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Forcing Players to create GOOD characters...
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<blockquote data-quote="ThirdWizard" data-source="post: 1228305" data-attributes="member: 12037"><p>The second game I DMed in college I had a have to be good rule. Everyone had to pick a good alignment and play a good character. I did this because some players were saying that they wouldn't play good because it was too restrictive and that they couldn't do anything fun. They would never have played a good character had I not implemented this rule. And, now a person in my group who would never have wanted to play a good character loves to play good characters (as well as other alignments).</p><p> </p><p>Another player *always* plays neutral character. Completely neutral characters, what in 2nd edition would be called True Neutral, Neutral Neutral. All the time. Every character. We forbade him from having neutral anywhere in his alignmnet from here on until he plays something else (his neutral characters are apathetic characters).</p><p> </p><p>Running Return to the Temple of Elemental Evil, I required that all the characters be good, since that module is about the struggle of good versus evil. The players then put the requirements that they would all play short races. Many good halflings and gnomes everywhere!</p><p> </p><p>By far my most successful campaign was one where I put the requirement that none of the PCs could be good. Well, I didn't disalow it, but I did say that any good PCs would probably not stick around with the others. I didn't say they had to be evil, and I pointed out that it would mostly revolve around syndicated crime and dealing with Bad People. They played a healthy balance of neutral and evil characters and worked together quite well against their common enemies (who they always had). If you're running with evil PCs, my advice is to always keep a common enemy in place, and never let them think they're completely safe. When I did this, it didn't degenerate at all.</p><p> </p><p>Finally, in a game I'm playing in, the DM specifically said every character must be of Lawful Good alignment. We had a lot of fun making those characters, they include a minotaur monk and a half celestial paladin (my character) who guard the Gate Town of Mount Celestia, all worshippers of the same god. It's a great campaign and it wouldn't be possible to do this campaign without those requirements placed on us.</p><p> </p><p>So, I'm all for alignment restrictions in certain circumstances. A game has to mesh and sometimes players need to broaden their horizons. And, some games just have to have a particular mindset to work.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 1228305, member: 12037"] The second game I DMed in college I had a have to be good rule. Everyone had to pick a good alignment and play a good character. I did this because some players were saying that they wouldn't play good because it was too restrictive and that they couldn't do anything fun. They would never have played a good character had I not implemented this rule. And, now a person in my group who would never have wanted to play a good character loves to play good characters (as well as other alignments). Another player *always* plays neutral character. Completely neutral characters, what in 2nd edition would be called True Neutral, Neutral Neutral. All the time. Every character. We forbade him from having neutral anywhere in his alignmnet from here on until he plays something else (his neutral characters are apathetic characters). Running Return to the Temple of Elemental Evil, I required that all the characters be good, since that module is about the struggle of good versus evil. The players then put the requirements that they would all play short races. Many good halflings and gnomes everywhere! By far my most successful campaign was one where I put the requirement that none of the PCs could be good. Well, I didn't disalow it, but I did say that any good PCs would probably not stick around with the others. I didn't say they had to be evil, and I pointed out that it would mostly revolve around syndicated crime and dealing with Bad People. They played a healthy balance of neutral and evil characters and worked together quite well against their common enemies (who they always had). If you're running with evil PCs, my advice is to always keep a common enemy in place, and never let them think they're completely safe. When I did this, it didn't degenerate at all. Finally, in a game I'm playing in, the DM specifically said every character must be of Lawful Good alignment. We had a lot of fun making those characters, they include a minotaur monk and a half celestial paladin (my character) who guard the Gate Town of Mount Celestia, all worshippers of the same god. It's a great campaign and it wouldn't be possible to do this campaign without those requirements placed on us. So, I'm all for alignment restrictions in certain circumstances. A game has to mesh and sometimes players need to broaden their horizons. And, some games just have to have a particular mindset to work. [/QUOTE]
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