Player with D&D Game Problem - Advice requested!

Jubilee

First Post
The DM has placed our group in a hard situation and I'm having trouble dealing with it. My particular character is a Paladin, which has some bearing on the situation.

Here is the scenario (Please bear with me, it's very long. Those who read sniffles' story hour can probably skip to the end):

Due to various circumstances, our characters were forced to winter in a small town (Camber) in the middle of nowhere in the Forgotten Realms. It's a walled city and orc & goblin incursions are the expected entertainment of the winter. They're for the most part farmers & the orcs get hungry. The winter we happened to stay there saw, of course, the worst winter ever, with the orc and goblin tribes united under a single leader setting seige to the city.

Over the course of the winter, which lasted a good 6 months real time (playing, at most, two sessions a month), most of our characters formed strong bonds of friendship with many members of the community and it began to feel like a sort of home. After the orcs were defeated, Winter thaw came and our party went off to Arrabar on other business. After a couple of weeks in Arrabar, we set off for the Lake of Steam and happened to arrive back in Camber just in time for their big Spring "Festival of Days" celebration. Among other things, this is when people usually get married.

Along the way, we were warned by a powerful wizard in the Winterwood that we shouldn't tarry in the area, because danger was coming. We knew from past experience that the people in the village didn't take dire warnings of threats to come very well, and we had very little chance of convincing them to leave or even take our warnings seriously, and we thought the danger was mostly to the Wizard himself, so we didn't trouble ourselves much with warning or arming Camber.

When we arrived in Camber for the Spring celebrations, we found out that alot of other strangers had appeared - something very unusual, because Camber is not really on the way between any two important places, there's not a major road of any sort, and no trade routes. Our cleric learned that one of the "vistors" was making an effort to be very touchy with EVERYONE, and also that there was a flash of magic whenever he touched anyone. She told me, so I checked to see if the visitor, Pascal, was evil. Lo and behold! He was.

My paladin followed him and eventually managed to confront him alone in an alleyway. She demanded to know what he was doing (he started this conversation with trying to use, my character thought, some sort of either truth spell or thought-reading spell on her) and why. She also told him that she would take it as a personal affront of she should learn that his spellcasting or his intentions brought any harm to the people in the city. He told her he was looking for a powerful wizard - She told him that the only wizard she knew of any power was living in the Winterwood, east and north (I as a player later learned that evidently said wizard generally kept his home a secret, though I didn't know I knew this at the time). Suspicious but unable to prove anything or get any real answers from the NPC/GM, my character let the matter drop with a stern warning.

We should have been suspicious that the GM was encouraging us to head out as soon as we politely could, but we left before the morning of the last day of the festival. At noon, when we stopped for prayers & lunch, we saw bright lights behind us, possibly over the city, that looked suspiciously like a rain of fire a la New York in Armegeddon. We made all haste back to the city and found the gates guarded by devils, the city filled with roaming living spells of cloudkill & raise dead, and we learned that all of the "mysterious visitors" were actually working together to do this to the town, presumably to flush out the aformentioned Wizard.

In the end of the day, only 23 people of a city of 400 are alive, and my Paladin feels (I think) understandably responsible, or at least really guilty for not doing more. She knew danger was coming. She knew there was a suspicious and evil spellcaster in the city. She knew that there were alot of unusual personages in a town that shouldn't have unusual personages (although they had plausible stories).

As a player, I feel angry and upset that the GM forced us to get to know and like this town so he could blow it up and kill everyone inside. It feels like a cheap trick.

Due to the holidays, the game is not set to resume until January. The current plan is for us to spend about a week getting the living healthy again, the survivors of Camber as well as ourselves, and then to spend 3 weeks or so traveling south to deliver something to the Lake of Steam for the aformentioned powerful Wizard. It's also the idea that when we start again, the intervening time will be handwaved and our party will be arriving at the Lake of Steam. It feels like we are running off with a wave and a smile after a great tragedy, but some of the party is in a bit of a hurry to get to Calimport after the errand at the Lake of Steam.

If the GM were anyone other than my husband, and the game were at any place other than our house, I would be sorely tempted to drop out of the game. The idea of continuing makes me sad and depressed. However, quitting is not an option, so here are the options I have come up with:

1. Suck it up, try to distance myself emotionally from the character, and stop empathizing so much. This is probably the most difficult for me pesonally but the least disruptive option. Knowing myself, it'll also leave me lackluster and depressed about the game, and bound to have repercussions on my relationship with my husband.

2. Find a way to cut the character loose and make a new one. Also a difficult option because I would like to see the character's story finish. Plus, adding a new character to the group is always tricky and it was hard enough to fit in the first time.

3. Take a temporary hiatus for the character, to meet up with the party in Calimport after their errand in the Lake of Steam. The GM has agreed to allow me to play another character in the interim. A person seen as a temporary addition would probably be less disruptive to the party as a whole, it would give me the time and distance that I need, and it would allow the character to do some kind of pennace and have some closure on the situation.

Any other suggestions? Want to help me put this in a better perspective? Which option would you pick, and why?
 
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Jubilee said:
As a player, I feel angry and upset that the GM forced us to get to know and like this town so he could blow it up and kill everyone inside. It feels like a cheap trick.

Question: Did you have a chance to stop the destruction of the town, or was that pre-ordained by the GM?
 

I think I would be somewhat displeased with the turn of events, too. Having just spent a whole season in a city in order to defend it from being sacked, only to find it been blown up at the next best occasion is quite disappointing. It makes all efforts seem so futile.

I don't know whether you should have been able to do anything against it. With hindsight, everybody knows more. I don't know the exact circumstances but, personally, I'd probably be not too strict with myself. Things happened. Perhaps, the DM will handle things differently next time, except when he thinks you could have handled the situation in a better way.

