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<blockquote data-quote="schnee" data-source="post: 1568246" data-attributes="member: 16728"><p>Running a Paladin is hard, because the player and DM have to be <strong>completely</strong> in sync with how 'Lawful Good' behavior manifests in their campaign. Otherwise, for the player, it's like running through a minefield blindfolded, or worse. Hell, look at how differently various religions - even sects within one religion - view 'good' - in real life. Is this do-able in a game? Not without either a) serious effort and b) open, strong communication.</p><p></p><p>IMC, whenever my Paladin player encounters a situation that is ambiguous, I very <em>clearly</em> tell him what I feel the Lawful Good action is, and also tell him if his actions (or lack thereof) are pushing it. Why? Because he's not there to read my mind, or navigate some morality obstacle course, he's there to have <em>fun</em>. If he wants his character to push the boundries for whatever reason, it will be due to his own clear choices instead of some unwitting mistake. If he wants to do the upright thing, he can now roleplay with complete confidence that I'm not setting him up for some fall. If he wants to play a tragic fall from grace, he can do that too, and relish it. </p><p></p><p>In other words, I always want there to be a very big distinction between player morality/knowledge and character morality/knowledge. If a player's character in my group ever loses his Paladinhood due to an honest mistake on his part, it will be because <strong>I failed</strong> as a DM.</p><p></p><p>I know this isn't everyone's cup of tea, but it's the way I choose to make an otherwise horrifically difficult and burdensome class viable.</p></blockquote><p></p>
[QUOTE="schnee, post: 1568246, member: 16728"] Running a Paladin is hard, because the player and DM have to be [b]completely[/b] in sync with how 'Lawful Good' behavior manifests in their campaign. Otherwise, for the player, it's like running through a minefield blindfolded, or worse. Hell, look at how differently various religions - even sects within one religion - view 'good' - in real life. Is this do-able in a game? Not without either a) serious effort and b) open, strong communication. IMC, whenever my Paladin player encounters a situation that is ambiguous, I very [i]clearly[/i] tell him what I feel the Lawful Good action is, and also tell him if his actions (or lack thereof) are pushing it. Why? Because he's not there to read my mind, or navigate some morality obstacle course, he's there to have [i]fun[/i]. If he wants his character to push the boundries for whatever reason, it will be due to his own clear choices instead of some unwitting mistake. If he wants to do the upright thing, he can now roleplay with complete confidence that I'm not setting him up for some fall. If he wants to play a tragic fall from grace, he can do that too, and relish it. In other words, I always want there to be a very big distinction between player morality/knowledge and character morality/knowledge. If a player's character in my group ever loses his Paladinhood due to an honest mistake on his part, it will be because [b]I failed[/b] as a DM. I know this isn't everyone's cup of tea, but it's the way I choose to make an otherwise horrifically difficult and burdensome class viable. [/QUOTE]
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