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My latest gaming session and moral quandry-help (Long)
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<blockquote data-quote="Bendris Noulg" data-source="post: 1448964" data-attributes="member: 6398"><p>The problem I see here is that the GM hasn't entered any unifying agent to build party cohesiveness. I've gotten multi-alignment groups to work before, and even all Evil parties, but they all had one major ingrediant: A reason to work together (and, where Evil PCs are concerned, a reason to follow another person regardless of their alignment).</p><p> </p><p>Once a unifying agent (or a stong leader) is identified, then the players themselves tend to formulate a standard MO that allows them to advance in the world as a team. Until then, disorder and chaos are about all you're going to get.</p><p> </p><p>Unfortunately, I don't see anything like that above; rather, the GM has allowed the formation of a party that has little in common other than survival, and the need to depend on one another ended after you hit the first town (in theory, the only reason that this group is still together is because you, as players, decided to stay together for the game's sake as it's more likely that the PC's in-character choice actually would have been to split).</p><p> </p><p>Now, at the point you're at, I wouldn't call for a vote at all; I'd leave them tied up, but with the knife some 10' away. Make them work for it, and give you and the others a good head start in case the two start thinking about vengeful intentions. Don't leave them without supplies (you are Good, after all), but make sure they don't have as many day's worth as the rest of the group; If they do decide to follow, they will have to stop and get supplies sooner than you, and at greater cost to keep up. All this, of course, intended to make not following you worth it, although if it makes you more comfortable, take the Cleric's holy symbol (one more thing he'll need to find and aquire).</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1448964, member: 6398"] The problem I see here is that the GM hasn't entered any unifying agent to build party cohesiveness. I've gotten multi-alignment groups to work before, and even all Evil parties, but they all had one major ingrediant: A reason to work together (and, where Evil PCs are concerned, a reason to follow another person regardless of their alignment). Once a unifying agent (or a stong leader) is identified, then the players themselves tend to formulate a standard MO that allows them to advance in the world as a team. Until then, disorder and chaos are about all you're going to get. Unfortunately, I don't see anything like that above; rather, the GM has allowed the formation of a party that has little in common other than survival, and the need to depend on one another ended after you hit the first town (in theory, the only reason that this group is still together is because you, as players, decided to stay together for the game's sake as it's more likely that the PC's in-character choice actually would have been to split). Now, at the point you're at, I wouldn't call for a vote at all; I'd leave them tied up, but with the knife some 10' away. Make them work for it, and give you and the others a good head start in case the two start thinking about vengeful intentions. Don't leave them without supplies (you are Good, after all), but make sure they don't have as many day's worth as the rest of the group; If they do decide to follow, they will have to stop and get supplies sooner than you, and at greater cost to keep up. All this, of course, intended to make not following you worth it, although if it makes you more comfortable, take the Cleric's holy symbol (one more thing he'll need to find and aquire). [/QUOTE]
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