That's not all that happened.
What happened, was a badly presented scenario by the DM that resulted in a poor showing from the player, who(at least as stated by the OP) believed he had no other choice.
I'm not in the habit of severely punishing a player or his character for my mistake.
It needs to be a learning experience for both the player and the DM. That's the point.
If all that happens is the DM going " you've fallen, no takebacks, MUHAHA I AM THE LAW" then neither has really learned anything from this experience.
Yes it is. The facts of what happened in the game don't seem to be in dispute.
This doesn't seem to have anything to do with what happened in the game universe. This is completely focused on issues of scenario design and whether the GM should have allowed this scenario to transpire or set it up, or given more clues. And unlike the facts of what happened in the game universe, the facts of that are entirely subjective and for the most part unknown. We can only speculate. Moreover, whether this is a poor showing depends entirely on what you think the game is about. Moreover, you are wrong. The OP knew quite well he had another choice. He could have choose to die. He choose not to.
Would I set this situation up on purpose? Probably not. Could a situation like this actually occur in a game quite outside of my control? Absolutely. If it couldn't happen and I'm fully in control of the game, then yeah I really am 100% of the law and determining in some fashion everything that happens in the game and the player's inputs don't matter.
What mistake? What freaking mistake? That the game is not following your aesthetics of play? Which aesthetics of play are prioritized in a game are entirely subjective. There is nothing - absofreakinglutely nothing - that is a mistake in challenging the beliefs of a character. While D&D doesn't really call that out as central to play, there is nothing that prevents it being central to play in a game like D&D.
More to the point, I'm not suggesting anything that punishes the player. All the things that I'm suggesting happen in the game.
Well, that's one possibility. The other is that you aren't learning from this story.
But yes, the GM is the law. The GM has as a neutral referee an obligation (juggled with his other duties) to fairly resolve what would likely or certainly happen in the in game universe without regard to what the GM wants to see happen. If some several outcomes are equally likely or plausible, then pick the more interesting one. In this case, you are advising doing neither.
And takebacks suck. If a GM tried to do take backs with me in a critical story junction like that, it would be the last game of his I played in. My aesthetics of play don't revolve around me getting treated with kid gloves just because bad things happened. My aesthetics of play revolve around exciting, impactful, and thought provoking stories. They involve stepping up to the challenge. Take backs suck. This isn't a situation like the GM forgot a setting element, forgot to apply a die roll modifier, or badly misremembered a rule. That sort of take back if you can do it quickly is sometimes a necessary evil. This is a take back that negates player agency! This is a take back equivalent to another player telling you in a game of chess, "You really don't want to do that move, as it will lead to me to winning." Oh? Then I forfeit. Let's start another game.
Congratulations, it appears you are not allowed to fail! GM does that to me I'm going to find excuses to quit.
What part of "I always try to be the GM that I would want to have as a player" do you not get? I mean I can totally get if this doesn't appeal to you, everyone has different tastes, but it's not a 'mistake' for this to happen or for what I suggest as a resolution. I think I've made very clear what I think would be terrible for the game.
Out of curiousity, do you play Paladins ever? Do you like to play Paladins ever?
Originally an edit, but repost and amended:Yes it is. The facts of what happened in the game don't seem to be in dispute.
This doesn't seem to have anything to do with what happened in the game universe. This is completely focused on issues of scenario design and whether the GM should have allowed this scenario to transpire or set it up, or given more clues. And unlike the facts of what happened in the game universe, the facts of that are entirely subjective and for the most part unknown. We can only speculate. Moreover, whether this is a poor showing depends entirely on what you think the game is about. Moreover, you are wrong. The OP knew quite well he had another choice. He could have choose to die. He choose not to.
Would I set this situation up on purpose? Probably not. Could a situation like this actually occur in a game quite outside of my control? Absolutely. If it couldn't happen and I'm fully in control of the game, then yeah I really am 100% of the law and determining in some fashion everything that happens in the game and the player's inputs don't matter.
What mistake? What freaking mistake? That the game is not following your aesthetics of play? Which aesthetics of play are prioritized in a game are entirely subjective. There is nothing - absofreakinglutely nothing - that is a mistake in challenging the beliefs of a character. While D&D doesn't really call that out as central to play, there is nothing that prevents it being central to play in a game like D&D.
More to the point, I'm not suggesting anything that punishes the player. All the things that I'm suggesting happen in the game.
Well, that's one possibility. The other is that you aren't learning from this story.
But yes, the GM is the law. The GM has as a neutral referee an obligation (juggled with his other duties) to fairly resolve what would likely or certainly happen in the in game universe without regard to what the GM wants to see happen. If some several outcomes are equally likely or plausible, then pick the more interesting one. In this case, you are advising doing neither.
And takebacks suck. If a GM tried to do take backs with me in a critical story junction like that, it would be the last game of his I played in. My aesthetics of play don't revolve around me getting treated with kid gloves just because bad things happened. My aesthetics of play revolve around exciting, impactful, and thought provoking stories. They involve stepping up to the challenge. Take backs suck. This isn't a situation like the GM forgot a setting element, forgot to apply a die roll modifier, or badly misremembered a rule. That sort of take back if you can do it quickly is sometimes a necessary evil. This is a take back that negates player agency! This is a take back equivalent to another player telling you in a game of chess, "You really don't want to do that move, as it will lead to me to winning." Oh? Then I forfeit. Let's start another game.
