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emo samurai
The discussion about Humanis being punching bags/having a reasonable amount of bitterness convinced me to do this. What do you do to make your NPC's, villains even, sympathetic, and where do you draw the line? Mob bosses? Insect shamans? Senor Oscuro?
eralston
Bug Shamans, Corrupted-types, Blood Shamans...basically any really demented is completely unsympathetic because their is no way of "saving" the good man inside them.

The only real exception to that would be that ghouls can be fairly tragic in their portrayal.

Anyone who's just a meta standing in the team's way I generally just present as "same as you, but with a different agenda". The team usually kills them, but not before pointing out that they would have done the same.
SL James
“When you write about somebody you hate, write about them with love..."
-- Hubert Selby, Jr.
emo samurai
What if it's a blood mage?
eralston
I think the heart of that statement would be just to keep them from monolithic evil. I would say that on a continuum, someone has to be monolithic evil...blood mages do that for me
emo samurai
Any really monolithic evils will be rare in my game. Most of the evils they encounter are just really twisted people.
stevebugge
In order to be sympathetic an NPC has to be somewhat familiar so there are a lot of unsympathetic characters but they fall in to two very broad categories. First are grunts who you never get to know, they just sort of exist. Second are the completely twisted, inhuman type of enemy like Insect Shamans, AI's, Blood Mages, and even just some really nasty people. In between are contacts, rivals, and some of the more normal opposition. These people have the usual range of traits that can make people either like or dislike them, but they are still working towards different goals then the characters most of the time. Steve Morris from Brainscan is a great NPC to use for a sympathetic bad guy.
nezumi
Good topic, emo (although that might be because I inspired it ;P )

I try very hard to sympathise, understand, even love any NPC the PCs are likely to have any amount of serious interactions with (time allowing) excepting those that lack a rational mind (such as animals, debatably insect spirits and horrors). I definitely try to understand any character that does 'evil' but is not mentally deranged, because most people don't do evil just for kicks. Members of DSF seem to be a regular exception to that, however.
emo samurai
What about the (FanGirl don't read)
[ Spoiler ]

He seems to be very much an exception to your rule. I think you're supposed to just kill that guy.
SL James
QUOTE (emo samurai)
What if it's a blood mage?

Did I say anything about, "Well, except for blood mages?"
stevebugge
QUOTE (emo samurai)
What about the (FanGirl don't read)
[ Spoiler ]

He seems to be very much an exception to your rule. I think you're supposed to just kill that guy.

There could be reasons to be sympathetic to that guy. Think about Tybalt and Mercutio (minor characters from Romeo & Juliet) and see if you can't work that angle a bit.
emo samurai
Dude, he's not Tybalt-esque. He just wants revenge because he was told off at a party while he was drunk and stupid. His problem isn't that he's minor, his problem is that he's stupid and drunk, both on alcohol and his own power. You can't feel bad for that kind of guy. You can find him on my campaign thread on, like, the fifth page or something.
stevebugge
No that would be more like Mercutio, Tybalt was more the bully. But drunken, self important, flamboyant individuals are not automatically unsymapthetic (unless you are an angsty teenage outcast at an upscale Colorado highschool). The point I was trying to make was that put in context of the Montague-Capulet Fued (an the inherently strange childhood that would entail) personalities like Mercutio and Tybalt make some sense and could be used as templates for a more sympathetic Bad Guy from page 5
Kremlin KOA
I usually keep my NPCs in a box between essionsand beat them repeatedly if they complain
emo samurai
Okay, you don't seem to know the backstory for the guy. I'll tell you here.
[ Spoiler ]

So yeah, that's why he's unsympathetic.
Laser
Yeah, power-abusive executives get all the sympathy that the business end of an Ares Viper can deliver biggrin.gif
nezumi
Yes, I would sympathise with him. Basically, unless you can sympathise with him, he's not a real character!!! He's a fake, cardboard tree. Now if you like stuffed dummies meant to be punched in the face in your game, fine, but I'd be hesitant to call it a character (well, a personality).

In this case, it sounds like you've intentionally made the character a bit unbelievable with the intention of making a punching bag. That's not making a personality, it's making a punching bag and it's about as realistic as an action movie (again, if that's what you want, go for it). I *COULD* believe a situation like that can come up, but I just don't think that's what you were actually going for.

But we'll work with what we're given, so let's stop and look at it for a moment.

