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D&D Older Editions, OSR, & D&D Variants
Let's Read the AD&D 2nd Edition PHB+DMG!
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<blockquote data-quote="Voadam" data-source="post: 9505277" data-attributes="member: 2209"><p>I took over a 2e campaign that had a paladin of Athena in it and turned it into a Ravenloft ongoing campaign. At one point I ran an adventure where a party member picks up something that has the magic jar item of an evil wizard connected to one of the party members who uses their new body to do murders at night and the party must figure this out and deal with it.</p><p></p><p>The paladin picked up the item and after his first possessed murder that triggered the under enchantment evil act clause and lost his powers. The player was really into the storyline, first trying to figure out whether he was under a curse or he had transgressed in some way. They eventually dealt with the wizard but the paladin still had his fallen issue.</p><p></p><p>In 2e Ravenloft players are fairly cut off from their normal other world churches and even the gods directly so atonement is a bit tricky. I had Athena send a spirit spider into Ravenloft to help the paladin and roleplayed out the spirit contact and explanation. The spirit would then scuttle around and search out Ravenloft and came back with three possible quests that would work as atonement quests, three modules I had ready to go with the right approximate level ranges. It was a bit ambiguous whether the spirit was actually working on behalf of Athena now that it was independent and in corrupting Ravenloft spiritual landscape. The paladin made this all an internal faith thing for himself and his spirit guide and chose one of the options.</p><p></p><p>The group decided to go with the paladin on his quest, even though he sort of forced it as he would go on the one he chose immediately regardless of whether he had to split off from everyone else and the group was not going to split the party. The paladin died on that quest, never having achieved his atonement, but feeling he pursued a cool path with a cool story.</p><p></p><p>I was not as happy about the experience as the player. I felt really bad taking away powers for so long even though it was RAW and led to a story the paladin player liked and was the natural development of stuff in the campaign. He did nothing wrong to trigger the fall and that felt aesthetically unpleasant to me. I also felt bad it drove the group and led to one player asserting their primacy on group direction or threaten splitting the party in a group activity. </p><p></p><p>Edit to add: The other five players were not as happy with that plot takeover as well or how the player handled it but went along with it.</p><p></p><p>In 3e my house rules included eliminating falling mechanics and I have been happier running the game that way.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9505277, member: 2209"] I took over a 2e campaign that had a paladin of Athena in it and turned it into a Ravenloft ongoing campaign. At one point I ran an adventure where a party member picks up something that has the magic jar item of an evil wizard connected to one of the party members who uses their new body to do murders at night and the party must figure this out and deal with it. The paladin picked up the item and after his first possessed murder that triggered the under enchantment evil act clause and lost his powers. The player was really into the storyline, first trying to figure out whether he was under a curse or he had transgressed in some way. They eventually dealt with the wizard but the paladin still had his fallen issue. In 2e Ravenloft players are fairly cut off from their normal other world churches and even the gods directly so atonement is a bit tricky. I had Athena send a spirit spider into Ravenloft to help the paladin and roleplayed out the spirit contact and explanation. The spirit would then scuttle around and search out Ravenloft and came back with three possible quests that would work as atonement quests, three modules I had ready to go with the right approximate level ranges. It was a bit ambiguous whether the spirit was actually working on behalf of Athena now that it was independent and in corrupting Ravenloft spiritual landscape. The paladin made this all an internal faith thing for himself and his spirit guide and chose one of the options. The group decided to go with the paladin on his quest, even though he sort of forced it as he would go on the one he chose immediately regardless of whether he had to split off from everyone else and the group was not going to split the party. The paladin died on that quest, never having achieved his atonement, but feeling he pursued a cool path with a cool story. I was not as happy about the experience as the player. I felt really bad taking away powers for so long even though it was RAW and led to a story the paladin player liked and was the natural development of stuff in the campaign. He did nothing wrong to trigger the fall and that felt aesthetically unpleasant to me. I also felt bad it drove the group and led to one player asserting their primacy on group direction or threaten splitting the party in a group activity. Edit to add: The other five players were not as happy with that plot takeover as well or how the player handled it but went along with it. In 3e my house rules included eliminating falling mechanics and I have been happier running the game that way. [/QUOTE]
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