I believe in tastefulness and I believe in player empathy; I believe people who play powerful characters have a huge responsibility to make sure that the players they interact with actually enjoy being imposed on by them to some extent, that the 'way' this power is exercised implies some basic respect for the player on the other end and their time & enjoyment.
> The Psychologist has entered the chat. <
In many aspects to which I have participated in both in villainous and paragon roles of playing powerful characters (sometimes both when it arises to character deviance without trying to self-insert my own thoughts from behind a screen), people in general tend to miss the mark in their appropriations for how "good & evil" is portrayed across a spectrum scale on the serious roleplaying environment. It is easy to mistake how 'powerful' characters in high positions are to be portrayed without becoming the simple replacement tyrant in the Combine or the nonsensical idiot who thinks he's "
doing good by committing the bad".
Every character should have some form of agenda behind them, a tick to their timebomb so to speak. When I first played Hex Sanchez (not my original character to play, though the player who DID play him left a long time ago for reasons unknown), everyone remembered him to be the meanest bastard anyone would have met in City Eight, though over time his experiences and punishments and the loss of his brother in-character caused a greater ethical and moral shift in the character's personification. In the end, he died believing himself a changed man with faults, rather than one man being upmost concerned with flaunting power where-ever he could.
Arcs tend to be misguided by the stillness of in-the-moment activities of the roleplay they're involved in and it's tendful to forget how a character should really act and behave in levy to his original layer of portrayal.
An effective appliance of appropriating power across one or multiple characters is by not jumping the gun if you were to hold the cards, but simply classically conditioning the other players into your realm of personifying expertise. It's operant conditioning that is to be avoided in these cases, because it's deliberately adjusting the balance to /your/ set of words typed on the keyboard through the given scenario you're in.
*COUGH* I'M TALKING TO YOU, POWERGAMERS. *COUGH*
In my eyes, the 'almost perfect" Civil Protection officer is the guy that doesn't talk much to you, boldly doing his job enough to recognise that the person they're about to beat could have it better in an interrogation chamber in a dark room. Power is displayed by alleviating the one-railed system of the left mouse button and is instead directed by a co-opted carrot being dangled by the unit enacting the punishment, luring the other players into either a false sense of belief, or uncertainty of the future.
It's a social contract enacted by the sacrifice of time you're willing to put into making your RP flexibly make the scenario as fun as possible.
Imagine if Hex just came up to you and decided to just inject you with some stupid serum that comes out of nowhere and suddenly your character is forced to some cringe death scene. Or if the unit just sees you do something that's taken you a while to participate in-character to achieve and it's a 9mm shot to the head-dead-end. It would be BORING and unwarranted, but scenarios differ so really it's not easily judged that way either.
The most questionable activity I've probably ever done was last year in November when my CP tried to talk a guy out of fighting him after a bar brawl with another unit and two other citizens with him. It lasted ten full minutes. We eventually won but we were all battered and bruised, though he decided to spit on my boots in the end...
I threw him in a washing machine and turned it on. That may not have been the best warranted act despite the amount of medical RP it produced for everyone involved, but torture RP is boring regardless of what it is (never did it again because I look back at it and it seriously didn't align with how HERO-111 acted back in the day) and it left a sour taste that the player decided to just have his character PK'd rather than have him live the sensation of surviving being funnelled for a spinning bath of premature doom.
So yes, power requires basic respect and it applies to everyone. Otherwise, might as well just call it Half Life 2: Serious Moral Bankruptcy RP. His statement is correct.