You are an honored Japanese businessman. You are aware that much of your power is based on perceptions, on keeping face, on following the rules of etiquette and rank and order. While at a party hosted by your company, while sharing drinks with your superiors and inferiors (mostly the latter), you find a lovely young inferior of yours, a secretary, who you express interest in. She seems shy, which is cute, but ultimately you think she's really interested in you.

Then some bungling, ugly, smelly Renraku guard, almost an eta, certainly of low birth even though he fancies himself a samurai as he proudly proclaims it on his uniform, comes and dares reproach YOU, his superior and host. What an insult! What a slap to the face! You disregard his advances, hoping that those watching will realize he is in the wrong. Anyway, what business is it of his? If this girl wasn't interested, she would have walked away a while ago. And what does the foolish man do? He dares to THREATEN YOUR LIFE!!! He dares to lay a hand on you! To shame you in front of your friends, your superiors, your potential business partners. These are men you've been working almost your entire life to impress, and this foolish man tries to make you look a fool because he wants your girl!

Worse still, this isn't just a slap between two men. If he were a Mitsuhama employee, he would be thrown on his rear end promptly the next morning. But this is a sign that the foolish Renraku either lack the discretion to send properly mannered people to your party, or dare to consider even their lowest of front door guards greater than your company's greatest managers. This is truly a disdainful moment.

Of course, you're not about to come to arms in the middle of a cocktail party, and even though true samurai blood runs through your veins (and you have the family tree to prove it), you did not think to bring a katana to this particular social engagement. However the man will learn soon enough that you do not insult your betters, and everyone else at the party knows this as well. Because this is an insult from one corporation against another, there is only one way to solve it, and no business may continue until it is properly put to rest. Renraku must do justice to its own and provide the appropriate apology for the man's terrible manners. To do otherwise would disgrace both parties.

And so the deal is sealed. Your red samurai would do well to learn the meaning of 'insolence'.
Voran
I think that if you want to make a NPC sympathetic, you need to introduce him as a personality first, and keep his 'class' nebulous until the PCs start to know/like him. If I know someone is a "Renraku Corp Exec" or an "Ares Anti-Runner Specialist" before I know they're that pleasant dude I see in the pub where we chat about sports on fridays, it'll color my view on him. Same with Humanis, or whatever. If I know you're a humanis klanner before I know you as a person, I'm probably going to shoot you in the face before I get to know you.

If I get to know you first, then find out later you're a humanis klanner, I...well, I might still shoot you in the face, but I might be sad, there could be tears.
hyzmarca
RPG characters are very much like television, literature, and movie characters. They can easily be divided into three catagories.
Red Shirts, the cardboard cutouts that you never get to know. They rarely have lines and if they do they are going to die soon. Usually, they are just window dressing. They are the crowd in the mall, the people on the streets, the wageslaves, and the two-bit rent-a-cops.
Supporting characters provide support for the -tagonists. They have personalities and motives though they may not be fully fleshed out. These characters can easily be highly sterotypical and surprisingly unique.
The -tagonists are the ones that drive the story, they are the PCs and their real enemies. Generally, an NPC should never be a protagonist. That just detracts from the PCs. Antagonists should be fully-fleshed out three-dimensional characters with subtle and complex motives. It should be rather easy to sympathize with them even if they are heartless bastards.

Are insect Shamans sympathetic? It depends on how you play them. If they are enemy redshirts, obviously not. If they are supporting characters or -tagonists, then certainly. I can understand the mindset and, if it were'nt for Potency, would support allowing PCs to follow hive totems.

Consider what an Insect Shaman is. It is a magician who feels a strong connection to a particular type of insect. This is not much different from a Shaman who follows Dog. The only difference is that the Insect Totems demand more from their loyal Shamans. The Shaman could be driven by greed, by fear, or even by love, to follow his totem's will.

Are Blood Mages sympathetic? Again, not if they are redshirts. But, nothing stops them from being sympathetic if they aren't. All they are is magicians who cut people. There is nothing wrong with that. What one must consider is who they cut and why they cut. Such characters can be very simple or very complex.

nezumi
That's very true, and it's a problem I've been having with contacts chosen at chargen. I don't mind having even brief introductions ("Hi, I work at Mitsuhama in R&D"), but having a job title without even a name sort of removes any modicum of personality.
Kagetenshi
QUOTE (emo samurai)
He just wants revenge because he was told off at a party while he was drunk and stupid. His problem isn't that he's minor, his problem is that he's stupid and drunk, both on alcohol and his own power. You can't feel bad for that kind of guy.

