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"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="Lanefan" data-source="post: 9257665" data-attributes="member: 29398"><p>Which does exactly what you say below that you don't want: denies the player of the nasty Fighter the ability to play that character.</p><p></p><p>And I'm fine with that: if the rest of the party decide not to take him in, then so be it.</p><p></p><p>We have it that <em>Speak With Dead</em> gives true answers if it works, as (with very rare exceptions) the corpse can no longer think for itself to the extent required to lie.</p><p></p><p>Driving the character out of the party deprives us of said character's useful elements, which we may or may not be able to replace. Sometimes, those useful elements make keeping the character around the clearly-best option; even if it means having to charm or otherwise control it in order to keep it and us safe.</p><p></p><p>Depending on the situation, letting her go might be the cruelest option of all: she'll be on her own in dangerous country.</p><p></p><p>The current party I'm running has gone through 5 Orcs this adventure. Of those, only one was charmed (and the charm broke before long due to extended separation); and that one brought in the other four. Four of these (including the ex-charmee) became loyal to the party, loyal enough to kill the fifth when he suggested turning coat and attacking. Of the remaining four, one died in a random-encounter combat a while later but the party's heroic-if-futile efforts to save him only served to reinforce the loyalty of the three who were left.</p><p></p><p>The interesting thing about all this is that even though the party's original mission out here was to wipe out these Orcs to stop their annual raids on the border villages, the end result is the party may well end up advocating on the Orcs' behalf in the coming war.</p><p></p><p>Well, in the case of the three Orcs, high-to-extreme became certainty in tonight's session: they're going home...with a retiring party member in tow as a negotiator and go-between. The rest of the party are (finally!) heading for town, where they know they'll also lose their ex-prisoner and their now-level-drained Thief.</p><p></p><p>Nah - I'm very much a let-'em-fight DM, as long as it stays in character.</p><p></p><p>Slavery is an accepted practice in parts of my setting, and frowned on in other parts.</p><p></p><p>Forcing a game character to act against its will and forcing someone at the table to act against theirs are not the same thing; assuming a healthy level of detachment between player and character emotions.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9257665, member: 29398"] Which does exactly what you say below that you don't want: denies the player of the nasty Fighter the ability to play that character. And I'm fine with that: if the rest of the party decide not to take him in, then so be it. We have it that [I]Speak With Dead[/I] gives true answers if it works, as (with very rare exceptions) the corpse can no longer think for itself to the extent required to lie. Driving the character out of the party deprives us of said character's useful elements, which we may or may not be able to replace. Sometimes, those useful elements make keeping the character around the clearly-best option; even if it means having to charm or otherwise control it in order to keep it and us safe. Depending on the situation, letting her go might be the cruelest option of all: she'll be on her own in dangerous country. The current party I'm running has gone through 5 Orcs this adventure. Of those, only one was charmed (and the charm broke before long due to extended separation); and that one brought in the other four. Four of these (including the ex-charmee) became loyal to the party, loyal enough to kill the fifth when he suggested turning coat and attacking. Of the remaining four, one died in a random-encounter combat a while later but the party's heroic-if-futile efforts to save him only served to reinforce the loyalty of the three who were left. The interesting thing about all this is that even though the party's original mission out here was to wipe out these Orcs to stop their annual raids on the border villages, the end result is the party may well end up advocating on the Orcs' behalf in the coming war. Well, in the case of the three Orcs, high-to-extreme became certainty in tonight's session: they're going home...with a retiring party member in tow as a negotiator and go-between. The rest of the party are (finally!) heading for town, where they know they'll also lose their ex-prisoner and their now-level-drained Thief. Nah - I'm very much a let-'em-fight DM, as long as it stays in character. Slavery is an accepted practice in parts of my setting, and frowned on in other parts. Forcing a game character to act against its will and forcing someone at the table to act against theirs are not the same thing; assuming a healthy level of detachment between player and character emotions. [/QUOTE]
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