As for the options, I'd probably pick number 3. This looks like a good compromise between playing the paladin's role properly, getting a fresh start with a new perspective into the game, and having the opportunity to carry on with the paladin whenever you feel it's right.
 

I reccomend vengence. In that situation, I'd imagine that my character would most want to help the people, then find a way to give the wizard the same sort of pain and destruction that he put upon the town. That was an interolerable act of evil.

Fortunately, the best way to go about securing the ability to redeem myself is going to be to talk to this wizard and get his help in locating the evil NPC. Then the next step is to introduce the demon summoners to 3 feet of holy steel.

My reccomendation is to roll with it. Keep your character's empathy and see if you can't get the things that matter to her right now into the game.

---

So, on a different note...
Do you feel at all that, out of game, you did something wrong? Perhaps that you fell into a bad situation? Do you feel a little hesitant that trying something else in character may meet with the same response?

The rason that I ask is because, in character, it seems like there aren't too many problems. The damage to the village sucks, but could serve as motivation to try harder on this quest. It can be fuel, but it seems to be a dampener. So there might be an out of game reason for it.
 

LostSoul said:
Question: Did you have a chance to stop the destruction of the town, or was that pre-ordained by the GM?

Well, the GM did admit two things to me, to questions I probably shouldn't have asked.

1. The attack would not have happened until we left, no matter what. We could have stayed a week and it still would have happened - because he didn't know how we could actually survive the initial "rain of fire" attack.

2. I came "very close" in my questioning of the evil spellcaster to uncovering what was going on and possibly preventing the attack. I guess I didn't ask the right question(s). Sigh.

ThoughtBubble said:
I reccomend vengence. In that situation, I'd imagine that my character would most want to help the people, then find a way to give the wizard the same sort of pain and destruction that he put upon the town. That was an interolerable act of evil.

We did extract a bit of vengeance. We killed all but one of those responsible - We're not positive whether it was the Priestess of Shar or the Elder of Halruua who was the brains behind the operation, but the Elder teleported away after ordering the Priestess to "deal with us" - so we all suspect it's him.

However, my Paladin is planning to write some propaganda about the event and distribute it throughout the Realms and send it to the leaders of Halruua. We'll probably run across the Elder in the future, but right now have no way of tracking or finding him.

Fortunately, the best way to go about securing the ability to redeem myself is going to be to talk to this wizard and get his help in locating the evil NPC.

Unfortunately, the wizard they were after is one of those reclusive living in a magic forest type. We can't get at him unless he wants us to, and he already showed up to "mop up" the end of the attack and start some kind of "cleansing" process for the town (although there was some evidence he was taking shots at the bad guys before we got there), and then dismissed us again.
 

Jubilee said:
2. I came "very close" in my questioning of the evil spellcaster to uncovering what was going on and possibly preventing the attack. I guess I didn't ask the right question(s). Sigh.

It sounds like you did have a chance to prevent the attack. Still not sure if it was a reasonable one.

I'll say this (and of course, I could be wrong): If you did have a (reasonable) chance to prevent the attack, then you're probably feeling upset with yourself and transferring that feeling to the GM (his "dirty trick"). You failed to prevent the destruction of something that mattered to you, and you feel guilty.

To me, that's killer role playing right there. It may not be your style.

If you didn't have a (reasonable) chance to prevent the attack, then the GM is just toying with your emotions. He's reinforcing behaviour that will prevent you from getting emotionally involved in this game, and other games in the future.
 

LostSoul said:
I'll say this (and of course, I could be wrong): If you did have a (reasonable) chance to prevent the attack, then you're probably feeling upset with yourself and transferring that feeling to the GM (his "dirty trick"). You failed to prevent the destruction of something that mattered to you, and you feel guilty.

To me, that's killer role playing right there. It may not be your style.

I don't know. He won't tell me what the magic question was, but I my best. You're possibly quite right, but regardless of whose fault it is (and I'm doing my best to move past being angry), it's still not a fun game for me right now.

You're right - it's not my style. I prefer my character tragedy to be firmly in the past. :) I roleplay to escape rotten realities about life, not to experience rotten un-realities.

/ali
 

Jubilee said:
You're right - it's not my style. I prefer my character tragedy to be firmly in the past. :) I roleplay to escape rotten realities about life, not to experience rotten un-realities.

Excellent! Now make sure the GM knows this as well.
 


As a DM, I'm a firm believer that plots in which PCs have a personal stake are the most effective. Of COURSE you're going to be upset at the near-destruction of the town. I'm sure that's the DM's intent.

Paladins are always a touchy subject, as it seems every player and every DM has a slightly differrent concept of what a Paladin should be. [OMG! I just realized a real-world corollary of the Paladin concept...]

However, here's the way I see it.

* Your Paladin was duped by an evil person.
* You are taking it personally that you yourself (not your character) didn't figure out the mage's evil plan.
* You did all you could, given the information at hand and your character's alignment and class - innocent until proven guilty, even if they radiate [Evil].
* You warned the mage there would be repercussions for any potential Evil actions he may peform. Heck, you didn't trust him in the first place, and rightly so.
* The DM took any chance of PC interference and threw it right out the window, something that should NEVER happen UNLESS the PCs literally have no chance of interfering (example: natural disasters, being on the other side of the planet, and so on).
* To you, your Paladin dropped the ball; in fact, the DM set it up that way, so it's not your fault.
* If anything, you should be upset at the no-win situation. However, it's the Paladin's job to clean up Evil's mess, no matter how hopeless it seems.

In short, suck it up. ;) See the situation as a character-building one, learn from your mistakes, and seek redemption in any form your God/dess requires.
 

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