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General Tabletop Discussion
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Consequences of playing "EVIL" races
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<blockquote data-quote="uzirath" data-source="post: 7932054" data-attributes="member: 8495"><p>I agree. This is why I prefer having a discussion with the players (including the GM) to decide what we want it to look like.</p><p></p><p>This can also be partly handled mechanically without taking lots of screen time. In the GURPS dungeon fantasy treatment (including <a href="http://www.sjgames.com/dungeonfantasy/" target="_blank">DFRPG</a>), for example, the default racial templates for half-orcs, half-ogres, and other "barbarous" races includes the disadvantage, Social Stigma (Savage). This includes penalties on most social skills with "civilized" folks and there is a chance that you'll be prevented from entering any given community. This can all be roleplayed out, but it's fine just to roll the dice. If they have to sleep outside, they miss out on the benefits of town (getting healed up at the temple, buying/repairing gear, etc.) and use up their rations and whatnot as usual. We find that this provides a fun playable model without having to repeatedly roleplay every encounter with suspicious town guards. (Sometimes we roleplay it anyway, but that depends how often we're passing through towns.) The consequences matter and can be a pain in the butt, but the player doesn't have to worry about having their character burned at the stake. If they voluntarily decide to break into the town, then that becomes an adventure in its own right with all the usual perils and possibilities.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7932054, member: 8495"] I agree. This is why I prefer having a discussion with the players (including the GM) to decide what we want it to look like. This can also be partly handled mechanically without taking lots of screen time. In the GURPS dungeon fantasy treatment (including [URL='http://www.sjgames.com/dungeonfantasy/']DFRPG[/URL]), for example, the default racial templates for half-orcs, half-ogres, and other "barbarous" races includes the disadvantage, Social Stigma (Savage). This includes penalties on most social skills with "civilized" folks and there is a chance that you'll be prevented from entering any given community. This can all be roleplayed out, but it's fine just to roll the dice. If they have to sleep outside, they miss out on the benefits of town (getting healed up at the temple, buying/repairing gear, etc.) and use up their rations and whatnot as usual. We find that this provides a fun playable model without having to repeatedly roleplay every encounter with suspicious town guards. (Sometimes we roleplay it anyway, but that depends how often we're passing through towns.) The consequences matter and can be a pain in the butt, but the player doesn't have to worry about having their character burned at the stake. If they voluntarily decide to break into the town, then that becomes an adventure in its own right with all the usual perils and possibilities. [/QUOTE]
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