Long-term plot: Need examples of [Good] Behaviour

Mistah J

First Post
I originally started this idea over here: http://www.enworld.org/forum/genera...aying-based-penalties-death-now-examples.html I've revised it and now I think this is a better place for it to be discussed.

Essentially I am looking for some ideas on acts of good/charity/kindness that I can impose on the characters of my campaign in a geas/quest style. Essentially a compulsion that becomes second nature to them, something they can't help but do.

Here are some examples I've already thought of:

1. From now on, the character can only eat a maximum of 2 meals per day. They must donate their 3rd to someone in need or otherwise less fortunate than themselves. If they are in a situation in which there are no candidates available (i.e. a long dungeon crawl), they incur a "debt" of 1 meal/day that must be repaid as soon as they are able. Any meals offered beyond a 3rd must be refused or avoided but need not be donated.

The character cannot build a "credit" by giving more than a meal in one day.

2. Whenever the character is involved in chores, duties, or other projects, they must do the work of two people. For example, if the party must each carry 50lbs, the character must carry 100lbs. If they camp for the night, the character must take two sentry watches. If the work of two people is beyond the physical capabilities of the character, they must work to their maximum instead.

The character cannot opt out of these chores and must volunteer their own services if the opportunity arises.

3. The character must be the last to be healed within their line of sight. They must refuse medical attention/magical healing until all other injured persons are cared for first. They must also ensure that they are the most injured person within their party (though they need not deliberately injure themselves or get in harm's way to do so). The character can break this rule only if the alternative would result in their death (i.e. they are unconscious or dying) and if healing is forced upon them, they do no have to make a Will save to reduce the amount in half.

4. The character must refuse their share of compensation for good acts or services performed. This does not include rewards the character procures or finds on their own (such as dungeon-treasure or loot off a vanquished foe). If refusing the compensation does not serve the greater good (i.e the rich noble simply stays richer), the character can accept it but must donate it to a good church/charity/cause as soon as possible.
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So these are the kinds of things I am looking for, and I would love your help if you have any ideas like them.

NOTE: I'm sure reading this kind of thread, "I want to force the way my player's character's act" is throwing up some red flags for many - and it should, I fully agree. However, I'd like to try and appease you with the following:

1. My players are a mature group, we've been together for a while now and I wouldn't try this if I thought they would not respond positively to the idea.

2. Also, this system is going to be an alternative to the current penalties for returning from death and hopefully, they won't die.

3. Even if they do die, they are going to be asked if they would like to use this system (they won't have the exact details but I'll give them a disclaimer about it) so it'll be their choice.

Lastly, I'll just point out that the main reason I'm thinking of this is because the campaign is one in which the character's play "chosen ones" and it's hard to keep death meaningful using the current rules. If a character dies before the group is capable of raising them, you have to explain how their new character is also one of the special few... and it get's a little complicated.

Please let me know what you think.
 

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Have you ever heard the phrase, "Turn the other cheek?" Or "Going the extra mile?" They come from the Bible...and may be of use to you in this situation.

Turning the other cheek - Wikipedia, the free encyclopedia

Matthew 5:38-42, NIV You have heard that it was said, 'An eye for an eye, and a tooth for a tooth.' But I tell you, do not resist an evil person. If someone strikes you on the right cheek, turn to him the other also. And if someone wants to sue you and take your tunic, let him have your cloak as well. If someone forces you to go one mile, go with him two miles. Give to the one who asks you, and do not turn away from the one who wants to borrow from you.

You could use the "Turning the cheek" to have the geased PCs give up the ability to strike first in a combat- he may have initiative, but he must withhold striking a foe until he has first been struck. After being struck, however, he returns to his normal order in the melee.

For "Going the extra mile"/"Giving the cloak" if a non-party member asks for simple aid that is within the PC's ability to grant, he must do more than the minimum. Instead of giving the beggar asking for alms a few CP, he feels compelled to give a like amount of GP or PP. Instead of giving a person begging for a piece of bread, he must treat the person to a hot meal. This kind of geas should probably only be enforced on a daily basis- you're not trying to bankrupt or starve the party, after all.

FWIW, one of the interpretations not listed in the Wiki is that it was a call for civil disobedience.

This passage, for instance:
If someone forces you to go one mile, go with him two miles.

possibly references that by Roman law, Romans soldiers could impress a civilian to carry his pack for 1 mile, but no further. By carrying it for 2, you could get the soldier in trouble.

You could also base some of your geases on the Chivalric virtues...most commonly found in D&D as the Paladin's code of conduct.

On the Chivalric Virtues--Count Sir Garick von Kopke, SCA
 

Be careful to not detract from the fun of playing the character. I'd suggest avoiding effects which have a negative game-mechanic, particularly with respect to combat.
 

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