Yes, you can. I would.

My NPCs are people. Well, not all of them—my Stuffer Shack clerks tend to be (but aren't always) cardboard cutouts. Of course, I don't go out of my way to show the sympathetic side of them either—while I've yet to encounter a person for whom I could reasonably say it doesn't exist (I feel bad for Adolph Hitler, for example), that isn't a side of people that is usually available to strangers during casual interaction.

~J
nezumi
I recollect when I was running The Other Game and the group had their first combat encounter. As I gently put aside the sheet of the first downed NPC and said, 'well, there goes Vincent,' the entire group suddenly realized I named my NPCs. I had little histories for them. Families even! All of a sudden the combat got significantly less brutal for some reason.

I was very pleased with myself. Your PCs should know every person they kill has a family. The family might not be in touch with them, but that doesn't mean they don't exist. How your PCs deal with the fact that they are killing fathers, mothers, brothers, wives, well that's their problem. But they should realize that's the case. When they loot bodies they find more family photos, notes to pick up laundry, phone numbers, drivers licenses ten years out of date, marriage rings. etc than they find spare magazines.
Voran
That's a good idea as well. Granted, it only really works for players that aren't souless, which can be pretty rare in games smile.gif Some comp games do that, via 'voicemail' or email messages you find on terminals while you wind your way through in an FPS, so when you finally run into the guy/gal who left the messages and find they've been eviscerated, you feel a little sad, as opposed to "WOW LOOKIT THE GIBS!"
Kanada Ten
QUOTE (nezumi)
And so the deal is sealed. Your red samurai would do well to learn the meaning of 'insolence'.

Grade A, material.

I have to agree in spirit, too. As a GM you have to love even the characters you hate. When my players deal with Green Lucifer, I draw on all the qualities I hate about myself - greed, ambition, I have to play the PCs like pawns in a very deadly game, and I have to be motivated by pride (something I often am, but dislike). Lucy isn't unsympathetic in many ways, since he's thumbing his nose at Tir while trapped in their game, but his methods don't include compassion, which makes him hard to like. My players have come to hate him, to have a real feeling about a fictional character (and not in some wrong loss of reality way). Yet, they are sympathetic to Sting, despite her similar methods, because she is besieged on all sides - which is how they often feel...
Wounded Ronin
Well, I just started reading the Harry Potter books, and I just finished number 3. (It's only been 2 days because I read fast.)

I'm finding that I like the "bad guys" more than I like the heroes, so I could argue that the villians being sympathetic is part of an entertaining story.

I like Malfoy better than Potter because I think that Malfoy has a better repetoire of insults. It must be my internet-fu speaking, where I appreciate acrimonious insults and wit. I think you're supposed to dislike Malfoy because he is rich and his family calls in unfair favors but on the other hand Potter basically has Dumbledore sucking his dong. Potter also calls in favors all the time but he just does it in a more subtle way. At least Malfoy is up front about his influence-pulling.

I think that elements like that make a story more mentally engaging. If the "bad guy" is just some guy you're supposed to hate I think your mind can just gloss over that. If the "bad guy" makes better wise cracks than the hero I think that the story does a better job of stimulating your imagination.
Wounded Ronin
QUOTE (nezumi)
I recollect when I was running The Other Game and the group had their first combat encounter. As I gently put aside the sheet of the first downed NPC and said, 'well, there goes Vincent,' the entire group suddenly realized I named my NPCs. I had little histories for them. Families even! All of a sudden the combat got significantly less brutal for some reason.

I was very pleased with myself. Your PCs should know every person they kill has a family. The family might not be in touch with them, but that doesn't mean they don't exist. How your PCs deal with the fact that they are killing fathers, mothers, brothers, wives, well that's their problem. But they should realize that's the case. When they loot bodies they find more family photos, notes to pick up laundry, phone numbers, drivers licenses ten years out of date, marriage rings. etc than they find spare magazines.

Didn't Vietcong have you pull out family photos and crap when you searched dead VC?

Making a backstory for each NPC actually sounds pretty cool but I don't think that as a GM I'd be able to make a convincing backstory for each and every dude the PCs kill. As I've said before once I sent 100 physads against the PCs in a game. There's no way I could have had satisfactory backstories for all of them.

