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Mechanical Alignment: How Well Does it Work?
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<blockquote data-quote="Thunderfoot" data-source="post: 5485975" data-attributes="member: 34175"><p>I can honestly say that when characters are played by players who strive to play a character based on a set of ideals and a back story and not themselves, I have never seen what you describe. </p><p></p><p>The problem usually comes when the players thing they are "entitled" to do what they want, when they want, outside of the laws of the land, because they are the "heroes".</p><p></p><p>If the goal of a heroic party becomes personal revenge, public drunkenness, carousing and exploitation of the locals, they are no longer the "good guys". They have strayed from their goals (and usually alignments) enough to warrant penalties. The problem is, how did it get this far without you stepping in earlier? DMs need to administer the smackdown on occasion to remind players that actions have consequences. No player party should be able to run roughshod over the law of a town, a county and definitely not a kingdom.</p><p></p><p>You don't have to be draconian to be stern, either. XP penalties are usually a good indication to a player that something is amiss. Town authorities not allowing characters to enter based on their "reputation" is another good way to send up the flag prior to bringing down the hammer. Give the players a chance to recognize they have strayed and turn themselves around before the armies of goodness take them out. </p><p></p><p>Clerics, monks, and paladins should never get to this point. Representatives of their order should have stepped in long ago with warnings of "rumored poor behavior" and possible "punishment from the highest levels of the order." Even if you don't have anything specific planned the threat of organized retribution for spurious acts will usually have the priests and pallys culling the other classes in line and if not - the beatings shall now begin.</p><p></p><p>Without specific details of their deeds that have let them stray from lawful to chaotic there isn't any specific advice I can give. Though you should probably talk to the group and find out how they think they are doing and if the believe. More than likely its a case of they just didn't realize that they were in the wrong and that they are not entitled to get away with anything - if so - boot to the head. If they didn't realize that stealing the money from that town and burning down the orphanage because they were drunk and bored or that 150 1st level town folks had to be worth at least some XP... well, religious assassinations and player death are just part of the daily grind. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 5485975, member: 34175"] I can honestly say that when characters are played by players who strive to play a character based on a set of ideals and a back story and not themselves, I have never seen what you describe. The problem usually comes when the players thing they are "entitled" to do what they want, when they want, outside of the laws of the land, because they are the "heroes". If the goal of a heroic party becomes personal revenge, public drunkenness, carousing and exploitation of the locals, they are no longer the "good guys". They have strayed from their goals (and usually alignments) enough to warrant penalties. The problem is, how did it get this far without you stepping in earlier? DMs need to administer the smackdown on occasion to remind players that actions have consequences. No player party should be able to run roughshod over the law of a town, a county and definitely not a kingdom. You don't have to be draconian to be stern, either. XP penalties are usually a good indication to a player that something is amiss. Town authorities not allowing characters to enter based on their "reputation" is another good way to send up the flag prior to bringing down the hammer. Give the players a chance to recognize they have strayed and turn themselves around before the armies of goodness take them out. Clerics, monks, and paladins should never get to this point. Representatives of their order should have stepped in long ago with warnings of "rumored poor behavior" and possible "punishment from the highest levels of the order." Even if you don't have anything specific planned the threat of organized retribution for spurious acts will usually have the priests and pallys culling the other classes in line and if not - the beatings shall now begin. Without specific details of their deeds that have let them stray from lawful to chaotic there isn't any specific advice I can give. Though you should probably talk to the group and find out how they think they are doing and if the believe. More than likely its a case of they just didn't realize that they were in the wrong and that they are not entitled to get away with anything - if so - boot to the head. If they didn't realize that stealing the money from that town and burning down the orphanage because they were drunk and bored or that 150 1st level town folks had to be worth at least some XP... well, religious assassinations and player death are just part of the daily grind. :) [/QUOTE]
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