GM is railroading the party into Civil war. Help!

I'm baffled why you wouldn't just talk to the rest of the players about it and not go along with it. You guys might simply tell the dm that you're not interested in fighting each other.

If you're adventuring with a servant of the Raven Queen for your entire adventuring career, your friendship alone should give you reason not to take a "fight the Raven Queen rarr" epic destiny.
 

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Your DM cant make you do anything. You could refuse to fight, or you can take a different epic destiny. Like the jester said, if you spend 21 levels along side a servant of the raven queen, odds are your not going to want to fight her. You could even take the same epic destiny he is, it does become stronger the more people that have it.

Go look at the one he is taking, read all the flavor text and look over the powers. Then go look at other ones. Know your options. Don't tell your DM which Epic Destiny you plan on taking. When you hit level 21, just take it. That way he has no way of planning how to make you guys fight. Giving enough time i'm sure he could come up with an idea, don't give him that time.

If you do want to fight this guy, the Prince of Hell or exalted Angel epic Destinies give fire resistance.

Good luck
 

I'm as confused as the Jester is. Your DM cannot force you to fight this other PC. And if he just arbitrarily decides to kill off PCs because thay don't follow his whims, well that's really, REALLY bad DMing. I think I would be looking for another game if that were the case. Talking with the other players is definitely the way to go. Your DM will either change his plans or be looking for a new group. Find out we're everyone else stands on this issue before you panic over something that may happen in 15 levels.
 

Group role play is about teamwork. It's part of the party dynamic. If you aren't talking about your plans ahead of time, then you aren't using teamwork. This extends to Paragon paths and, even more so, to Epic Destinies.

So you have a few choices:

1) Do what the DM seems to want, which will result in the death of one of your characters. If you take this path then you would be well off to look into powers/feats that apply blind/daze/stun conditions. You'll also want to pick up one of the feats/skill powers that allows you to roll initiative twice and take the highest number, while boosting your initiative bonus as much as possible. This is how a Controller can beat a Striker.

2) Refuse to fight, while maintaining your current path. This is the weakest choice, from a role playing standpoint, because you're choosing opposite sides in a divine struggle. Why would a god give you such power, if you wouldn't use it as intended? Remember that during the American Civil War families were split but that didn't stop them from fighting at the same place and time, on opposing sides.

... or...

3) Talk it out with the other players and find a path that you can all live with. If your characters are meant to be as close as kin and actually care about each other, then they aren't likely to follow a path that would cause issues with the others. Find something that works for all and might even help support each others' abilities.
 

Ok, first, the idea of leading into conflict in Epic levels between the Keeper of Everflow (who wants to free souls to follow their own destiny) and a Marshal of Letherna is actually kinda awsome. A battle royale final fight, not so much; the best way to handle this stuff is discussion, argumentation, etc, not a simple throwdown, but angst makes for good roleplaying -- and if the midseason baddie is Orcus, there would be reason for you to put your philisophical differences aside (for a while).

Second, I don't think a controller/striker battle is as fore-ordained as some do. Sure, a striker can just kill you if they go first -- but the controller can simply shut down the striker. Look at powers that dominate, stun, debuf attacks, or blind.

Third -- talk things over with the other player. Don't worry about what the GM is trying to do -- the most he or she can do is "rocks fall, everyone dies". Do you want to play up to a battle royale at the end? Do you want to play out an angsty story where your paths lead in different directions and the party has to decide who to follow? Do you want to play out an angsty story where your paths lead in different directions, and one of you has to turn aside from their path because friendship is more important? Do you want to stay "friends to the end" and avoid conflict?

Once you've got a better idea of where the other player is, you'll -both- have a better idea of what direction you want to take things, on a much more solid level than "I want to optimize my character so this isn't just a slaughter."

Also, protip: If you -do- go for any of the angsty options, you want to play up the friendship now. Hell, if the characters' sex/orientation is compatable, it would be fun to play out a love plot, just to add spice to the inevitable conflict later on, but even if not, having the characters become friends, rather than just battle companions would made all the angsty options far sweeter (and even some of the less angsty options).
 

Split the party and he'll just kill us. He does not like the party splitting.

He doesn't like party splitting, but is driving a deep wedge between two characters that'll bring them to blows?

You could take the startlingly original track of talking to the GM, having a conversation like you were reasonable people, or something.

"Hey, GM, it sure as heck looks like you're setting us up to fight each other. I'm told you've done that before. I'm sorry, but I'm not really into that...."
 
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Alright, got tired of this, talked to the Striker, he says the GM's done it before. He normaly goes with it because he likes the challenge. However, he's also agreed that the GM shouldn't do it if the players aren't interested and agreed not to fight. I really do not like this GM, he's always been a bit off and confesses that he likes playing god. We normally let him GM because, pick a system and you can bet he knows half the rulebooks by heart. We also don't trust him as a player because he does nothing but exploit the rules. Recently he managed to create a character who could take an unlimited number of melee attacks in any given turn because of a Hybrid class. Back in Anime D20, he abused the jump rules and Great Cleave feat to add +60 to his leap attack damage and hit everyone whiten reach. Don't get me started on what he does in Shadowrun. The rest of the group is awesome, and i really don't want to leave. So I guess we'll just have to start hitting him over the head with our 1 pound bag of D6's every time he steps out of line. I must confess I was wrong about there being no "consensus solution." I honestly didn't expect that kind of maturity from our Striker, I'll have to change my opinion of the man.
Thanks for your various bits of advice, the matter is closed. Soemtimes you've just to grow a pair... of dice :D
 

You could take the startlingly original track of talking to the GM, having a conversation like you were, reasonable people, or something?

Sir (or Madam), you speak in tongues and of concepts that are truly alien.

Clearly, you must be a witch or spawn of cthulhu....
 


Alright, got tired of this, talked to the Striker, he says the GM's done it before. He normaly goes with it because he likes the challenge. However, he's also agreed that the GM shouldn't do it if the players aren't interested and agreed not to fight. I really do not like this GM, he's always been a bit off and confesses that he likes playing god. We normally let him GM because, pick a system and you can bet he knows half the rulebooks by heart. We also don't trust him as a player because he does nothing but exploit the rules.

Just because a player can quote chapter and verse from a rules standpoint does not make him a good GM. Is the game enjoyable besides his mindgames. If not, kick him, at least as a GM. Your group must have at least one better option. If your response is that he's a friend, he's not.
 

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