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Did the Alignment Champions Win?
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<blockquote data-quote="Valdrax" data-source="post: 4095125" data-attributes="member: 56320"><p>There are entire *games* based largely on intra-PC conflict that are lots of fun and actually frequently encourage OOC fun. Amber, Paranoia, etc. are largely centered around adversarial PCs, and games like the Storyteller series frequently encourage the formation of groups with different (often opposed) goals.</p><p></p><p>Team-based/Party-based games like D&D, however, that rely on an assumption of a common cause frequently have issues with IC to OOC conflict creep. That said, even a D&D group made up of mature players can have IC conflicts that are inherently amusing to the players, as long as everyone remembers that the game is a game meant for the amusement of everyone at the table.</p><p></p><p></p><p>One example would be the first 3.0 module I played in -- the Sunless Citadel. The backstory involves a goblin tribe that is selling magical apples to the highest bidder in a small town nearby. The single apple available each year care cure any illness, but the saplings planted form the seeds are stolen every time the villagers try to plant them. The PCs are sent to investigate.</p><p></p><p>The party's Barbarian thinks that the apples promote weakness and subvert the natural order by making the village grovel to the goblins and preventing the sick and weak from dying, thus holding them back. The party's Druid (played by me) thinks that the tree that produces the magical apples must be a natural wonder and wants to preserve it. We had many exchanges back and forth in which the player of the Barbarian and I quibble over whether or not he was going to burn the tree with threats, cajoling, and reasoning back and forth over a wide variety of philosophical issues. All IC and all enjoyed by the table OOC.</p><p></p><p>Eventually, the truth comes out that the tree is in fact evil -- its seeds produce monsters that roam the land (solving the "theft" of the saplings), it's being used to corrupt a party of captured adventurers into half-plant monsters, and for every healing apple it also produces a killing apple. Its origins are in a green stake used to stake a vampire which sprouted into a tree filled with dark magics.</p><p></p><p>Druid: "The tree is an abomination. We must burn it to the ground."</p><p>Barbarian: "I don't know. I think it's kind of growing on me."</p><p></p><p>And so the bickering continued, now reversed, for another half hour IC with most of the players around the table laughing at the two characters now using each others' former arguments against the other.</p><p></p><p>I miss that game. <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>(Also, I've later had serious in-game alignment arguments over whether or not LG alignment requires one to spare the children of a monstrous race as innocents or to kill them as inevitably evil beings. None of it spilled over in the real life. It just depends on the maturity of the players.)</p></blockquote><p></p>
[QUOTE="Valdrax, post: 4095125, member: 56320"] There are entire *games* based largely on intra-PC conflict that are lots of fun and actually frequently encourage OOC fun. Amber, Paranoia, etc. are largely centered around adversarial PCs, and games like the Storyteller series frequently encourage the formation of groups with different (often opposed) goals. Team-based/Party-based games like D&D, however, that rely on an assumption of a common cause frequently have issues with IC to OOC conflict creep. That said, even a D&D group made up of mature players can have IC conflicts that are inherently amusing to the players, as long as everyone remembers that the game is a game meant for the amusement of everyone at the table. One example would be the first 3.0 module I played in -- the Sunless Citadel. The backstory involves a goblin tribe that is selling magical apples to the highest bidder in a small town nearby. The single apple available each year care cure any illness, but the saplings planted form the seeds are stolen every time the villagers try to plant them. The PCs are sent to investigate. The party's Barbarian thinks that the apples promote weakness and subvert the natural order by making the village grovel to the goblins and preventing the sick and weak from dying, thus holding them back. The party's Druid (played by me) thinks that the tree that produces the magical apples must be a natural wonder and wants to preserve it. We had many exchanges back and forth in which the player of the Barbarian and I quibble over whether or not he was going to burn the tree with threats, cajoling, and reasoning back and forth over a wide variety of philosophical issues. All IC and all enjoyed by the table OOC. Eventually, the truth comes out that the tree is in fact evil -- its seeds produce monsters that roam the land (solving the "theft" of the saplings), it's being used to corrupt a party of captured adventurers into half-plant monsters, and for every healing apple it also produces a killing apple. Its origins are in a green stake used to stake a vampire which sprouted into a tree filled with dark magics. Druid: "The tree is an abomination. We must burn it to the ground." Barbarian: "I don't know. I think it's kind of growing on me." And so the bickering continued, now reversed, for another half hour IC with most of the players around the table laughing at the two characters now using each others' former arguments against the other. I miss that game. :) (Also, I've later had serious in-game alignment arguments over whether or not LG alignment requires one to spare the children of a monstrous race as innocents or to kill them as inevitably evil beings. None of it spilled over in the real life. It just depends on the maturity of the players.) [/QUOTE]
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