I feel like if you were going to make good backstories for all the NPCs you'd have to run a kind of campaign where the PCs only fight small groups of "superior" adversaries instead of large groups of medium ones. It would really color the feel of the campaign because there would be no such thing as Lone Star cordoning off the block and sending the SWAT team after you. Instead, the worst Lone Star would do would be to send Inspector Zenigata, the super troll who for some reason is almost immune to magic as well as bullets, after you, just so that after the PCs go through a lot of work to kill Zenigata you throw a xeroxed piece of paper at them summarizing that character.
mfb
i don't sympathize with all of my NPCs, or even with all of my PCs, but i do try to empathize with them--to understand how they think and feel, even if i disagree with what ultimately drives them. very few people see themselves as evil, or weak, or as being possessed of other negative qualities. what i normally do is look at certain base assumptions--"everyone should be treated equally" is a good one--and change them to varying degrees. for instance:

-every person should be treated equally, but metahumans aren't people.
-every person should be treated equally; metahumans are getting too much special treatment, so they need to be taken down a peg.
-every person should be treated according to their inherent worth.
PeanutGallery
I don't know if this is along the same lines, but I've made 7 security guards for one scenario. They aren't just gonna be generic, "Hey you! Stop right there!" red shirt types. I've based them on people I've worked with in the security field. (yes, I was once a security guard, I know... frown.gif ) I plan on having these NPCs react the way I think the RL people they're based on would react.

As far as the antagonist, well the antagonist is actually a corp and those that do their bidding. And we all know that corps aren't very sympathetic...
Wounded Ronin
QUOTE (PeanutGallery)
I don't know if this is along the same lines, but I've made 7 security guards for one scenario. They aren't just gonna be generic, "Hey you! Stop right there!" red shirt types. I've based them on people I've worked with in the security field. (yes, I was once a security guard, I know... frown.gif ) I plan on having these NPCs react the way I think the RL people they're based on would react.

As far as the antagonist, well the antagonist is actually a corp and those that do their bidding. And we all know that corps aren't very sympathetic...

You don't feel that having only sevel medium/low caliber opponents to use against the PCs is a sufforcating limitation?

Once an ex-Marine told me, "if the mission is worth your dying for then it's worth killing someone for." What if the PCs just systematically blow through the facility fragging rooms and killing the enemy as quickly as possible? Then you only had 7 guys to challenge them and if the PCs were doing things "right" there was no chance at all for those personalities to manifest.
PeanutGallery
QUOTE (Wounded Ronin)
You don't feel that having only sevel medium/low caliber opponents to use against the PCs is a sufforcating limitation?

Once an ex-Marine told me, "if the mission is worth your dying for then it's worth killing someone for." What if the PCs just systematically blow through the facility fragging rooms and killing the enemy as quickly as possible? Then you only had 7 guys to challenge them and if the PCs were doing things "right" there was no chance at all for those personalities to manifest.

Hee Hee

You're gonna love this, that's not seven guards at any given time. That's the total amount of gaurds assigned to "protect" the building. That would be two for each shift, plus a split shift between morning and day. (e.g., 1st, 2nd, and 3rd with a midshift between 1st and 2nd). My reasoning for the small security staff is that the building is in a AA security zone. So they can't go in there gunz a blazin, well they could but then they would prolly end up dead.

Then there's the fact that there is always one gaurd on patrol and one at the console. With regular radio check when a floor is complete taking anywhere from 20 to 45 minutes a floor. In addition to this, if the job is done during the graveyard shift, the guards also perform checks on the elevators which involve radio communication and intercom checks. So while one guy might be alone at the console the other guy is always calling him for time checks and such.

I don't know, it seemed decent enough given the security rating of the area. Maybe I was counting on the runners caring about that fact (the security rating) a little too much.

It's not like they'll be the only ones in the building. On any given night there would be 1d6 people working late, plus the cleaning service and eventually the courriers and delivery services. Oh, and the bread delivery for the deli or the newspaper delivery for the coffee shop. Damn I almost forgot the print service attached to the building, that place has people working 24/7.

I would certainly accept some suggestions, if that doesn't seem like enough stuff for the runners to think about, seriously.
Laser
Actually... depending on the personalities of your runners/players, that might be a good idea. With security that light (well, perhaps light isn't the right term -- spotty? filled with holes for the opportunistic?) I know I would strongly consider just avoiding it and getting on with my business quietly. Of course, YMMV depending strongly on your group.
nezumi
I've gotten good enough that I don't produce all the backstories before the PCs encounter them for low-level baddies. I either make them up on the spot, or even just leave little momentos without necessarily fully explaining the background, and let the PCs fill in the detail. My PCs could stop every Joe on the street and I think I'm creative enough that each one would have his own name, backstory, preferences, etc.

