So, no, he's really not supposed to sound or act like any other Amarrian that doesn't share his unique history. He's Amarrian enough; I don't think anything he says is heretical enough to get him tossed before the Theology Council.
Not yet. But he does have a very 'Arzad Hamri' style to him, which I pointed out on Samira on the IGS. That
is heretical. He talks a lot about using a soft hand and incorporating foreign culture into Amarr, which are things that Arzad Hamri was looked down on and eventually trialed for.
If that's how you want your character to be, then that's fine. But it is going to result in a lot of traditional Amarr characters viewing Constantin as heretical. Samira liked him at first, but she's been growing more and more concerned with what he says.
However, for the most part, I think the lore's a bit thin and what we could really use isn't more stuff telling us what people are and are not, but giving us real source material that we can use to give characters context rather than limitations. More about the planetary settlements and their environments, the practice of the religion (especially more Scripture that's maybe tied to procedure or practices and rituals), what jobs are allocated to what classes of society, that sort of thing.
More of this would be nice. There's some of it about, but a lot of it is buried really deep in isolated sentences in chronicles. For example, Amarr view physical punishment as a standard punishment for crimes, not just something used on slaves, as mentioned in a chronicle. That same chronicle mentions that priests at least work beside the slaves, not just as overseers. Another chronicle mentions that execution and killing are actually rare, because the culture prefers to make the criminal/enemy to come to see their point of view, through methods like slavery. There is a
lot of lore to be found in those chronicles (and in in-game missions).
This is the case for lore in most universes, though, not just EVE. To go to WoW as you keep using it as an example, there is even LESS lore there. WoW's lore is extremely vague on cultural backround and practices with a handful of exceptions (one of the reasons I really liked the Pandaren was because it was one of the few times Blizzard actually went into depth on the culture of the race). As someone who plays a draenei as her main, the only way you could get any kind of lore was to infer for yourself based on what little you could find in quest dialogue (for example,
I wrote a big essay on the Auchenai purely from conjecture and inference of an extremely limited selection of quotes. None of that is actually canon, it has to be assumption because there's so little to work with. That entire thread I linked to is actually full of stuff like that--essays and assumptions made from very scant pieces of lore because draenei have nothing to work with).
Where WoW lore did get expanded was in the WoWRPG books. Unfortunately those were declared non-canonical, which lobotomized the universe (the entire Forsaken religion of divine humanism for example was a product of those books and is now non-canon). It otherwise has as much, if not far less, actual lore available for players as EVE does. While the case of draenei as mentioned above is one of the more extreme cases, even well-developed races like humans and orcs have very little of actual substance. In WoW, as in EVE, you have to make a lot of inferences from obscure references.
One of the major differences? In EVE, unlike WoW, the player's actions can actually affect change on the actual lore. Much of current Amarr lore has been inspired by or even outright taken from things that Amarr roleplayers did years past. Amarr Victor for example came from players, and I believe that the concept of Amarr slavery being a path to salvation came from Archbishop's old sermons on the IGS. The systems of Bagodan and Hama were originally low-sec systems but were raised to high-sec after consistent anti-pirate operations by PIE and others in the area. The same thing happens with the other factions. Hak'lan tea was player-made and canonized, Ava tells me that Modern Standard Matari was created by players and eventually canonized, as well as the voluval ritual, and so on.
That's really the thing that EVE does and WoW doesn't. In WoW, the lore comes from the developers, and nothing the player does in the realization of that lore in-game means anything. You are just there as a member of the audience, watching Blizzard's story. It is a railroaded game in content and story. Even the official characters are tools of the plot, there not to be characters but to drive the story in the direction Blizzard wants it to go (evidenced most clearly in Jaina's recent 180 change in character, done purely in order to give the Alliance faction a driving incident (Theramore) and to make Jaina the devil on Varian's shoulder in pair with Anduin the angel). In EVE on the otherhand, you the player are expected to be the one who does something with that lore.
I guess I don't share that, because I've actually killed and had characters killed in the game in combat. Being a capsuleer, just by the lore of it, precludes you from things like bravery because you literally cannot die for your country. I've had a couple go for less than that. At least lore-wise, I've dealt with the consequences of death fairly regularly. You kind of have to RP it because even the crew deaths are essentially something that doesn't happen in-game, all you're technically losing is your ship. I guess I'll take the IC threat of death, even if it has to be RPed out in text, over the in-game consequence of ship loss, though it doesn't. It's probably a personal thing, though. I didn't always have a game to RP in, so I don't mind handling entire dramas in nothing but an IMer. Skipping the hassle of in-game doesn't necessarily bother me.
