Paladin needs help leading her party

Queenie

Queen of Everything
Hi All!

I'm playing my first paladin and I need some suggestions.

I am going to be leading a very chaotic party. They tend to do whatever they want, wander off aimlessly, and generally get themselves, and therefore the party, into trouble.

As a paladin I know I would not be happy with a lot of the behavior going on. It's not realistic for my character to say, "I'm not liking your behavior so I'm leaving". These are the people I have to play with.

Short of kicking someone's butt (which is not very honorable or paladin-like) what can I do? I'm not complaining, just looking for some creative ideas.

Thanks!
 

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Well, can you discuss it with the other players? If so and if you reach an agreement, you can always roleplay the paladin giving a handful of sermons at different occasions and slowly changing the groups' behavior. Most paladins have a very high Charisma and most also invest in diplomacy, so it wouldn't be unrealistic.

Do you have a compelling reason to remain with this group whatever their demeanor? If not, could the DM come up with one? Something in the lines of a mandate from heaven, a powerful curse or some omen.

If everything else fails, you could consider kicking some butt. It is not necessarily out-of-character for a Paladin, but that kind of thing can breed hard feelings with some players.
 

Queenie122 said:
I am going to be leading a very chaotic party. They tend to do whatever they want, wander off aimlessly, and generally get themselves, and therefore the party, into trouble.

You can try to appeal to their self-interest, though this may only work in the short term. Basically, make a deal that says 'if you guys do X for me, I'll do Y for you." For a single adventure, this might mean you give up your own treasure share, dividing the spoils among the remaining party members, but this is hardly a good precedent to set for later adventures. Not knowing the characters involved, or what kinds of things they might want, it's hard to suggest specifics.

If you can get one other player to actively cooperate with you in this, you might be able to demonstrate the practical benefits of coorperation over "every man for himself." If that happens, the other characters will start to think, "Hey, maybe I'll try this cooperation thing, see how it works out for me."

If you can't get another player to help, recruit the DM. Nothing heavy handed, but if the other players start to see that coordinated group efforts tend to work well, and uncoordinated solo efforts tend to get them into trouble, they may be willing to modify their behavior somehow.

Looking back over what I've just written, it doesn't sound very helpful. But all I can think of is that if the players are going to do whatever they want, you have to make them want to work with you. You can't really change someone else's behavior, but you can sometimes make them want to change it themselves.

Beating them up is not only, as you say, not very paladin like behavior, it will almost certainly fail.

Bribing them is an approach that would disappoint most paladins, but one does what one must for the common good, so long as the means employed are not immoral or illegal (meaning, you can openly bribe your fellow party members, but not secretly bribe local officials.) It may earn you a label as an easy mark, for any party members who start expecting you to pay them to do their jobs.

There may be circumstances where you can refuse to help these people out of bad situations they've put themselves in, and make it sound as if you're doing them a favor by refusing: "You will rejoice to hear, friend Rogue, that I have taken your repeated complaints to heart, and have resolved to mend my intolerant ways. I will refrain from "bossing" you and will respect your own considerable skills and talents henceforth. I recognize you as my equal and understand that you "don't need nothing" (as you put it) from me. Therefore, I will ride on to the next town as scheduled, and I look forward to you joining the rest of us there when you have freed yourself from jail, no doubt in some heroic and clever manner."

Sounds a whole lot better than "You got yourself arrested, now you can just rot", doesn't it?
 
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Queenie122 said:
Hi All!

I'm playing my first paladin and I need some suggestions.

I am going to be leading a very chaotic party. They tend to do whatever they want, wander off aimlessly, and generally get themselves, and therefore the party, into trouble.

As a paladin I know I would not be happy with a lot of the behavior going on. It's not realistic for my character to say, "I'm not liking your behavior so I'm leaving". These are the people I have to play with.

Short of kicking someone's butt (which is not very honorable or paladin-like) what can I do? I'm not complaining, just looking for some creative ideas.

Thanks!

Talk to the other players and ask them not to roleplay their characters in a way that will make adventuring with your PC overly problematic so that the adventures can be about the adventures instead of inter-party conflict.

In game suggestions for leadership are to keep the miscreats occupied. Idle hands are the devil's playground so if they are busy working on party business, then they are not wandering around bored stirring up trouble.

How are you the leader of these chaotic individuals? What is the story background here that you can build off of to guide the party?
 

It would be a *really good idea* to talk to your GM about his assumptions regarding paladins. Every GM treats them a little differently. Some GMs would allow a paladin to be a womanizing drunkard, while others hold that even Sir Galahad or Sir Roland would have trouble qualifying.

I agree with others that it would take some sort of external force (political, church orders, whatever) to cause a paladin to knowingly travel with a chaotic group. The easiest explanation would be a paladin of a god that believes in reforming others.

Make sure you spell out what things are important to your paladin. Does your paladin have a different way of dealing with those who have shown themselves to be dishonorable than those who are honorable? Do they allow a person a chance to 'do the right thing', even when they suspect the person is not honorable? Some would consider it stupid to allow oneself to be ambushed, others would say prepare for the possibility of the ambush but act as if there were none, and there is a group that would say a paladin shouldn't even be able to comprehend such a disgustingly dishonorable thing being used against them. The last group is often referred to as Lawful Stupid.

In any case, it should be interesting.
 

Lead by example.

*Please* don't spend every session handing out unsolicited advice about how the other PCs should "do the right thing".

Expect to be left out of the group at times - if they are plotting something less than noble they will either mislead you or avoid you.

Realistically, paladins would not venture with thieves and scoundrels. They would adventure with fellow fighters and clerics that also followed her deity. So you really are going to have to jump some hurdles when playing.
 

More suggestions

Lead by example, see the evil, declare a battle cry and charge, others may follow [it's fun!].

Find a quest, tell the others "this is something I must do[am doing], I cannot ask you to risk your lives on this as well, but I would appreciate having your swords and staves by my side, think it over, I go in the morning."

Take the initiative so the group is always doing what you want instead of you reacting to things you don't like in the group.
 

If they're really a chaotic bunch, you might also choose to give up the idea that you're leading them. Going along with them, making sure they don't get into too much trouble, using them to help gain your own goals, sure. But don't start thinking of yourself as the leader of the pack until the others say you are.
 

Zogg said:
Lead by example.

*Please* don't spend every session handing out unsolicited advice about how the other PCs should "do the right thing".

Expect to be left out of the group at times - if they are plotting something less than noble they will either mislead you or avoid you.


I would go one step further. Instead of preaching at the party, constantly offer to help the other members, with an eye toward doing the "right" thing in each case.

For example, if the party rogue plans on "getting even" with a merchant who swindled him, offer to take care of it for him. Then find the truth of the matter and bring it to close in a lawful good way, such as finding proof and presenting it to the merchant in hopes of changing his ways.
 

Umbran said:
If they're really a chaotic bunch, you might also choose to give up the idea that you're leading them. Going along with them, making sure they don't get into too much trouble, using them to help gain your own goals, sure. But don't start thinking of yourself as the leader of the pack until the others say you are.

I agree.

"If I'm going to be your leader, you're going to follow my rules."
 

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