Because my wife has actually done things like this, it's really pushed my improvisational GMing skills.
Sean Bad
@Wounded Ronin: If you like Draco Malfoy now, just wait til you get to Half-Blood Prince. Now that's a sympathetic villain.
Glyph
I think I am similar to mfb. I am not going to be sympathetic to all of my major NPCs, but I still like to know what makes them tick, how they see themselves, and why they do what they do. For an example, you can look at Weber's Honor Harrington series, and one of the early antagonists, Pavel Young. The guy is slime, but all the way, you know the reasons for his actions, the way he justifies them, and his point of view. I think NPCs all need plausible motivations. Those motivations don't need to by sympathetic ones, but they should still make sense.

But keep in mind that not every NPC will be a horrible villain, just as the PCs are not exactly traditional heroes. And the PCs won't necessarily always see a complex NPC as such. If they are facing down an NPC, they will often be more concerned with blowing him away than with understanding how his abusive parents made him that way. Don't try to force an NPC's backstory down the PCs' throats - just relax and let the personality of your NPCs come out when it is natural. And if an NPC gets blown away before you get a chance to use any of it, just use it for a similar NPC later.
Calvin Hobbes
I'm not sure that Draco is sympathetic in Half-Blood Prince. I mean, not to give spoilers, but I don't entirely think he makes his decisions out of anything but cowardice.
Kagetenshi
And that isn't sympathetic? Excuse me, Mr. Übermensch.

~J
Dog
When it comes to fleshing out NPC's, the key to me is motivation. For a lot of the red-shirts in the same environment doing the same job, the motivation is close enough to group them together. "Catch the bad guys without risking getting shot." or something like that, depending. Beyond that, I find that I just throw a quirk or a feature out there to make each NPC non-clone-ish. "The chubby guy is running for cover but the Jamaican is drawing a gun." etc.
As well, I keep some uncommitted backgrounds on hand for various NPC types. For example, a page describing how one sec-guard has a family and is struggling to make ends meet, so he's more corruptible, while the next describes a guy who is idealistic straight out of corp indoctrination. Then, if I happen to discover that I need a background -a guy gets captured or approached for a bribe or whatever- I just grab the first background paper I see and say "okay that's this guy."
So I don't have to write a ton of character development that I'll never use, but I have one when I need one.

When it comes to major NPC's, recurring villains or allies, I usually only write enough to justify what I want them to do, then throw in a few basic traits to make them more human. I tend to leave the rest open, so that I can justify other things that I might want later.
As an example, there's a fixer who has connections to the military and a bunch of professional background stuff, 'cause I need it for the plot. Later, a PC's son is kidnapped. Hmmm... I want the fixer to help the character out to give the players a break, so now I write a little family background; the fixer has a kid the same age....
Wounded Ronin
QUOTE (PeanutGallery @ May 11 2006, 12:52 AM)
QUOTE (Wounded Ronin @ May 10 2006, 08:12 PM)
You don't feel that having only sevel medium/low caliber opponents to use against the PCs is a sufforcating limitation?

Once an ex-Marine told me, "if the mission is worth your dying for then it's worth killing someone for."  What if the PCs just systematically blow through the facility fragging rooms and killing the enemy as quickly as possible?  Then you only had 7 guys to challenge them and if the PCs were doing things "right" there was no chance at all for those personalities to manifest.

Hee Hee

You're gonna love this, that's not seven guards at any given time. That's the total amount of gaurds assigned to "protect" the building. That would be two for each shift, plus a split shift between morning and day. (e.g., 1st, 2nd, and 3rd with a midshift between 1st and 2nd). My reasoning for the small security staff is that the building is in a AA security zone. So they can't go in there gunz a blazin, well they could but then they would prolly end up dead.

Then there's the fact that there is always one gaurd on patrol and one at the console. With regular radio check when a floor is complete taking anywhere from 20 to 45 minutes a floor. In addition to this, if the job is done during the graveyard shift, the guards also perform checks on the elevators which involve radio communication and intercom checks. So while one guy might be alone at the console the other guy is always calling him for time checks and such.

I don't know, it seemed decent enough given the security rating of the area. Maybe I was counting on the runners caring about that fact (the security rating) a little too much.

It's not like they'll be the only ones in the building. On any given night there would be 1d6 people working late, plus the cleaning service and eventually the courriers and delivery services. Oh, and the bread delivery for the deli or the newspaper delivery for the coffee shop. Damn I almost forgot the print service attached to the building, that place has people working 24/7.

