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Paladins at dinner parties: Polite or Truthful?
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<blockquote data-quote="Chrisling" data-source="post: 438426" data-attributes="member: 6816"><p><strong>Example from a game.</strong></p><p></p><p>To get back to gaming, something interesting happened in my last D&D game that might illustrate my point of on why being a good guy is a good thing!</p><p></p><p>There was an NPC paladin in my game who has a crush on one of the PCs. The character in question, while currently neutral, has recently shown some signs of becoming good because things have gotten so bad in Sigil that she'd feel lousy if she didn't do things to help the people in their hour of need. The tragedies in my game are bringing out the best in the character. Well, clearly, this is the sort of thing a paladin (particularly one with a crush on the character) would be interested in encouraging. Since the PCs are going to go do things that the paladin is interested in doing, too, he suggested he come along. Help them out.</p><p></p><p>Well, one of the other PCs, during all of the horror that drove the first PC to become a better person, has found excuses for becoming a <i>worse</i> one. This PC was all for murdering her brother-in-law because, y'know, he was sort of stupid and dragging her family down. After sort of revelling in this behavior for a while, it became obvious that the character was evil.</p><p></p><p>While the paladin has a crush on the first character, he was still a paladin. Evil people aren't his chosen associates, not when there's a quest of the nature before him -- he wants people around him he can trust, not ones that he feels might switch sides to the enemy if they feel its in their best interests, or who will murder others because she arbitrarily feels they're not "useful" to her.</p><p></p><p>So, exit the paladin. Exit 135 points of healing a day. Exit a several cure diseases per week. Exit his ability to turn the undead and evil outsiders. Exit his formidable fighting abilities. Exit his wonderful diplomacy skills. Exit his willingness to die so that others, perhaps the PCs, might live. Good-bye, paladin.</p><p></p><p>What did they get in return? Oh, sure, one of the PCs has no moral problem with slitting throats or whatever, but was what was gained worth what was lost on any level? The <i>players</i> don't think so, though we all understand that good role-play is more important than "effective" role-play.</p></blockquote><p></p>
[QUOTE="Chrisling, post: 438426, member: 6816"] [b]Example from a game.[/b] To get back to gaming, something interesting happened in my last D&D game that might illustrate my point of on why being a good guy is a good thing! There was an NPC paladin in my game who has a crush on one of the PCs. The character in question, while currently neutral, has recently shown some signs of becoming good because things have gotten so bad in Sigil that she'd feel lousy if she didn't do things to help the people in their hour of need. The tragedies in my game are bringing out the best in the character. Well, clearly, this is the sort of thing a paladin (particularly one with a crush on the character) would be interested in encouraging. Since the PCs are going to go do things that the paladin is interested in doing, too, he suggested he come along. Help them out. Well, one of the other PCs, during all of the horror that drove the first PC to become a better person, has found excuses for becoming a <i>worse</i> one. This PC was all for murdering her brother-in-law because, y'know, he was sort of stupid and dragging her family down. After sort of revelling in this behavior for a while, it became obvious that the character was evil. While the paladin has a crush on the first character, he was still a paladin. Evil people aren't his chosen associates, not when there's a quest of the nature before him -- he wants people around him he can trust, not ones that he feels might switch sides to the enemy if they feel its in their best interests, or who will murder others because she arbitrarily feels they're not "useful" to her. So, exit the paladin. Exit 135 points of healing a day. Exit a several cure diseases per week. Exit his ability to turn the undead and evil outsiders. Exit his formidable fighting abilities. Exit his wonderful diplomacy skills. Exit his willingness to die so that others, perhaps the PCs, might live. Good-bye, paladin. What did they get in return? Oh, sure, one of the PCs has no moral problem with slitting throats or whatever, but was what was gained worth what was lost on any level? The <i>players</i> don't think so, though we all understand that good role-play is more important than "effective" role-play. [/QUOTE]
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