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Goals for a party - why should they even go anywhere together?
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<blockquote data-quote="MNblockhead" data-source="post: 7059186" data-attributes="member: 6796661"><p>When I started my campaign a couple years ago as a new DM I had the "no evil alignments" rule, and I still do, but now I realize that the only use for this rule is to set a tone. It doesn't really give guidelines for behavior. Also, I like to play with moral ambiguity. It can be difficult for the players to always know if they are the "good" guys and what the "good" course of action is. Much of it is subjective. What make the PCs heros to some, make them villans to others and the "some" and the "others" could all be LG.</p><p></p><p>Also, there are plenty of evil people who do terrible things but are incredibly loyal to their loved ones or partners. Couples who commit serial murder together, come to mind. They are not lawful evil and when you get to the point of arguing over whether they are neutral evil or chaotic evil, it gets silly. </p><p></p><p>Much more useful than worrying about alignment is to have clear rules that govern the PLAYERS and how they will play their characters at your game. You HAVE to have some agreement on this. DMing games for kids make this even more clear where the players that just want to kill everything anger the kids that want solve problems and play pretend. </p><p></p><p>With young kids I might simply state that they are heros and need to act like it. I'll give story/goal based XP rather than XP for each kill. Also, a particularly disruptive and psychopathic character will end up in jail, etc. </p><p></p><p>With my current group, I didn't really spell out many rules and everyone kinda naturally were in agreement not to be jerks to each other. </p><p></p><p>If a were to start a campaign with a new group of strangers, I would likely type up a number of basic rules and expectations and what the theme of the campaign was going to be. The focus would be on cooperation and keeping it fun for everyone. The exception being Paranoia, which I hope to run once I get my hands on the new Mongoose Publishing edition. But, again, everyone will go into that game with the same understanding of how the game is played (and that system is built to support a more PvP style).</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7059186, member: 6796661"] When I started my campaign a couple years ago as a new DM I had the "no evil alignments" rule, and I still do, but now I realize that the only use for this rule is to set a tone. It doesn't really give guidelines for behavior. Also, I like to play with moral ambiguity. It can be difficult for the players to always know if they are the "good" guys and what the "good" course of action is. Much of it is subjective. What make the PCs heros to some, make them villans to others and the "some" and the "others" could all be LG. Also, there are plenty of evil people who do terrible things but are incredibly loyal to their loved ones or partners. Couples who commit serial murder together, come to mind. They are not lawful evil and when you get to the point of arguing over whether they are neutral evil or chaotic evil, it gets silly. Much more useful than worrying about alignment is to have clear rules that govern the PLAYERS and how they will play their characters at your game. You HAVE to have some agreement on this. DMing games for kids make this even more clear where the players that just want to kill everything anger the kids that want solve problems and play pretend. With young kids I might simply state that they are heros and need to act like it. I'll give story/goal based XP rather than XP for each kill. Also, a particularly disruptive and psychopathic character will end up in jail, etc. With my current group, I didn't really spell out many rules and everyone kinda naturally were in agreement not to be jerks to each other. If a were to start a campaign with a new group of strangers, I would likely type up a number of basic rules and expectations and what the theme of the campaign was going to be. The focus would be on cooperation and keeping it fun for everyone. The exception being Paranoia, which I hope to run once I get my hands on the new Mongoose Publishing edition. But, again, everyone will go into that game with the same understanding of how the game is played (and that system is built to support a more PvP style). [/QUOTE]
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