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General Tabletop Discussion
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Advice needed: PC Alignment, and NPC question
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<blockquote data-quote="Goddess FallenAngel" data-source="post: 3526598" data-attributes="member: 11434"><p>I'm going to start running the 1st module in two weeks, and I need a little advice.</p><p></p><p>I have two separate questions:</p><p></p><p><strong>1.)</strong> I'm thinking about replacing Torrent with one of the PCs who is working with the Resistance. Will this cause any issues later on? It doesn’t look like it, but I wanted to see if anyone had any suggestions.</p><p></p><p>I only have The Scouring of Gate Pass at the moment, although I will be signing up for the subsciption later this month.</p><p></p><p>In broader terms, does the party really need to take along any of the NPCs introduced in the module? It doesn't look like it, but I'm not yet sure what the rest of the modules hold. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>2.)</strong> It looks like most of the PCs will be either evil-aligned or neutral with evil tendencies. I’ve got a way to get them into the initial adventure and working with the Resistance that doesn’t require hardly any change to the module as written. I’m not so much sure about the rest of the Adventure Path, though.</p><p></p><p>Does anyone have any tips for running evil PCs through the Adventure Path, or can anyone think of areas where evil PCs will be a problem?</p><p></p><p>Note: I told the players that I would allow evil alignment as long as they could A.) work with the other PCs and find a reason to be in the adventure and B.) not be the destructive, insane evil that is the stereotype. I’ve also told them that if it becomes an issue, or I think it is disrupting the group/game, I will take steps, and it will probably involve either new character(s) or a dramatic alignment shift via DM fiat. I know my group, though, and I don’t believe it will be an issue in that way.</p></blockquote><p></p>
[QUOTE="Goddess FallenAngel, post: 3526598, member: 11434"] I'm going to start running the 1st module in two weeks, and I need a little advice. I have two separate questions: [b]1.)[/b] I'm thinking about replacing Torrent with one of the PCs who is working with the Resistance. Will this cause any issues later on? It doesn’t look like it, but I wanted to see if anyone had any suggestions. I only have The Scouring of Gate Pass at the moment, although I will be signing up for the subsciption later this month. In broader terms, does the party really need to take along any of the NPCs introduced in the module? It doesn't look like it, but I'm not yet sure what the rest of the modules hold. :) [b]2.)[/b] It looks like most of the PCs will be either evil-aligned or neutral with evil tendencies. I’ve got a way to get them into the initial adventure and working with the Resistance that doesn’t require hardly any change to the module as written. I’m not so much sure about the rest of the Adventure Path, though. Does anyone have any tips for running evil PCs through the Adventure Path, or can anyone think of areas where evil PCs will be a problem? Note: I told the players that I would allow evil alignment as long as they could A.) work with the other PCs and find a reason to be in the adventure and B.) not be the destructive, insane evil that is the stereotype. I’ve also told them that if it becomes an issue, or I think it is disrupting the group/game, I will take steps, and it will probably involve either new character(s) or a dramatic alignment shift via DM fiat. I know my group, though, and I don’t believe it will be an issue in that way. [/QUOTE]
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