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Is Anyone Unhappy About Non-LG Paladins?
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<blockquote data-quote="Aenghus" data-source="post: 6335331" data-attributes="member: 2656"><p>I do think there's an issue where the gameworld itself as detailed and run by the DM has it's own tone, style and moral dimension which has a bearing on what character concepts are encouraged, discouraged and invalidated. Which is fine when the DM is up front about this, but this may not happen out of secrecy, lack of self awareness, plot protection or many other reasons, rational and irrational.</p><p></p><p>Obviously players contribute to the overall feel of the game, but in a conventional game the referee sets the tone. If there is more distribution of authority there is more debate and/or nudging on the issue as there is seldom total agreement on such things.</p><p></p><p>I want any character I come up with to belong in the gameworld and not feel like a fish out of water, someone who shouldn't be there. This has happened before in games. </p><p></p><p>I dislike totally independent character creation as the potential for completely uncompatible PCs exists e.g. shiny paladin and evil necromancer plus undead minions. Not every game has improvisation-type rules to suggest every player finds ways to allow other players to play their concepts despite clashes. </p><p></p><p>I've seen every aspect of RPG play turned into battlegrounds when there are differences in player tastes and goals, and to people who don't like real world conflict within the group or dialed up PvP antagonism I strongly prefer ensuring character concepts are at least minimally compatible before play. I dislike PvP with or without violence, YMMV.</p><p></p><p>I have seen a number of games blow up almost immediately though PC incompatibilities. While sometimes this is a symptom of deeper incompatibilities, I strongly feel that a little collaboration in PC creation could have saved some of those games.</p><p></p><p>Any PCs can be forced together by a big enough plothammer, but I find such plot devices are short term and unreliable.</p><p></p><p>For me conventional LG paladins work best when good vs evil is a major theme of the game, and good and evil are recognisable in the gameworld. I find they really don't belong in grey on grey worlds where everyone is or needs to be a little dirty, and IMO it's a DM mistake to allow players to think they are viable in such a world only to prove they aren't in play later.</p><p></p><p>I often like playing white hat PCs, and the ongoing effect of Dark RPGs and pervasive cynicism can make it very difficult to do so.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6335331, member: 2656"] I do think there's an issue where the gameworld itself as detailed and run by the DM has it's own tone, style and moral dimension which has a bearing on what character concepts are encouraged, discouraged and invalidated. Which is fine when the DM is up front about this, but this may not happen out of secrecy, lack of self awareness, plot protection or many other reasons, rational and irrational. Obviously players contribute to the overall feel of the game, but in a conventional game the referee sets the tone. If there is more distribution of authority there is more debate and/or nudging on the issue as there is seldom total agreement on such things. I want any character I come up with to belong in the gameworld and not feel like a fish out of water, someone who shouldn't be there. This has happened before in games. I dislike totally independent character creation as the potential for completely uncompatible PCs exists e.g. shiny paladin and evil necromancer plus undead minions. Not every game has improvisation-type rules to suggest every player finds ways to allow other players to play their concepts despite clashes. I've seen every aspect of RPG play turned into battlegrounds when there are differences in player tastes and goals, and to people who don't like real world conflict within the group or dialed up PvP antagonism I strongly prefer ensuring character concepts are at least minimally compatible before play. I dislike PvP with or without violence, YMMV. I have seen a number of games blow up almost immediately though PC incompatibilities. While sometimes this is a symptom of deeper incompatibilities, I strongly feel that a little collaboration in PC creation could have saved some of those games. Any PCs can be forced together by a big enough plothammer, but I find such plot devices are short term and unreliable. For me conventional LG paladins work best when good vs evil is a major theme of the game, and good and evil are recognisable in the gameworld. I find they really don't belong in grey on grey worlds where everyone is or needs to be a little dirty, and IMO it's a DM mistake to allow players to think they are viable in such a world only to prove they aren't in play later. I often like playing white hat PCs, and the ongoing effect of Dark RPGs and pervasive cynicism can make it very difficult to do so. [/QUOTE]
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Is Anyone Unhappy About Non-LG Paladins?
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