To be blunt, but that's bullshit. While EVE might have an IC mechanic to get around death (something that WoW also had, by the way, in the form of resurrections, even though a lot of RPers liked to forget it existed because "herp derp I'll only acknowledge the mechanics, lore, and IC actions that I personally agree with"), it has OOC consequences to death that WoW did not have. And even more importantly, as a full-time RP game in which everything you do in-game is IC (compared to WoW where only the things you want to be IC are IC), you actually can and do die on a regular basis.
In WoW RP, bravery was never a thing to worry about because RPers lived in a world of RP-by-Consent. The PC is never at risk of death unless the player behind the character wants to be at risk. And as none do, it results in characters being brave as a rule because they will ignore any seriously threatening injury and only die when the player wishes the character to die. Even in actual IC PvP, any death the character suffers in combat will be ignored because the player does not wish to acknowledge it.
In EVE, bravery is enforced by OOC consequences and because the game spits on your consent. Sure, you may have an IC out to use, but you
will actually die regardless of whether you want to or not, and you will actually lose assets in that death. Ergo, you will have to actually tone down your bravery to acceptable levels because the game doesn't let you pick and choose when and how you want to die. Characters in EVE actually do retreat from lopsided fights, something that actually rarely happens in WoW RP.
Also, cloning does not immediately render bravery moot, because it is strongly dependant on how your character views cloning. Amarr characters in particular have
actual lore reasons to not view cloning as something that invalidates death.
Group functions, getting to do that largely in-game, is a bit more fun, so here's hoping station walking eventually makes an appearance and has some kind of purpose. I really don't get in-game immersion in the actual moment. When the game is going on and I'm worried about keeping my ship intact or my raid from pulling threat, I'm not entirely concerned with my character's frame of mind and how he'd react mentally to this duress. It's part of the pain in the ass of having a game around your RP. Sometimes it's nice to have graphic representation, but when the game is on, the game is on. People, sometimes not RPers, are very often counting on you to not have your head up your own ass when you've got a job to do.
And the key difference here, is that in EVE it's other characters that are counting on you, not just other RPers. The vast majority of raids in WoW are not IC, even when it's a full group of RPers. In EVE, everything you do in-game is IC, and those people are therefore counting on you both OOCly
and ICly. When I do well in a fight in EVE, I get IC praise. When I've done poorly or run away from a lopsided fight (without being ordered to retreat), I've been reprimanded IC. The fight actually has more meaning in EVE because it's IC.
That's why I personally find EVE more immersive as a universe than WoW. In WoW, the only things that are IC are the things that you and other players are willing to take IC. In EVE, everything you do is IC. Everything the OOCers do is IC. Everything that happens in EVE is IC. That is far, far more immersive. WoW is part-time IC, EVE is full-time IC.
And that's kind of the thing. In WoW, the world is a toybox that you use to stage creative stories on. Nothing about the world actually matters, rather what you can create with what is available. When you use an in-game dungeon, you are not typically RPing the ACTUAL dungeon, you are using the dungeon's art and environment assets to pretend it's somewhere else for a story you are running. When you are running an event out in the world, you are inventing a plotline and creatures that are typically not actually there, and using raid markers and emotes or dice rolls as a way of staging that story--the environment itself is once again an environmental prop piece, much like the underlying environment board for a PnP or miniatures game.
In EVE, the actual world is an actual world. It is not a toybox that you take stuff out of and put back in when you are done, it is a living breathing world in which your characters are actually living and interacting on a daily basis. What happens in that world actually happens IC, whether it is interesting and exciting or dull and mundane.
Do note, that unlike a lot of EVE players I won't go and say that WoW or the WoW method or RP is actually bad. I was RPing in WoW for the better part of 6 years and was the main IC leader for my server's Alliance RP community last year. The WoW method does actually let you create very fun larger than life stories. But the key word in that sentence is 'stories'. EVE is 'life'. In WoW, like in a PnP game, you have a lot of resources that you can use to create amazing stories, incredibly fun for all the players involved, but those stories won't ultimately change or mean anything to the overall universe. In EVE, however, your character is in a living, breathing universe. You may not be able to tell the same kind of grand stories (except in exceptional cases by exceptional people), but you can live out an alternate reality with actual persistent impact for everyone in that universe. In WoW, the big problem I found in the RP community was the people trying to live out normal, mundane character lives when the world is built for powerful, engaging, creative storylines (IE the typical boring guard/citizen/criminal dynamic that spends all its time jacking off in Stormwind instead of participating in the ever-evolving WarCraft story). In EVE, the problem is the opposite, in people trying to be create big made-up storylines in text instead of actually living out their character's day-to-day lives in the game world. Both types of story have their merits and both are fun. But each story type fits better to a different game. I could not RP out a character like Samira in WoW (and I've tried). At the same time, I could not RP out a character like I've played in WoW in EVE. The game worlds support two different types of story. That doesn't mean that either of them is bad, they just cater to different things.