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Immoral player characters in RPGs
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<blockquote data-quote="Emerikol" data-source="post: 8225680" data-attributes="member: 6698278"><p>Overall I agree that it is a table decision. It should be talked out in advance and decided upon. A true full freedom game of course would allow anything. But groups often decide they want to run something different. </p><p></p><p>If you want an in game justification for avoiding group killing in a fantasy campaign, here is one I provide. I tend to want a player commitment that the group is loyal to each other whether they are good or evil. I mostly prefer good groups.</p><p></p><p>1. There is a widespread taboo on betraying a fellow adventuring party comrade. This is akin to the hospitality taboos that run back all the way to ancient Israel. It is why Lot offered up his daughters to protect his guests. The taboo was that strong. It is also why the red wedding in Game of Thrones is portrayed as so horrific. So in my campaign worlds, betraying a comrade in arms has that connotation.</p><p></p><p>2. The Gods themselves are the ones who started the taboo and when it is broken they turn their backs upon the one who broke the rule. A cleric would be instantly aware. This can be so strong that a player character has no hope of continuing successfully. </p><p></p><p>3. People understand that helping a PC under such a curse may lead to their own suffering. So even sympathetic NPCs will shun someone who is a betrayer.</p><p></p><p>4. The DM can say that he is no longer a neutral arbiter now that the PC has violated the taboo. That when rolling dice the DM will give eternal disadvantage to the PC or even a +10 to all rolls by the enemy. This is akin to #3 above but might work for a non-fantasy game I suppose.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8225680, member: 6698278"] Overall I agree that it is a table decision. It should be talked out in advance and decided upon. A true full freedom game of course would allow anything. But groups often decide they want to run something different. If you want an in game justification for avoiding group killing in a fantasy campaign, here is one I provide. I tend to want a player commitment that the group is loyal to each other whether they are good or evil. I mostly prefer good groups. 1. There is a widespread taboo on betraying a fellow adventuring party comrade. This is akin to the hospitality taboos that run back all the way to ancient Israel. It is why Lot offered up his daughters to protect his guests. The taboo was that strong. It is also why the red wedding in Game of Thrones is portrayed as so horrific. So in my campaign worlds, betraying a comrade in arms has that connotation. 2. The Gods themselves are the ones who started the taboo and when it is broken they turn their backs upon the one who broke the rule. A cleric would be instantly aware. This can be so strong that a player character has no hope of continuing successfully. 3. People understand that helping a PC under such a curse may lead to their own suffering. So even sympathetic NPCs will shun someone who is a betrayer. 4. The DM can say that he is no longer a neutral arbiter now that the PC has violated the taboo. That when rolling dice the DM will give eternal disadvantage to the PC or even a +10 to all rolls by the enemy. This is akin to #3 above but might work for a non-fantasy game I suppose. [/QUOTE]
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