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Oath of Vengeance Paladin?
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<blockquote data-quote="Shendorion" data-source="post: 6773158" data-attributes="member: 6804078"><p>These aren't "shenanigans;" he's playing the archetype as it was intended to be played. OoV is built for players who want to explore the archetype of the zealot. Doing questionable things in service to a "greater good" that's not necessarily even good is par for the course.</p><p></p><p>As for consequences, shouldn't those come from the game world, rather than homebrewing strictures on the character's behavior or implementing some system whereby they lose divine favor? Your world has tavern owners, right? There are governments and so forth, I expect, and those tavern owners pay taxes to their governments (and possibly kickbacks to local crime syndicates, depending on the light setting on your campaign). Don't these people and agencies object to some inquisitor blundering around trying to put an end to a very profitable vice that keeps the king's coffers full and the rabble from rousing? Seems to me he'd be under fire from the constables and the criminals both. Make storytelling happen!</p><p></p><p>If you don't want the consequences of his actions to drive the main story, could it be dealt with in a lighter spirit? If he's just destroying property and so forth, he could be rounded up by the constables every night and tossed in the drunk tank. Let him cool his heels and preach to a captive audience, and the party can collect him in the morning before going out to do whatever you want the story to be about them doing.</p><p></p><p>Sorry - I read that bit and edited the post accordingly. I've been in a lot of campaigns that were more about the trouble the party gets itself into and out of than some epic battle of good versus evil, and they're great, but they're not what everyone wants to play.</p></blockquote><p></p>
[QUOTE="Shendorion, post: 6773158, member: 6804078"] These aren't "shenanigans;" he's playing the archetype as it was intended to be played. OoV is built for players who want to explore the archetype of the zealot. Doing questionable things in service to a "greater good" that's not necessarily even good is par for the course. As for consequences, shouldn't those come from the game world, rather than homebrewing strictures on the character's behavior or implementing some system whereby they lose divine favor? Your world has tavern owners, right? There are governments and so forth, I expect, and those tavern owners pay taxes to their governments (and possibly kickbacks to local crime syndicates, depending on the light setting on your campaign). Don't these people and agencies object to some inquisitor blundering around trying to put an end to a very profitable vice that keeps the king's coffers full and the rabble from rousing? Seems to me he'd be under fire from the constables and the criminals both. Make storytelling happen! If you don't want the consequences of his actions to drive the main story, could it be dealt with in a lighter spirit? If he's just destroying property and so forth, he could be rounded up by the constables every night and tossed in the drunk tank. Let him cool his heels and preach to a captive audience, and the party can collect him in the morning before going out to do whatever you want the story to be about them doing. Sorry - I read that bit and edited the post accordingly. I've been in a lot of campaigns that were more about the trouble the party gets itself into and out of than some epic battle of good versus evil, and they're great, but they're not what everyone wants to play. [/QUOTE]
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