First off, let me say that I'm neither the best, nor the most regular player. Everyone knows that I can be a whiny... Dude... At times, and anyone who's OOC'ly contacted me knows that I'm not exactly the brightest bulb in the Happy Meal, nor am I the easiest of people to deal to. I feel like I'm better then when I started out (Oh Lord, those characters were awful), but I've still got a lot of ground to cover. I'm not going to go out of my way to name names - Hell, I don't even want to call anyone out for specific RP - good or bad. That ain't my jive. I do, however, want to have an open conversation on what I refer to as 'BBEG's' - in layman's terms : Big Bad Evil Guys (or Gals).
In the past, we've had some spectacular ones. Mages, Brotherhood Agents - we've even had some BBEG's who are 'lawful' characters, and it's been a blast. I've lost my characters to at least a couple of them, and while I was salty at the time, it was usually handled pretty damnably well. At the very least, it made me feel warm and fuzzy to be a part of a larger plot. That being said, I've seen some BBEG's fall flat - not through any failure of their own, but simply because the 'good guys,' woefully outnumber the 'bad guys,' in terms of physical and mental power. The Manus was dissolved because people (rightfully) claimed that it gave the Mages too much power - they could sit in the Tower all day and simply RP with other Mages that happened to wander in and/or scry people through multiple manners, getting thier RP fix in that manner. The Brotherhood, while not dissolved, is... Well. I spoke about it at the OOC meeting, but to put it frankly - it's dead. Cyclic revolutions, obviously - When I first joined the Brotherhood, it was alive with the sound of music. In fact, -both- times I joined, it was amazing and broad-scoped - at the beginning. Both times they either fizzled out or were completely ripped to shreds from within, and that's just a thing that totally happens. I think it was TPB Margaux that said at the OOC meeting, as well, that every time she'd joined, she got absolutely burned by folks turning on her. That's happened to me -twice- with my current character, I totally understand that.
In any case, that sort of got rambling. What I'm suggesting here - for open consideration, not for immediate or drastic change - is the "Batman Method" approach to Evil Dudes. Even if you've never read or seen Batman, most people are familiar with the characters. Batman, our stereotypical 'good guy,' with a hard edge, comes across people like The Joker, Two-Face, Penguin... The list goes on. In a typical story arc, the villains do something unquestionably evil, Batman basically beats the ever-loving piss out of them, and they get sent to a place called 'Arkham Asylum.' The board game has nothing to do with Batman, trust me. In any case, they're sent to Arkham to be re-educated - there's always an aspiring doctor or legal assistant that believes that they can be the ones to 'save' the villains, that they can be the ones to finally turn them around. Inevitably, they're shanked in lieu of the BBEG being big and evil, the BBEG's escape, and Batman is once again forced to track them down and capture them again - therefore setting the process in motion once again, allowing the series to go on and on.
Why do I bring this up? I have a copy of 'Detective Comics #27,' in my basement. This was published in 1939, and was the first appearance of Batman in the comic reel. Shortly after, his popularity made him get his own comic book series, and it's been running ever since.
Let me repeat that, in a simpler way : Batman has been running as a comic for SEVENTY SEVEN YEARS. His archrival - the Joker - appeared in the DEBUT of the Batman comics - On April 25th, 1940. Batman has been fighting the Joker for seventy six years. And the Joker is an absolute, no-holds-barred, madman. He murders. He plunders. He's terrible in every sense of the word - literally insane. But the comic lives on.
In the same manner that Batman fights the Joker once a month for the last 76 years, I propose that perhaps we start looking at the MUD like that. It's like a radio drama, a good MUD - it keeps you entertained by being larger then life itself. The pitfalls are tremendous and the mountains are larger then the Earth itself. Certainly, some stuff is... Honestly, ludicrous. But, overall, I feel like we have fun. We have a connection. There's folks on this MUD who've been with it since the late 90's, when it was brought out of Beta. At the very least, they're still hidden in the shadows, watching every so often, catching a blurb on MUDConnector or somesuch. But a good radio drama can't go anywhere without - you guessed it - DRAMA. We need it. The MUD would be dead without it. And what creates drama? I mean, certainly, everyday drama exists. I think I got into an argument with someone once over how an NPC's -ass- looked. That's drama, certainly. But big drama, larger then life drama, drama that keeps people on their toes and they discuss over the water cooler at work? That kind of drama needs -antagonists,- pure and simple. And I cannot for the life of me come up for a reason as to why we feel drawn to kill these characters. Injure? Certainly. Arrest? Sure, that's interesting RP. Have a showdown with? Hell to the yeah, that's straight up film making stuff right there. But burning them at the stake? Keeping them in jail with no chance for escape? Drawing and quartering them? It's interesting, sure, and it provides RP for a moment - but it doesn't allow for the -meat- of drama - grudges. Hatred. Passion. Fire. Rivalries. Some would say that the Joker only fights Batman because he's -jealous- of the guy for being the hero, or that he's just playing a -game- with Batman, knowing that if he ceases to exist, Batman will be forced to sit on his laurels and play with the Batmobile in that huge mansion of his.
So, I'm submitting this for a general look-see. I want to see what you guys have to say about this - I've got a good feeling that my next character is going to be a lawful type, and I'm going to be damned sure to try to find as many reasons as I possibly can to disable myself into letting the bad guy go. I did it ONCE with Rothgar, and I think it earned me something like 20 QP because the aggressor had said that he'd never seen a Knight willing to let a Mage go (NOTE : NOT DISRESPECTING THE KNIGHTS. PLZ NO FLAME). That dude ran off and created -so much- RP for other people, and I'm reasonably certain that we encountered each other later and butted heads IC'ly, which was -awesome.- Having a person OOC'ly like your RP, not be afraid to tell you so, and IC'ly -knowing- that he's your archrival? Well. There's no better feeling on the Urth, for this guy. Almost like being Batman, I guess.

TL;DR
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This MUD is touted as an RPI (Roleplay Intensive) MUD. It's my firm belief that Brotherhood and Mages and antagonists in general make the Urth go 'round - without them, we wouldn't have a MUD at all - but I've routinely seen them get ignored, abused, and just drug through the dirt. Characters with 5, 6, 700 hours of roleplay time erased from memory and RP because a person decided that they wanted to 'win,' or - even worse - simply wanted to play hero for the day. I propose we adopt the 'Batman Method' (catch and release) of dealing with superbad guys - Lawful characters get to play the heroes, unlawful or heretical characters get to live another day (albeit with limited RP chances from then on out), and everyone else gets to have a chance to RP or RP around the actions of characters that were involved with the arrest/release. Comments below, hatemail to my trash account, general sneering at my boyish sense of naivety in the PM box.