I would certainly accept some suggestions, if that doesn't seem like enough stuff for the runners to think about, seriously.

Thing is that if the PCs followed a pretty standard military procedure (frag the room, clear it, move on to the next) they'd essentially systematically kill everyone in the office especially if there were only 2 guards.

Notice I'm not saying, "if the PCs are evil," "if the PCs are sadistic," or "if the PCs make things explode for the sake of making things explode." If they just follow a very basic military strategy they'll probably blaze through the office and be gone within 5 minutes and none of these character backgrounds will emerge. The process dosen't necessarily need to be loud. They might use flashbangs or tear gas and suppressed SMGs to do it "quiet" in a high security zone but they could still basically sweep through the office and kill everyone before anyone realized what was going on.

See, the thing is, all of this personality and character background coming out depends on the PCs entering the office building with a non-war mentality. The idea that they're going to go in quiety, talk to people, use fast talk, use disguises, whatever, is a non-war mentality.

But, considering how the PCs *are* black market mercenaries and all, if they go in acting like mercenaries at war, they could just as easily go the "safe" route by blasting through the rooms as described above and leaving with what they came for within 5 minutes or so. Note that this is a different approach than grandstanding and acting like an angel of death, which would take a lot longer and would indeed give time for the AA zone to retaliate.

In other words, the whole system you described depends on the PCs either approaching in "social manipulation" mode, OR in them going "disorganized slow berzerk" mode so the AA zone can come and spank them. If the PCs chose to treat their job as a military operation, and they went in, fragged all the rooms, grabbed the briefcase, and left by manhole or something within a very short amount of time, then there'd pretty much not really be any real resistance of challenge for the PCs with only two guards.
Wounded Ronin
QUOTE (Kagetenshi)
And that isn't sympathetic? Excuse me, Mr. Übermensch.

~J

Lol, I'll probably start reading book 6 today.
emo samurai
The problem with him is that he sees no alternative to his cowardice; life for him is running from one decision he doesn't want to make to another.

So yeah, read it.

And what about this NPC? He's a corp kid who's got a history of drunken attempted rape and he wants to buy a famous Seattle bar because of the status associated with it. He has threatened the owner with violence against his customers if he doesn't sell, and the owner's willing to pay the runners 60k nuyen.gif each if they kill him spectacularly.

So... sympathy?
Kagetenshi
Yep, sympathy.

~J
SL James
Only attempted? Lightweight.

Yeah, definitely sympathy. Otherwise you may as well flick a card with stats at your players.
DeadNeon
I don't make all my NPC's sympathetic. Generally, it depends on the role I see that NPC fulfilling.

Some of them are tragic, and you can't helo but feel a connection to them, some others are full-blooded and god-awful bastards who you'd have to be crazy to associate with, and still others who are just there to be a faceless goon during a gunfight.

It all just depends on the NPC.
emo samurai
He doesn't need to be sympathetic in order to be something more than a card of stats to the players; he can be a total bastard in a very painstakingly detailed way.

And SL, you are SO gritty and street level. Dur. biggrin.gif
mfb
empathy, at least. no sympathy, from me--i don't have much of that to spare, anyway--but i can empathize with the asshole corp kid character. and that, honestly, is all you need to bring him to life.

well. that, and some acting skillz.
SL James
Yeah, well.

It's not that I sell them as sympathetic. I just can't build them very well (if at all) if I don't personally care about them.
Wounded Ronin
QUOTE (emo samurai)
The problem with him is that he sees no alternative to his cowardice; life for him is running from one decision he doesn't want to make to another.

So yeah, read it.

I just did. I dunno, I still feel a bit sympathetic to Malfoy in book 6. In the end he's just a snarky kid and all of a sudden Voldemort is leaning on him. I dunno, he just dosen't inspire dislike in me or anything.

In any case, I have one conclusion about Dumbledore after reading book 6. You ready to hear it?


Dumbledore spent too much time playing Nethack and not enough time playing Dungeons and Dragons.


That is all.
emo samurai
Huh?
Wounded Ronin
QUOTE (emo samurai)
Huh?

Let me put it this way so as not to give this thread a hot spoiler injection. Towards the end of book 6 Dumbledore goes and does something which would be expected in Nethack but which would be utterly stupid in a game of D&D.
emo samurai
What would that be? [/spoiler] it.
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