Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alignment conundrum (long), Yig stay out !
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Krafen" data-source="post: 2017275" data-attributes="member: 5393"><p>I would go with consequences of their actions rather than alignment penalties, for now. </p><p></p><p>Depending on the power of the thieves' guild, I see two possibilities for the current encounter. Either the guild committed enough force to defeat their worst-case scenario of the party's capabilities or they just sent a few people to demand payment. If it's the first case, keep in mind the guild most likely has a goodly number of "enforcers" (i.e. fighters or warriors). Personally, I think the second case has more potential. The thieves have made their demand, when the PCs draw their weapons, the thieves give them one more chance with a warning that incurring the wrath of the thieves' guild is decidedly unwise, and then, if the PCs remain hostile (as they clearly will), the thieves flee before combat begins.</p><p></p><p>The thieves would then send someone to harass the party. Perhaps a thief to steal a valuable piece of equipment or two and ransom it back to the party. Alternatively, the thieves might hire or send an assassin after the party. If the party ever returned to the city, they would, of course, be in for serious trouble. This approach provides a feud that can last for a long time to come.</p><p></p><p>With regards to alignment, I suggest asking your players how they perceive their actions. Particularly in light of your statement that they normally play their alignments well. Say something like "Your actions with the thieves guild don't really strike me as good, and certainly not as lawful. How do you see them?" Ask this after the encounter in the tunnel has ended. It could be they see their actions as entirely justified, or they might realize they are pushing it a bit, and feel guilty afterwards. If you and the players clearly disagree on some interpretation of their alignment, let the players know how you will handle it in the future. It is very easy for DMs and players to perceive the same situation very differently, alignment-wise. Make very sure your players understand what they are doing, from your perspective, before changing their alignment or assigning penalties.</p><p></p><p>One way or the other, regardless of alignment, the players actions should have consequences. That is a large part of what makes the game interactive and interesting.</p></blockquote><p></p>
[QUOTE="Krafen, post: 2017275, member: 5393"] I would go with consequences of their actions rather than alignment penalties, for now. Depending on the power of the thieves' guild, I see two possibilities for the current encounter. Either the guild committed enough force to defeat their worst-case scenario of the party's capabilities or they just sent a few people to demand payment. If it's the first case, keep in mind the guild most likely has a goodly number of "enforcers" (i.e. fighters or warriors). Personally, I think the second case has more potential. The thieves have made their demand, when the PCs draw their weapons, the thieves give them one more chance with a warning that incurring the wrath of the thieves' guild is decidedly unwise, and then, if the PCs remain hostile (as they clearly will), the thieves flee before combat begins. The thieves would then send someone to harass the party. Perhaps a thief to steal a valuable piece of equipment or two and ransom it back to the party. Alternatively, the thieves might hire or send an assassin after the party. If the party ever returned to the city, they would, of course, be in for serious trouble. This approach provides a feud that can last for a long time to come. With regards to alignment, I suggest asking your players how they perceive their actions. Particularly in light of your statement that they normally play their alignments well. Say something like "Your actions with the thieves guild don't really strike me as good, and certainly not as lawful. How do you see them?" Ask this after the encounter in the tunnel has ended. It could be they see their actions as entirely justified, or they might realize they are pushing it a bit, and feel guilty afterwards. If you and the players clearly disagree on some interpretation of their alignment, let the players know how you will handle it in the future. It is very easy for DMs and players to perceive the same situation very differently, alignment-wise. Make very sure your players understand what they are doing, from your perspective, before changing their alignment or assigning penalties. One way or the other, regardless of alignment, the players actions should have consequences. That is a large part of what makes the game interactive and interesting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Alignment conundrum (long), Yig stay out !
Top