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How far do your players go to accomodate a new character?
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<blockquote data-quote="Kareyev" data-source="post: 1637008" data-attributes="member: 4823"><p>Around 8 years ago I left my regular gaming group due to work taking me away from home. Several months later I returned to the group and hatched an evil plan with the DM. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> The party had just rescued a young girl who several power groups were after for some reason or another. Enter my new character, a paladin who would help the party move the girl to a more secure location. As we traveled across the frozen wastes of the north several teams of bandits and monsters fell upon us. Each time my paladin put the girl upon his sled and moved her to safety while the party dealt with the threat. It became a pattern and everyone was comfortable with it as you can always trust a PC, especially a paladin. Towards the end of the session one last group of bandits came at us and like clockwork the paladin moved the girl to safety. After the battle the party found that the paladin did not stop, but kept on going. You see, he was not a paladin, but an anti-paladin of a god of deception. The girl was lost. </p><p></p><p>I ended up back on the road and left that gaming group again after that very entertaining session. Seven years later I ended up back at that DMs table. No one from the original group was left, except for the DM, but my new character not was trusted one bit. Seems there was this tail of a turn-coat paladin in the campaigns history.... My new PC had to go through all sorts of vows, zones of truths and other magical types of interrogation. Much to my suprise when I admited to playing the evil paladin I found out the DM had not shared this fact with anyone. It had just entered the lore of his campaign and was passed player to player as a horror story. As frustrating as it was for my new PC I have to say it was very fun to roleplay!</p></blockquote><p></p>
[QUOTE="Kareyev, post: 1637008, member: 4823"] Around 8 years ago I left my regular gaming group due to work taking me away from home. Several months later I returned to the group and hatched an evil plan with the DM. :] The party had just rescued a young girl who several power groups were after for some reason or another. Enter my new character, a paladin who would help the party move the girl to a more secure location. As we traveled across the frozen wastes of the north several teams of bandits and monsters fell upon us. Each time my paladin put the girl upon his sled and moved her to safety while the party dealt with the threat. It became a pattern and everyone was comfortable with it as you can always trust a PC, especially a paladin. Towards the end of the session one last group of bandits came at us and like clockwork the paladin moved the girl to safety. After the battle the party found that the paladin did not stop, but kept on going. You see, he was not a paladin, but an anti-paladin of a god of deception. The girl was lost. I ended up back on the road and left that gaming group again after that very entertaining session. Seven years later I ended up back at that DMs table. No one from the original group was left, except for the DM, but my new character not was trusted one bit. Seems there was this tail of a turn-coat paladin in the campaigns history.... My new PC had to go through all sorts of vows, zones of truths and other magical types of interrogation. Much to my suprise when I admited to playing the evil paladin I found out the DM had not shared this fact with anyone. It had just entered the lore of his campaign and was passed player to player as a horror story. As frustrating as it was for my new PC I have to say it was very fun to roleplay! [/QUOTE]
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