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<blockquote data-quote="Lanefan" data-source="post: 4917417" data-attributes="member: 29398"><p>I find that a lot of the time the PCs are just gonna do what they're gonna do, be it good, evil, or something else; entirely based on the situation at the time. Writing an alignment on the character sheet is a wasted effort 90% of the time...</p><p></p><p>In my current game, two of the players have their (supposedly good) characters routinely try to slay anyone who might otherwise become a captive, because they haven't got the patience to go through the motions of questioning said captive(s) and then arranging for their upkeep. The other two players, knowing the wisdom of taking captives and plying them for information, are often at loggerheads with the first two. Result: lots of in-character arguments and fistfights, and an intermittent trail of dead ex-opponents whose last act was to surrender.</p><p></p><p>Meanwhile, one of the take-captives characters is by profession an ex-slaver, and still maintains her contacts in the business... Her tag line when it comes to such things is "Stop taking prisoners and start taking inventory!"</p><p></p><p>Did these guys intentionally set out to play an evil party? No. And the greater deeds they accomplish are usually goodly enough. Just don't ever look too closely at the means used to achieve such goals... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I guess what I'm saying is that to me there's no point in bothering to make a distinction between a good campaign and an evil campaign going in, 'cause the players are going to make it into whatever they want anyway. Just drop the puck and let things play out however they naturally will.</p><p></p><p>Lan-"the richest character in the party has the biggest target on his back"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4917417, member: 29398"] I find that a lot of the time the PCs are just gonna do what they're gonna do, be it good, evil, or something else; entirely based on the situation at the time. Writing an alignment on the character sheet is a wasted effort 90% of the time... In my current game, two of the players have their (supposedly good) characters routinely try to slay anyone who might otherwise become a captive, because they haven't got the patience to go through the motions of questioning said captive(s) and then arranging for their upkeep. The other two players, knowing the wisdom of taking captives and plying them for information, are often at loggerheads with the first two. Result: lots of in-character arguments and fistfights, and an intermittent trail of dead ex-opponents whose last act was to surrender. Meanwhile, one of the take-captives characters is by profession an ex-slaver, and still maintains her contacts in the business... Her tag line when it comes to such things is "Stop taking prisoners and start taking inventory!" Did these guys intentionally set out to play an evil party? No. And the greater deeds they accomplish are usually goodly enough. Just don't ever look too closely at the means used to achieve such goals... :) I guess what I'm saying is that to me there's no point in bothering to make a distinction between a good campaign and an evil campaign going in, 'cause the players are going to make it into whatever they want anyway. Just drop the puck and let things play out however they naturally will. Lan-"the richest character in the party has the biggest target on his back"-efan [/QUOTE]
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