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<blockquote data-quote="aboyd" data-source="post: 4758484" data-attributes="member: 44797"><p>One from a game I play in, one from a game I DM.</p><p></p><p>As players running through the Freeport trilogy, we made it through all the quests to save Freeport, except the very last part. We stood at the lighthouse mere hours before it would turn on and send out its evil beacon. We were rested and ready to enter. Then one of us shrugged, and said, "We're neutral. Wouldn't it keep some balance for evil to flourish in the world?" The rest of the players agreed. We got on a ship, sailed away, and left the city of Freeport to its destruction.</p><p></p><p>Five levels later, the DM is still trying to work out the effects <em>that</em> has had on the world.</p><p></p><p>Now for the game I DM. My players had come across an overly well-defended town run by a lawful good lord. He had a military background, ran a tight ship (no thieves' guild or assassins' guild at all, not enough leeway for crime to flourish much), and the citizens were pretty thankful and proud of it. But my players, who at the time were almost all neutral good, had done a forced march to get to the town before nightfall, and were under exhaustion effects. When the guard wouldn't let them enter, the players intimidated him, and were jailed for threatening an officer. They became furious. When they were brought before the lord of the town to be released, they instead got into a shouting match and were re-jailed, and then eventually escorted to the town's perimeter. The players deemed the lord of the town to be the villain of my campaign. So now this party of do-gooders has a long-term goal of overthrowing a respected, lawful good leader.</p><p></p><p>Needless to say, that was unexpected.</p></blockquote><p></p>
[QUOTE="aboyd, post: 4758484, member: 44797"] One from a game I play in, one from a game I DM. As players running through the Freeport trilogy, we made it through all the quests to save Freeport, except the very last part. We stood at the lighthouse mere hours before it would turn on and send out its evil beacon. We were rested and ready to enter. Then one of us shrugged, and said, "We're neutral. Wouldn't it keep some balance for evil to flourish in the world?" The rest of the players agreed. We got on a ship, sailed away, and left the city of Freeport to its destruction. Five levels later, the DM is still trying to work out the effects [i]that[/i] has had on the world. Now for the game I DM. My players had come across an overly well-defended town run by a lawful good lord. He had a military background, ran a tight ship (no thieves' guild or assassins' guild at all, not enough leeway for crime to flourish much), and the citizens were pretty thankful and proud of it. But my players, who at the time were almost all neutral good, had done a forced march to get to the town before nightfall, and were under exhaustion effects. When the guard wouldn't let them enter, the players intimidated him, and were jailed for threatening an officer. They became furious. When they were brought before the lord of the town to be released, they instead got into a shouting match and were re-jailed, and then eventually escorted to the town's perimeter. The players deemed the lord of the town to be the villain of my campaign. So now this party of do-gooders has a long-term goal of overthrowing a respected, lawful good leader. Needless to say, that was unexpected. [/QUOTE]
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