On May 2, 8:05 pm, ***@kingman.gs.washington.edu (Mary K. Kuhner)
wrote:
> In article <Oe8_h.19366$***@news.indigo.ie>,
> Russell Wallace <***@gmail.com> wrote:
>
> >Mary K. Kuhner wrote:
> >> I would like to see if my ex-paladin ever manages to recover her faith,
> >> or find faith in something else. The "she becomes an NPC"
> >> school of thought means I can never explore this.
> >Yeah, that sort of thing can be interesting; and I wouldn't take away
> >control of a PC just because she lost her faith, or lied or blasphemed
> >or stole or even had "evil" written in the box on her sheet where it
> >said "alignment".
> >If she tried to stab the other PCs in the back, or to massacre a bunch
> >of innocent people for personal convenience, at that point I would step
> >in on the theory that the cost reliably outweighs any possible gain. But
> >there are plenty of shades of grey that can be explored short of that. I
> >have no problem with shades-of-grey characters.
>
> I ended up writing "lawful neutral" in that box. But she has to a
> large degree abdicated her moral decision-making to another character:
> if Jules said "Kill these innocent people" she'd probably do it. The
> only shade of gray available here, as far as I can see, is that she
> knows Jules to be a fairly decent person (though, gods know, not a
> saint). Otherwise it's fundamentally an evil mindset.
Is she so distanced from her deity that she cannot have a hint of what
the deity wants of her?
>
> Interestingly, the beginning of the end for Charis was in fact a
> massacre. The PCs found that a magic item badly wanted by their
> enemies was being held in the shrine to an evil scorpion-god, guarded
> by drow. After some debate they resolved to take it by force--they
> didn't think they could succeed by non-lethal means. Charis came to
> feel, afterwards, that she had been in the wrong to permit this: but
> for various reasons flowing out of the game setting, it seemed to her
> that the celestial powers actually expected and condoned that degree
> of wrongdoing. In other words, if she held to her ethics she was
> going to pit herself inexorably against Heaven.
Reminds me of the famous scene in <Huckleberry Finn> but Huck decides
to defy God and help Jim. On the other hand, I don't know that most
PCs would be terribly upset at killing Drow who were guarding the
shrine of an evil scorpion god. Or humans guarding the shrine of an
evil scorpion god, for that matter. What in her faith/religion/cult/
order forbids the killing of enemies? I have had characters who would
make some attempt to run the guards off, rather than kill them, but I
don't think this encounter would make me feel that my character was
going down the dark path.
> (The other characters, with less stringent ethical codes, eventually
> said "Damn, we shouldn't have done that" and resolved to improve in
> the future. Charis was less flexible, as paladins tend to be.)
So they all shared this feeling. Am I missing some truce or other
circumstance that made attacking this shrine a bad thing. Attacking
them simply because they were DROW would be ok for most campaigns,
although not mine. However, their employment renders them the enemy,
even if their ethnicity does not. Of course, I don't have Drow in my
campaign but you could replace it with Goblin or whatever.
> This conclusion was nailed down by the duel-with-the-angel story
> I posted about earlier, and from that point on Charis was, as best
> as I can tell, pretty much looking for a clean way to die. When
> she *did* manage to die, and Jules raised her from the dead and said
> "I won't let you die, I need you" it was shattering.
> At the moment, Charis describes herself as "bound to Jules' service."
> The other PCs confronted Jules on this, and Jules sighed and said,
> "If it was me binding her, I'd unbind her in a flash. But it's her,
> and there's nothing I can do about that. Ask her if you don't believe
> me." The PCs were reluctant to believe this--Jules is arguably a demon
> prince--but have finally decided that it's true. They would like to
> help Charis but have no idea how. (Neither do I, neither does the
> GM.) I'm waiting to see what happens.
>
> There are certainly places a character could go that I wouldn't be
> willing to follow. I support the right of any gaming group to decide
> for itself where those places are. This particular character is well
> short of my dividing line, even though the cold-blooded killing frenzy
> which is her current approach to combat is somewhat disturbing.
> (If Jules did become a demon prince in behavior as well as office,
> I'd bail out. Too nasty for me.)
> There are groups which draw the line so close to "white" that I don't
> think I could get interested in playing in their games: it would feel
> like a campaign where the GM said "By the way, you're never allowed to
> lose a fight." I'm not saying they're wrong, but I wouldn't be very
> interested. I'm not sure I have personally encountered a serious game
> which went too far toward "black", but I can certainly imagine one.
> I don't think I want to find out first-hand what the soldiers at the
> Mai Lai massacre were thinking or feeling.
The villagers weren't guarding the shrine of an evil scorpion god.
> I do think, however, that probably 90% of the trouble I've experienced
> or heard about with evil PCs in gaming groups is metagame trouble--
> the evil PC is being used as a tool for one player to exert some
> form of dominance over another player (and I do mean player, not
> player-character). "*I* get to do what I want, and *you* have to
> accomodate me." It may be weakly consensual in that the other player
> prefers to knuckle under rather than leave (especially in areas where
> gaming groups are rare) but it's not consensual in the sense of
> being directed toward everyone actually enjoying themselves.
> Certainly every single time my gender has caused me grief in gaming,
> it has been a metagame issue, not an in-game one: someone would like
> to use the game rules or situations to behave toward me in a way that
> otherwise wouldn't be condoned.
We had people behave like that when we were new to gaming. They left,
the other players didn't.
> The classical problematic evil PC--"I'm going to steal from the other
> PCs, even attack or betray them, and the other players have to accept
> that" is precisely that, a player dominance ploy: the player wants the
> other players to be forced to accept his PC's behavior no matter how
> bad. You can sometimes resolve these situations by the simple expedient
> of saying to the group as a whole, "If X is not required to make his
> character attractive, the group is not required to accept him, or even
> spare his life. You don't get to benefit from 'PC glow' if you play
> a character who doesn't deserve it."
We don't have PC glow. The other players have to accept your
character's behavior if their characters accept it or don't find out
about it. We had a very long campaign where one character, not evil
but politically opposed to the goals of the rest, betrayed them big-
time but didn't succeed in gaining the object of his desire, the
maguffin around which the whole adventure revolved. . His player
didn't even think about begging for mercy. He shouted defiance and
died where he stood. It was a good ending for him. We have had mildly
evil characters, people who would steal if they could get the chance.
Sometimes they wen't undetected, sometimes not.
Will in New Haven
--
"Do you have tiger
Nature? Strike without anger;
Kill without feeling."
Feather in <Poker for Cats>
> I have seen evil PCs played in situations and contexts where I am
> 100% sure that player dominance was not an issue. They can still lead
> to bad results either due to game instability or due to player dislike
> for nasty stuff, but the *kind* of problem you get is very different.
> Mary Kuhner ***@eskimo.com