Artoomis
First Post
I just thought of a great way to handle this. First, some background:
Modern war has a concept known as "Rules of War." This is a legally binding set of rule for what is acceptable in war and waht is not, and includes the Gevena Convention and other things as well. It has rule such as churches may not be targetted normally, nor may Red Cross vehiocles or personnel, and pilots may not be shor at from the ground when parachuting, but troops when parachuting may be attacked while descending.
Anyway - to prevent this issue from being an on-going pain in your rear, you may want to consider published some from of "Rules of Good Adventuring" for your group. this would set out what is and is not "allowed" - putting players on notice for what acts would be considered evil and/or chaotic.
You might include things like:
Spoils:
1. When outside of civilized areas, any goods discovered while adventuring are generally considered as belonging to the discovering party.
2. When foes are slain, all their goods belong to those who defeat them.
Captives:
1. Every effort should be made to bring captives to justice - alive.
2. Captives may be summarily executed if:
a. There exists a policy of "shoot on site" for whatever reason - be they bandits, known evil monsters, etc.
b. If they are non-intelligent beings such as animals.
c. If they represent a threat too great to keep under control as captives.
Well, you get the idea. A few written guidlines might help, if you are really struggling with this.
Modern war has a concept known as "Rules of War." This is a legally binding set of rule for what is acceptable in war and waht is not, and includes the Gevena Convention and other things as well. It has rule such as churches may not be targetted normally, nor may Red Cross vehiocles or personnel, and pilots may not be shor at from the ground when parachuting, but troops when parachuting may be attacked while descending.
Anyway - to prevent this issue from being an on-going pain in your rear, you may want to consider published some from of "Rules of Good Adventuring" for your group. this would set out what is and is not "allowed" - putting players on notice for what acts would be considered evil and/or chaotic.
You might include things like:
Spoils:
1. When outside of civilized areas, any goods discovered while adventuring are generally considered as belonging to the discovering party.
2. When foes are slain, all their goods belong to those who defeat them.
Captives:
1. Every effort should be made to bring captives to justice - alive.
2. Captives may be summarily executed if:
a. There exists a policy of "shoot on site" for whatever reason - be they bandits, known evil monsters, etc.
b. If they are non-intelligent beings such as animals.
c. If they represent a threat too great to keep under control as captives.
Well, you get the idea. A few written guidlines might help, if you are really struggling with this.