Congratulations, it appears you are not allowed to fail! GM does that to me I'm going to find excuses to quit.
What part of "I always try to be the GM that I would want to have as a player" do you not get? I mean I can totally get if this doesn't appeal to you, everyone has different tastes, but it's not a 'mistake' for this to happen or for what I suggest as a resolution. I think I've made very clear what I think would be terrible for the game.
I get such a rare opportunity to play rather than GM that I can't say I've ever played a Paladin. I have been a PC in a party with a Paladin. I have a 'Paladin' PC in the game I'm currently running (it's actually a homebrew class called 'Champion', but it fulfills the same role as a 5e Paladin and for the purposes of this discussion the two are interchangeable) that is at this point the only character that has managed to survive from the start of the campaign (some 10 years ago now).
Honestly, I'm playing a PC in a D&D game (well 1e Pathfinder) for the first time in like 15 years, and it's Ranger. But Paladin or not, all my characters regardless of alignment tend to be some sort of idealist with some sort of code they are trying to adhere to. Even my CN rogue (well, a thief/M-U back in 1e) had his own twisted internal code of logic that made sense only to himself.
I think Paladin's are great characters. I would love to have a shot at running a Paladin at some point and stepping up to the challenge of being an inhumanly perfect paragon. Or even a humanly perfect paragon. Or just a paragon.
Out of curiousity, what is your angle in asking?
...
b) I can stand firm and resist evil. If I am martyred valiantly defending what is right and good, it may be inspiring to others and they may be emboldened by the example of my life. And if I do not die, then I will have earned a great triumph. Either way, I will have preserved my Oath. So resisting no matter what happens is all win-win.
So this isn't even really much of a choice...
Yes it is. The facts of what happened in the game don't seem to be in dispute.
This doesn't seem to have anything to do with what happened in the game universe. This is completely focused on issues of scenario design and whether the GM should have allowed this scenario to transpire or set it up, or given more clues. And unlike the facts of what happened in the game universe, the facts of that are entirely subjective and for the most part unknown. We can only speculate. Moreover, whether this is a poor showing depends entirely on what you think the game is about. Moreover, you are wrong. The player in the OP's game knew quite well he had another choice. He could have chosen (for his character) to die. He chose not to.
Would I set this situation up on purpose? Probably not. Could a situation like this actually occur in a game quite outside of my control? Absolutely. If it couldn't happen and I'm fully in control of the game, then yeah I really am 100% of the law and determining in some fashion everything that happens in the game and the player's inputs don't matter.
What mistake? What freaking mistake? That the game is not following your aesthetics of play? Which aesthetics of play are prioritized in a game are entirely subjective. There is nothing - absofreakinglutely nothing - that is a mistake in challenging the beliefs of a character. While D&D doesn't really call that out as central to play, there is nothing that prevents it being central to play in a game like D&D.
More to the point, I'm not suggesting anything that punishes the player. All the things that I'm suggesting happen in the game.
Well, that's one possibility. The other is that you aren't learning from this story.
But yes, the GM is the law. The GM has as a neutral referee an obligation (juggled with his other duties) to fairly resolve what would likely or certainly happen in the in game universe without regard to what the GM wants to see happen. If some several outcomes are equally likely or plausible, then pick the more interesting one. In this case, you are advising doing neither.
And takebacks suck. If a GM tried to do take backs with me in a critical story junction like that, it would be the last game of his I played in. My aesthetics of play don't revolve around me getting treated with kid gloves just because bad things happened. My aesthetics of play revolve around exciting, impactful, and thought provoking stories. They involve stepping up to the challenge. Take backs suck. This isn't a situation like the GM forgot a setting element, forgot to apply a die roll modifier, or badly misremembered a rule. That sort of take back if you can do it quickly is sometimes a necessary evil. This is a take back that negates player agency! This is a take back equivalent to another player telling you in a game of chess, "You really don't want to do that move, as it will lead to me to winning." Oh? Then I forfeit. Let's start another game.
Congratulations, it appears you are not allowed to fail! GM does that to me I'm going to find excuses to quit.
What part of "I always try to be the GM that I would want to have as a player" do you not get? I mean I can totally get if this doesn't appeal to you, everyone has different tastes, but it's not a 'mistake' for this to happen or for what I suggest as a resolution. I think I've made very clear what I think would be terrible for the game.
Do I really need to specify a freaking timeline for you. Is this better. "Doing nothing after being confronted by the Dragon to preserve the life of an NPC fails multiple of his tenets". There you have it, no meaning change on my part and eliminates the opportunity by you to quibble to try and sidestep the point.
Yea it's obvious alright. When you engage in conversation tactics like the one above then you've already decided the conversation is going to go nowhere.
I agree. But the player was entirely unjustified in seeing the encounter in those terms (at least based on the information provided to us). That's where the issue lies. The player can miss whatever solution he misses, but the question for good gaming is was he justified in doing so?
I'm not sure what this means.
Originally an edit, but repost and amended:
You don't try to resolve OOC disputes through IC means.
The question of the Paladin's moral character does not matter, and in fact is a distraction.
Moreover, I argue that the DM has a greater responsibility to facilitate this than the players due to the power imbalance that is inherent to this style of play.