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Player agency and Paladin oath.
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<blockquote data-quote="humble minion" data-source="post: 8044198" data-attributes="member: 5948"><p>I have no problems with the freed giant coming back and attacking the party (as long as it makes sense in-character and that's not the sort of thing that happens EVERY time the PCs are merciful, and when the shoe is on the other foot sometimes there's negative consequences for casually murdering prisoners too). Sometimes, these things happen. If you're only doing the right thing in the hope of getting rewarded for it later, then that's not good, it's <em>transactional</em>. </p><p></p><p>However, in the original post you're acting as thought the 'goody-goody' paladin is the only problem. The 'kill him because he's inconvenient' other PCs share at least as much of the responsibility. And the paladin at least has the justifiable reason for his behaviour of 'i'm acting according to my oath', whereas the others are actively CHOOSING murder. And they're getting upset when someone tells them not to murder!</p><p></p><p>As others have said, this is an issue you have to deal with out of character now. Talk to the group and decide if their characters can continue to work together. You've certainly got some unambiguously evil characters there, that'd be your #1 priority to address. In games I've run, if a PC decides to break up the party by going evil and forcing decisions like that on other PCs, I've always ruled that the evil PC must be the one who leaves, but your mileage may vary. If you get through that, can the paladin persuade the others to look at things from his point of view? Are they chaotic characters fond enough of the paladin PC to go along with his moral strictures out of friendship (even with eye-rolling and snide comments)? It's not anti-chaotic if they weigh the options (losing a friend and being able to murder, vs keeping my friend at the cost of stopping murdering) and CHOOSE to restrain their own behaviour. There's group dynamics that can work perfectly well with this alignment composition, but the players will have to put the work in, and I'd suggest most of the compromise will need to be on the prisoner-murderer's side...</p></blockquote><p></p>
[QUOTE="humble minion, post: 8044198, member: 5948"] I have no problems with the freed giant coming back and attacking the party (as long as it makes sense in-character and that's not the sort of thing that happens EVERY time the PCs are merciful, and when the shoe is on the other foot sometimes there's negative consequences for casually murdering prisoners too). Sometimes, these things happen. If you're only doing the right thing in the hope of getting rewarded for it later, then that's not good, it's [I]transactional[/I]. However, in the original post you're acting as thought the 'goody-goody' paladin is the only problem. The 'kill him because he's inconvenient' other PCs share at least as much of the responsibility. And the paladin at least has the justifiable reason for his behaviour of 'i'm acting according to my oath', whereas the others are actively CHOOSING murder. And they're getting upset when someone tells them not to murder! As others have said, this is an issue you have to deal with out of character now. Talk to the group and decide if their characters can continue to work together. You've certainly got some unambiguously evil characters there, that'd be your #1 priority to address. In games I've run, if a PC decides to break up the party by going evil and forcing decisions like that on other PCs, I've always ruled that the evil PC must be the one who leaves, but your mileage may vary. If you get through that, can the paladin persuade the others to look at things from his point of view? Are they chaotic characters fond enough of the paladin PC to go along with his moral strictures out of friendship (even with eye-rolling and snide comments)? It's not anti-chaotic if they weigh the options (losing a friend and being able to murder, vs keeping my friend at the cost of stopping murdering) and CHOOSE to restrain their own behaviour. There's group dynamics that can work perfectly well with this alignment composition, but the players will have to put the work in, and I'd suggest most of the compromise will need to be on the prisoner-murderer's side... [/QUOTE]
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