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Okay, almost my entire party has gone evil, now what?
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<blockquote data-quote="iwatt" data-source="post: 2469980" data-attributes="member: 11085"><p>I think this depends on GM style. Some GMs approach the game as if the "story" is solely their responsability. Other take the approach that the "story" is something that the PCs create, and he is solely responsible for providing a consistent environment. I will warn a player I feel is doing something without eralizing that it will affect his alignment, but I won't warn a player who is conciously taking this choice. </p><p></p><p></p><p></p><p>I agree that compromise is the best. But hindisght is always 20/20. Maybe the other players weren't aware that this player had this issue? </p><p></p><p>Also, the majority is having fun. Isn't the onus on the one person to adapt to the "needs" of the others instead of the majority changing their fun for a single person? And if he can't adapt to what the majority wants, then surely it's best to step aside?</p><p></p><p></p><p></p><p>But it's "their" character. If they want to change the personality on the fly (which isn't the case here anyway) it's their own decision. And my players would lynch me if I told them their characters <u><strong>had</strong></u> to act in a certain <strong><u>DM APPROVED</u></strong> manner.</p><p></p><p></p><p></p><p>I play with mature adults who I assume are able to take responsibilties for their actions. It's personally tiresome to me to have to remind players every time they make a choice that it has erpercussions and their alignment might shift. Seems to much like PC herding to me.</p><p></p><p></p><p></p><p>Some people are innate followers. If the party leader is turning "evil" and getting results, others might follow the example. Maybe the GM is making things "too hard" on the PCs, and insstead of opting for the "I'll remain good no matter what" the players decide to cop-out for the easy way. Remember that the Dark side is attractive because it is an easy way to gain power <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(:" title="Smile (:" data-smilie="1"data-shortname="(:" />D).</p><p></p><p></p><p></p><p>Actually what I'd do is not tell him. When he finally does figure it out, I'd have an immediate time out and discuss that what has happened evolved naturally, and then have an open discussion with all the players of were they see this campaign going. If you discuss this in an open adult manner, the whole group can come to a conclusion. There's lots of options here. If the "good PC" player just can't adapt, but everyone still wants to play together, you can start a new campaign and play the "all evil PC" group as a side group with the others on a diferent schedule.</p><p></p><p>The thing is, I see this situation as something chock full of plot hooks, character development, etc instead of a game breaking event.</p></blockquote><p></p>
[QUOTE="iwatt, post: 2469980, member: 11085"] I think this depends on GM style. Some GMs approach the game as if the "story" is solely their responsability. Other take the approach that the "story" is something that the PCs create, and he is solely responsible for providing a consistent environment. I will warn a player I feel is doing something without eralizing that it will affect his alignment, but I won't warn a player who is conciously taking this choice. I agree that compromise is the best. But hindisght is always 20/20. Maybe the other players weren't aware that this player had this issue? Also, the majority is having fun. Isn't the onus on the one person to adapt to the "needs" of the others instead of the majority changing their fun for a single person? And if he can't adapt to what the majority wants, then surely it's best to step aside? But it's "their" character. If they want to change the personality on the fly (which isn't the case here anyway) it's their own decision. And my players would lynch me if I told them their characters [U][B]had[/B][/U] to act in a certain [B][U]DM APPROVED[/U][/B] manner. I play with mature adults who I assume are able to take responsibilties for their actions. It's personally tiresome to me to have to remind players every time they make a choice that it has erpercussions and their alignment might shift. Seems to much like PC herding to me. Some people are innate followers. If the party leader is turning "evil" and getting results, others might follow the example. Maybe the GM is making things "too hard" on the PCs, and insstead of opting for the "I'll remain good no matter what" the players decide to cop-out for the easy way. Remember that the Dark side is attractive because it is an easy way to gain power (:D). Actually what I'd do is not tell him. When he finally does figure it out, I'd have an immediate time out and discuss that what has happened evolved naturally, and then have an open discussion with all the players of were they see this campaign going. If you discuss this in an open adult manner, the whole group can come to a conclusion. There's lots of options here. If the "good PC" player just can't adapt, but everyone still wants to play together, you can start a new campaign and play the "all evil PC" group as a side group with the others on a diferent schedule. The thing is, I see this situation as something chock full of plot hooks, character development, etc instead of a game breaking event. [/QUOTE]
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Okay, almost my entire party has gone evil, now what?
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