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Liquid Awesome
Re: Spiritual twins
I only quote an entire post when I think the entire post is relevant to the matter at hand. This is one of those cases and I think that Particle_Man's post above would be a good one to read over and think about, Centaur.
I've been DMing for right around 20 years so you'd think I'd be pretty good at it by now. But just last week I read Robin Laws' Robin's Laws of Good Gamemastering and it pointed out something that I've overlooked all too often: Not everybody plays the game for the same reason.
You pointed out earlier that this group of players (and the player of the Sorcerer in particular) has a history of defying authority and basically going against the grain. That should probably tell you something.
If this group of folks is generally anti-authoritarian or maybe are very law-abiding in real life but enjoy breaking those sorts of rules in their fantasy world, then you would be best served by either playing to that desire or considering letting somebody else GM for them. Because otherwise you are just going to feel like you're banging your head against a wall.
I'm not saying you should let them run wild through supposedly civilized parts of your game world, with no consequences whatsoever. I'm saying you should throw them a bone on a pretty regular basis.
Let them discover that there are corrupt factions within a given authority structure and try and tear that part down. Or maybe the main body of the authority structure has become stagnant and oppressive and it is the "corrupt" faction that they need to aid in order to bring new vigor to the organization.
In this particular situation, have one low ranking member of the church secretly contact the character and explain that while he thinks his methods were a bit rash, he understands that the BBEG was in fact Evil and unlawful and that their cause was just. Tell him that while many of the clergy want to see the character punished for his affront, there are a few who wish the Temple was more active in it's pursuit of law-breakers like the BBEG and they will continue to try and get the others to see the light.
I guess I'm just saying that all stick and no carrot is bound to frustrate the players when they did something that they percieved as the right thing to do, even if it did run counter to the will of the church in question.
Anyway, good luck. And if you get the chance to check out Robin Laws' book, I highly recommend it. I'm not running my next game until a couple of months from now, but I can already see how much more enjoyment I'll be able to bring to the group and myself with a greater understanding of what they hope to get out of the game.
Particle_Man said:
I am not Chris, but I think I know him in spirit.
He plays D&D to be an action hero. He wants to kill the bad guys, pure and simple. He does not want a "real world" issue of having to go through authorities. He likes roleplaying vigilante justice. He will probably be CG (or maybe CN) characters most of the time.
There is nothing wrong with this style of play. It does mean that he will get bored or frustrated if you lead the campaign in a different direction (so political intrigues that require that he cannot immediately go out and kill the bad guy will frustrate him...political mysteries in which he does not know who or where the bad guys are will bore him slightly, but he will perk up when he has bad guys or minions to slay).
If you have the god go after him he will see that as the DM on a power trip, whether you are or not. If you have the church go after him, he will immediately see the church as an enemy to be destroyed/dealt with, now or when he gets the ability to.
The new DMG talks about the style of play called "Kick in the Door". This is Chris. If you can allow him to be the hero, he will be happy. (Think of Rambo, or Arnold in most action movies -- they kill bad guys and never, ever have to worry about consequences or have any doubts that they are doing the right thing).
If your campaign style is fundamentally incompatible with Chris's playing style, then you will have this problem forever. Chris does not play D&D to get into complicated stuff. Chris plays D&D as a release from a complicated world, in which issues are black and white, and in which bad guys can be found and killed, and (rough) justice can be served.
Chris would make a good Holy Liberator (see defenders of the faith, and use the Blackguard template to upgrade to 3.5 on the holy smites/day)
Just my 2 cents.
I am not Chris. But I would be happy to play at his side. Go Chris!
I only quote an entire post when I think the entire post is relevant to the matter at hand. This is one of those cases and I think that Particle_Man's post above would be a good one to read over and think about, Centaur.
I've been DMing for right around 20 years so you'd think I'd be pretty good at it by now. But just last week I read Robin Laws' Robin's Laws of Good Gamemastering and it pointed out something that I've overlooked all too often: Not everybody plays the game for the same reason.
You pointed out earlier that this group of players (and the player of the Sorcerer in particular) has a history of defying authority and basically going against the grain. That should probably tell you something.
If this group of folks is generally anti-authoritarian or maybe are very law-abiding in real life but enjoy breaking those sorts of rules in their fantasy world, then you would be best served by either playing to that desire or considering letting somebody else GM for them. Because otherwise you are just going to feel like you're banging your head against a wall.
I'm not saying you should let them run wild through supposedly civilized parts of your game world, with no consequences whatsoever. I'm saying you should throw them a bone on a pretty regular basis.
Let them discover that there are corrupt factions within a given authority structure and try and tear that part down. Or maybe the main body of the authority structure has become stagnant and oppressive and it is the "corrupt" faction that they need to aid in order to bring new vigor to the organization.
In this particular situation, have one low ranking member of the church secretly contact the character and explain that while he thinks his methods were a bit rash, he understands that the BBEG was in fact Evil and unlawful and that their cause was just. Tell him that while many of the clergy want to see the character punished for his affront, there are a few who wish the Temple was more active in it's pursuit of law-breakers like the BBEG and they will continue to try and get the others to see the light.
I guess I'm just saying that all stick and no carrot is bound to frustrate the players when they did something that they percieved as the right thing to do, even if it did run counter to the will of the church in question.
Anyway, good luck. And if you get the chance to check out Robin Laws' book, I highly recommend it. I'm not running my next game until a couple of months from now, but I can already see how much more enjoyment I'll be able to bring to the group and myself with a greater understanding of what they hope to get out of the game.