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How to manage Temptation
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<blockquote data-quote="Furn_Darkside" data-source="post: 365568" data-attributes="member: 210"><p>Salutations,</p><p></p><p>Hmm, this is interesting.</p><p></p><p>I prefer temptations that challenge the character's normal behavior- and pushes them to take evil actions.</p><p></p><p>Example 1:</p><p></p><p>The players were running a shipping company, and their main competition was a Kenku husband/wife and their company. (I run kenku like Ferengi.)</p><p></p><p>While at first there was friendly competitions between the two companies, it slowly began to turn ugly. The kenku eventually tried to scare the pc's away from a contract by staging a "haunting" in the house of one of the pc's grandfather. </p><p></p><p>Unfortunetly, it was too much for the old man- and it killed him out of freight. (The pc's thought the old man was crazy and never bothered to investigate his concerns about ghosts in his house.)</p><p></p><p>Well, the grandson pc was feeling very guilty, but then rage when he found out the kenku were involved.</p><p></p><p>A little time later, they found out the kenku had a child with a rare disease that was going to kill it. The grandson pc spent the company's fortune on outbidding the kenku on the only source for a cure. </p><p></p><p>When the kenku came to negotiate for the cure- he burned it in front of them.</p><p></p><p>The rest of the players were speechless.</p><p></p><p>Example 2 (and the last adventure I have run, heh)-</p><p></p><p>The players are travelling to a dwarven island when they were attacked by pirates- before a boarding could happen, a genie appeared and demanded to be amused. </p><p></p><p>For the next three days, there would be one competition each day. The final day's competition would be a battle to the death.</p><p></p><p>The first night- the pirates joined the pc crew for a dinner. There was a lot of nervousness, and the pc cleric detect poison like mad- but it went off well. The female pirate captain and the rogue leader of the pc's even began to become friendly.</p><p></p><p>The second night- the same deal. Both sides became more friendly- sharing war stories.</p><p></p><p>The final night, before the battle- the pirates slipped a wisdom-reducing poison that affected both the pc monk and the pc cleric.</p><p></p><p>To say the rogue was mad was putting it lightly- both the cleric and monk were weakened greatly. If they were not sure the genie would kill them all- a battle would have happened then.</p><p></p><p>The final battle comes and the pc's, using some suprisingly clever tactics, were able to overcome the pirates. </p><p></p><p>The genie demanded the pc's kill the pirates, but after a moment of thought- the rogue refused. </p><p></p><p>The reason is a long complicated story in itself, but in short- he was seeing how chaotic the world was.. and his actions have been, and how his actions were not making the world better.. but perpetuating the problem.</p><p></p><p>The genie cursed them somehow (they are still unsure how) and let them go.</p><p></p><p>Conclusion- Temptation is good, but it is important to let the players deal with it the way they want. Good rp'ers will deal with it accordingly (accepting it or not), and more casual players will deal with it the way they seem fit.</p><p></p><p>I would not put such a temptation as a crucial part of a campeign, or even punish a player for taking/refusing a temptation.</p><p></p><p>The important thing is to have consequences for that temptation- refused or accepted. It is best done if there is a domino-like effect, with events from that decision going out and beyond the character and affecting the "world" around them.</p><p></p><p>FD</p></blockquote><p></p>
[QUOTE="Furn_Darkside, post: 365568, member: 210"] Salutations, Hmm, this is interesting. I prefer temptations that challenge the character's normal behavior- and pushes them to take evil actions. Example 1: The players were running a shipping company, and their main competition was a Kenku husband/wife and their company. (I run kenku like Ferengi.) While at first there was friendly competitions between the two companies, it slowly began to turn ugly. The kenku eventually tried to scare the pc's away from a contract by staging a "haunting" in the house of one of the pc's grandfather. Unfortunetly, it was too much for the old man- and it killed him out of freight. (The pc's thought the old man was crazy and never bothered to investigate his concerns about ghosts in his house.) Well, the grandson pc was feeling very guilty, but then rage when he found out the kenku were involved. A little time later, they found out the kenku had a child with a rare disease that was going to kill it. The grandson pc spent the company's fortune on outbidding the kenku on the only source for a cure. When the kenku came to negotiate for the cure- he burned it in front of them. The rest of the players were speechless. Example 2 (and the last adventure I have run, heh)- The players are travelling to a dwarven island when they were attacked by pirates- before a boarding could happen, a genie appeared and demanded to be amused. For the next three days, there would be one competition each day. The final day's competition would be a battle to the death. The first night- the pirates joined the pc crew for a dinner. There was a lot of nervousness, and the pc cleric detect poison like mad- but it went off well. The female pirate captain and the rogue leader of the pc's even began to become friendly. The second night- the same deal. Both sides became more friendly- sharing war stories. The final night, before the battle- the pirates slipped a wisdom-reducing poison that affected both the pc monk and the pc cleric. To say the rogue was mad was putting it lightly- both the cleric and monk were weakened greatly. If they were not sure the genie would kill them all- a battle would have happened then. The final battle comes and the pc's, using some suprisingly clever tactics, were able to overcome the pirates. The genie demanded the pc's kill the pirates, but after a moment of thought- the rogue refused. The reason is a long complicated story in itself, but in short- he was seeing how chaotic the world was.. and his actions have been, and how his actions were not making the world better.. but perpetuating the problem. The genie cursed them somehow (they are still unsure how) and let them go. Conclusion- Temptation is good, but it is important to let the players deal with it the way they want. Good rp'ers will deal with it accordingly (accepting it or not), and more casual players will deal with it the way they seem fit. I would not put such a temptation as a crucial part of a campeign, or even punish a player for taking/refusing a temptation. The important thing is to have consequences for that temptation- refused or accepted. It is best done if there is a domino-like effect, with events from that decision going out and beyond the character and affecting the "world" around them. FD [/QUOTE]
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