I'm not sure how many times I have to repeat this.He took action which he knew, or should have known, a deity providing a portion of his abilities, would be displeased with, and as a consequences, he has lost some of his abilities and, based on your comments about spotlight time, will have to somehow regain in the course of play, if he is to retrieve them at all. Sounds like:
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The Paladin (or Cleric) took action which he knew, or should have known, his patron, a deity providing a portion of his abilities, would be displeased with, and as a consequences, he has lost some of his abilities, being Paladin or Clerical) abilities, and will have to somehow regain in the course of play, if he is to retrieve them at all.
In the first case, the player deliberately set out to have his PC thwart Vecna. The player chose to oppose a god, in order to pursue some other value/loyalty that his PC cared about.
In the second case, my concern is with those situations in which the player believes that his/her PC is pursuing and upholding the code/value to which his/her PC is dedicated, and the GM steps in to correct that belief. That is the sort of evaluative judgement that I do not want to have to undertake as part of GMing.
The two situations are not at all alike in the respects that concern me.
I did not have to judge whether or not Vecna believed the PC did the right thing. The player set out, deliberately, to have his/her PC thwart Vecna. All I had to do was to give effect to the player's desire.You certainly judged whether Vecna believed the PC did the right thing. Why can’t the Raven Queen judge whether her Paladin does the right thing, or Moradin judge whether his cleric did the right thing?
That is completely different from the GM correcting a player.
It was adjudicated. She didn't reward him. I didn't realise that I'm obliged to play the gods in my campaign like the handlers of Pavlovian dogs, handing out rewards and punishments on cue.The player also deliberately acted in the RQ’s interests. Why was her reaction not adjudicated as having any consequences?
The players know why that particular PC did not get an item upgrade - because his relevant item is the Rod of 7 Parts, and he hasn't found a further part yet. Within the fiction, the question hasn't come up, but I've already suggested one possible reason: the Raven Queen rewards her true servants ahead of a backsliding sometime-devotee.The Raven Queen judged that two of the PC’s did the right thing, and rewarded them. By extension, she did not reward the Invoker – does that indicate she judged he did not do the right thing often enough to merit a reward?
I hoped that I had made it sufficiently clear that I do not use mechanical alignment.Your most recent comments leave me unclear whether you have retained or dismissed the 4e alignment system
I have reproduced my sentence to which you replied. I did not say "everything is shades of grey". I said that "The point of not using mechanical alignment is to extent the approach to play that you adopt within those "shades of grey" to the whole game." Within those shades of grey, you yourself have said that you don't impose GM judgement because alignment is not a straitjacket. That is the approach that I referred to. Playing without mechanical alignment means adopting that approach to the whole game: refraining from GM judgement and letting the players make their choices.If everything is shades of grey, how was my example of a Paladin placed in a nasty situation, who ripped the throat out of a newborn, so clearly an inappropriate character-pemerton said:The point of not using mecanical alignment is to extend the approach to play that you adopt within those "shades of grey" to the whole game.
That doesn't mean that everything is "shades of grey". It may be clear to a player of a paladin, for instance, and perhaps to everyone else at the table, that there is no reconciling tearing out a baby's throat with a commitment to honour and decency.
Unless I'm badly confused, the above is all hypothetical: that is, you are positing that a player of a paladin believes that the action you describe is consistent with honour and decency. You have not actually encountered this in play.So, he concludes, if he refuses, the child dies anyway, and for nothing. If he does, then all his work to infiltrate the cult is in vain, he will fail in his task of destroying the cult, and many more will share this poor child’s fate. So he proceeds, promising in his heart that this atrocity shall be avenged, and the child's sacrifice remembered.
And the player looks across the table at the GM, declaring the above, and taking his action, which the player sincerely believes to be necessary to deliver the greatest good to the greatest number. The needs of the cult’s many future victims regretfully outweigh the need to avoid this immediate atrocity.
If the player is the sole arbiter of his code, I think he must be taken to be roleplaying his Paladin’s devotion to Valour, Honour and Righteousness appropriately. This is the only way that the player gets to judge what it means to live up to the PC's professed values.
For what it's worth, my initial response is that the player is confused about what honour requires: the consequentialist reasoning the player engages in belongs to a system in which honour has no place (hence Weber deriding utilitarianism as a morality for shopkeepers); and the player is not engaging in the agent-centred reasoning that is crucial to reasoning with ideals such as honour (ie the key thing is not just that the baby suffers, but that the baby suffers at my hands). But because I have never met this player, or had this player declare the action above in my game, I don't need to decide how I would respond in play, and (if so) how my own view about the player's confusion might manifest in play (if at all). If I am wrong, and you have encountered and adjudicated this, please share.
There are, of course, other avenues that an enterprising player might take. For instance, there are theological ideas around the idea of the saviour as a scapegoat that might be brought to bear here. If the player was able to introduce some backstory about the special significance of the baby to be sacrificed, and so make it not an atrocity (your word) at all, but rather an episode in some providential plan, that could make a big difference. It would also have the virtue of being more genre-consistent, by reflecting an evaluation that expresses the pre-modern elements of the paladin archetype (providence, honour, etc) rather than verisimilitude-testing modern ideas (such as consequentialist moral reasoning).
I don't share your opinion here. Two of the best books I know about the struggle of good versus evil are The Quiet American and The Human Factor.removal of villains comes with the removal of “the struggle of Good versus Evil”.
Or, going much more four-colour, I think the X-Men provides one of the better treatments of moral struggle in the fantasy/superhero genre. And Magneto is not a pre-ordained villain. Nor Mystique.
If the players want to play heroes, I'm happy to present them with characters to oppose, who pursue goals at odds with those of the PCs. But the players are going to have to make their own case for heroism. I'm not going to build into the basic framework of play the soundness of their choices. [MENTION=336]D'karr[/MENTION] points in the same sort of direction with the succubus example.