could be a way to create a separate difficulty curve for player (not character) set goals. As an example, I decide I want my character to gain a high reputation with some evil NPC group but as a way to make it more difficult I require my character maintain high positive values in the honor and law alignment stats. Now I as the player must juggle all the foul choices that gaining favor with the evil group entail (which in all probability would lower law/honor alignments) with other deeds that maintain the high values in those stats. It's a kind of meta gaming option one could impose upon themselves to offer a new challenge.

Like I said though, I am not excited by the alignment system as I understand it will be (I could be wrong about its gameplay impact after all). But I don't exactly think it to be a waste.

Originally I wanted, and still hold out hope for the possibility, for the alignment system to include benefits for maintaining certain levels of an axis. Having a sufficiently high or low enough stat on one or more of the axis could present a special quest witch rewards you with some 'permanent as long as you maintain that alignment stat' benefit. For example, having a high honor and law might provide a 'peoples champion' bonus to health that represents your personal drive to work for the betterment of your fellow man. The flip side could be having a sufficiently low law and honor stat might give you a 'In It For Myself' bonus to health that represents the fact you don't rely on anyone else. The benefit doesn't have to be a combat bonus, it could be special choices in dialogue trees, alignment specific auras, unique titles, alignment specific quests, non combat abilities, access to locations, special equipment prices, temporary alignment powers or really anything else. These bonuses also don't need to be limited to just high or low alignment stats, they could be found in the middle ground as well. A more neutral law stat could give you a temp power 'Unremarkable' which when activated gives you a stealth component relating only to police NPCs to represent how you haven't really gotten on the cops radar much.
I picture these types of bonuses as kind of a cross between the old CoH accolades and how in games like GTA you can complete missions for permanent rewards. These types of alignment bonuses would be something player could strive for but because the are dependent on maintaining a margin in the alignment stats you could never gain them all and would lose those you have gained if your alignment changes drastically.

I think something like this would promote a character consistency that alignment systems traditionally were designed for but it wouldn't make that consistency a requirement like many of those same systems often did. It also would make any alignment shifts a character does experience have more impact. For example, turning your heroic character evil or vice versa would mean tearing a part of them down and rebuilding them again.

Anyway, figures crossed that I am wrong about how MWM is going to use alignment.