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DMs only: Stop me from killing off all my players
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<blockquote data-quote="Kahuna Burger" data-source="post: 1494902" data-attributes="member: 8439"><p>obviously I disagree. *shrug* An average good party has been helping people. They have people who are greatful to them, who would stick their necks out to help their former saviors and feel good about doing it. (unless we're talking about a midnight campaign or something, but thats a whole other kettle of swimmy thingies.) They may have actual allies, not just former allies of conveinience. When they are in trouble, it is reasonable and good story to have those they helped help them now. An average evil party has been screwing people over. They have people they used to work for and people they cooperated with. Its possible there are some folks who would "help" them because they can use them for something, but its unlikely anyone will stick their neck out for a bunch of bastards, and the pool of rescuers becomes a possible buyer for them as slaves. </p><p></p><p>As I said before, my impression is that the majority of gamers who want to play evil alligned parties or characters believe it to be a more 'effective' or strategic way of doing things. Bragging about just using torture to get the info they need and mocking their ineffectual good party members springs to mind as an example I've seen on these boards. While this may sometimes be true, there are drawbacks to trying to work outside the functional norm of empathy and ethics. One is that when you are the helpless one, people either don't know you personally and are going to be loath to risk anything for you, or do know you personally and will say "good job of it, too..."</p><p></p><p>My suggestion was that for a good party I would have specific former benificiaries of their good works come to help them. It is not just as likely that an evil party would have the same pool to draw on. So why give them all the freedom of action and lack of dillemas they wanted from being an evil party and also give them the fringe benifits of good deeds they didn't do? It would be like having a party of Ronin types in a very lawful and structured campaign setting, yet having npc nobles give them the same respect and aid they would another lord's bonded men. They wanted the freedom, they gave up the safety net. Thats how I'd do it.</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1494902, member: 8439"] obviously I disagree. *shrug* An average good party has been helping people. They have people who are greatful to them, who would stick their necks out to help their former saviors and feel good about doing it. (unless we're talking about a midnight campaign or something, but thats a whole other kettle of swimmy thingies.) They may have actual allies, not just former allies of conveinience. When they are in trouble, it is reasonable and good story to have those they helped help them now. An average evil party has been screwing people over. They have people they used to work for and people they cooperated with. Its possible there are some folks who would "help" them because they can use them for something, but its unlikely anyone will stick their neck out for a bunch of bastards, and the pool of rescuers becomes a possible buyer for them as slaves. As I said before, my impression is that the majority of gamers who want to play evil alligned parties or characters believe it to be a more 'effective' or strategic way of doing things. Bragging about just using torture to get the info they need and mocking their ineffectual good party members springs to mind as an example I've seen on these boards. While this may sometimes be true, there are drawbacks to trying to work outside the functional norm of empathy and ethics. One is that when you are the helpless one, people either don't know you personally and are going to be loath to risk anything for you, or do know you personally and will say "good job of it, too..." My suggestion was that for a good party I would have specific former benificiaries of their good works come to help them. It is not just as likely that an evil party would have the same pool to draw on. So why give them all the freedom of action and lack of dillemas they wanted from being an evil party and also give them the fringe benifits of good deeds they didn't do? It would be like having a party of Ronin types in a very lawful and structured campaign setting, yet having npc nobles give them the same respect and aid they would another lord's bonded men. They wanted the freedom, they gave up the safety net. Thats how I'd do it. Kahuna Burger [/QUOTE]
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