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Limits of morality in the game?
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<blockquote data-quote="Edena_of_Neith" data-source="post: 3453475" data-attributes="member: 2020"><p>Before the game, define (as the DM) what good is and is not, so there is no confusion. A paladin would not be confused, after years of training, so his player should not be confused either.</p><p> This will create player feedback. This feedback will lead to a discussion which may help you and your group more comfortably flesh out good, evil, and what alignments they really want to play in your game.</p><p> Just my thoughts.</p><p></p><p> </p><p></p><p> Inform your players beforehand that the setting is this unfair, unreasonable place you described.</p><p> If they are sincerely uncomfortable with this, don't start in that setting.</p><p> If they agree to tolerate it but their characters would have a problem with it, one possibility is that you could make the town an adversary of the group. The group becomes marshalls out to clean up the town. Or nasties out to give these elitists all the trouble they deserve. Leave alignment completely out of the picture. Make sure the party sticks together on the issues!</p><p></p><p> </p><p></p><p> An evil party could have a lot of fun with this one. They proudly serve Nyrond (at a high price) while enjoying their own personal slaves (make certain all your players are comfortable with this beforehand.)</p><p> A good party could free slaves, become outlaws, become heroes in noble Veluna, start a war between Veluna and Nyrond, and lead the charge of Veluna against the corrupt and decadent Nyrond. When North Province and the Humanoids of the Bone March threatened from the other side, Nyrond would be sure to bow to Veluna's demands that all slaves be freed! Or so the characters might hope. And the trouble and politics would go from there ...</p><p> A neutral party? Bah, boring. Let's go into the Adri and find those Ice Elves we heard about.</p><p></p><p></p><p></p><p> (from bitter experience) Not run that particular setting with that particular player. He will be unhappy, and that unhappiness will be contagious, in real bad ways. Try to know my players beforehand, ask them what they are and are not comfortable with, before creating a setting or choosing one.</p><p></p><p></p><p></p><p> I did not know TSR subscribed to the Comic Book Code until close to the end of TSR.</p><p> When I first read the Code, I mistook it for TSR's own code. I practically fell over in shock, then died laughing. Said Code had nothing in common with nearly any of the games I had been in, especially the early ones with younger players (can we say: neutral evil is the beginning, the middle, and the end?)</p><p> If you dislike what you call the political correctness, read the Comic Book Code. And realize what you've missed out on!</p><p></p><p> Edena_of_Neith</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 3453475, member: 2020"] Before the game, define (as the DM) what good is and is not, so there is no confusion. A paladin would not be confused, after years of training, so his player should not be confused either. This will create player feedback. This feedback will lead to a discussion which may help you and your group more comfortably flesh out good, evil, and what alignments they really want to play in your game. Just my thoughts. Inform your players beforehand that the setting is this unfair, unreasonable place you described. If they are sincerely uncomfortable with this, don't start in that setting. If they agree to tolerate it but their characters would have a problem with it, one possibility is that you could make the town an adversary of the group. The group becomes marshalls out to clean up the town. Or nasties out to give these elitists all the trouble they deserve. Leave alignment completely out of the picture. Make sure the party sticks together on the issues! An evil party could have a lot of fun with this one. They proudly serve Nyrond (at a high price) while enjoying their own personal slaves (make certain all your players are comfortable with this beforehand.) A good party could free slaves, become outlaws, become heroes in noble Veluna, start a war between Veluna and Nyrond, and lead the charge of Veluna against the corrupt and decadent Nyrond. When North Province and the Humanoids of the Bone March threatened from the other side, Nyrond would be sure to bow to Veluna's demands that all slaves be freed! Or so the characters might hope. And the trouble and politics would go from there ... A neutral party? Bah, boring. Let's go into the Adri and find those Ice Elves we heard about. (from bitter experience) Not run that particular setting with that particular player. He will be unhappy, and that unhappiness will be contagious, in real bad ways. Try to know my players beforehand, ask them what they are and are not comfortable with, before creating a setting or choosing one. I did not know TSR subscribed to the Comic Book Code until close to the end of TSR. When I first read the Code, I mistook it for TSR's own code. I practically fell over in shock, then died laughing. Said Code had nothing in common with nearly any of the games I had been in, especially the early ones with younger players (can we say: neutral evil is the beginning, the middle, and the end?) If you dislike what you call the political correctness, read the Comic Book Code. And realize what you've missed out on! Edena_of_Neith [/QUOTE]
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