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<blockquote data-quote="Psychotic Jim" data-source="post: 5184902" data-attributes="member: 547"><p>I don't really have any ideal solution for you, but here are a few random thoughts on the subject. You know the players more than any posters here, so you’ll have the best idea of how they will react to whatever choice of action you decide upon.</p><p></p><p>It seems like there is a situation here where you have to weigh the possibilities of two possibly adverse outcomes. On the one hand, there’s a possibility of being too restrictive on the players by telling them what/what not to play. On the other hand, there’s a possibility of the players becoming upset later by being forced into situations where they lose their powers or otherwise unfairly have their characters compromised. </p><p></p><p>The possible consequences of the latter will likely be worse if your game is pre-4e with the complications of likely permanent power loss for divine casters. Playing an ability-less paladin or cleric may be worse than not being able to play a fully powered paladin/cleric in the first place. </p><p></p><p>If the player(s) goes with the mole angle, I’d guess reading or perusing some materials on how undercover cops or spies deal with situations actions they find reprehensible might help.</p><p></p><p>It seems like you are concerned about letting players play what they want to. What would you think if you were to speak with them about what might be easier and what might be harder to play in the campaign?</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 5184902, member: 547"] I don't really have any ideal solution for you, but here are a few random thoughts on the subject. You know the players more than any posters here, so you’ll have the best idea of how they will react to whatever choice of action you decide upon. It seems like there is a situation here where you have to weigh the possibilities of two possibly adverse outcomes. On the one hand, there’s a possibility of being too restrictive on the players by telling them what/what not to play. On the other hand, there’s a possibility of the players becoming upset later by being forced into situations where they lose their powers or otherwise unfairly have their characters compromised. The possible consequences of the latter will likely be worse if your game is pre-4e with the complications of likely permanent power loss for divine casters. Playing an ability-less paladin or cleric may be worse than not being able to play a fully powered paladin/cleric in the first place. If the player(s) goes with the mole angle, I’d guess reading or perusing some materials on how undercover cops or spies deal with situations actions they find reprehensible might help. It seems like you are concerned about letting players play what they want to. What would you think if you were to speak with them about what might be easier and what might be harder to play in the campaign? [/QUOTE]
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