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Putting the PCs on trial for being heroic
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<blockquote data-quote="changoo" data-source="post: 5373452" data-attributes="member: 97463"><p>This is a semi-complicated thing, and before I get into this, I want you all to read <a href="http://www.pvponline.com/2010/11/06/the-tribunal-of-erathis/" target="_blank">this article</a> from Scott Kurtz. It's an account from a recent D&D game session. Now, the ultimate goal of the article, one I laud, is the idea of every now and then having a session that's combat or dice-rolling free - one that's all role play.</p><p></p><p>However, reading the article, the way that they got this in their campaign is, after the PC's returned to town after doing what was basically a SAR mission into the Underdark to save some kidnapped townspeople... they were put on trial by the town for doing just that, because they thought they were going to stir up the Underdark further.</p><p></p><p>Now, my GMing experience is minimal, though I'd like to GM further. That said, in reading this post, I can't help but feel that as a player, in that situation, I'd be disinclined to basically participate in future plot threads - that I wouldn't want to save the townsfolk from harassment from goblins and so forth, because it's more trouble than its worth. It kind of reminds me of what bugged me about the New Jedi Order novels, or for that matter, Gremlins and some other horror movies - I don't want these people to survive:</p><ul> <li data-xf-list-type="ul">The New Republic leadership is trying our heroes for treason for trying to save them from the Vong, why should they try to stop the Vong?</li> <li data-xf-list-type="ul">Almost every major citizen in town, from the owner of the bank to the local department store is either a vile harpy or a smug jerk, why would I want them not to get killed by the Gremlins.</li> <li data-xf-list-type="ul">This load of teenagers going out to Crystal Lake are uniformly <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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />s. Why precisely should I hope that Jason doesn't kill them all, and have a jump scare when Jason gets them?</li> </ul><p>Finally, in the case of a RPG campaign, and here's the big question, when the heroes defeat the evil menace and save the day, and all they get in response is anger, hatred, hostility and quite possibly jail time, particularly when or if they did the right thing and not in the Ghostbusters "We caught the ghost but trashed the hotel" sense but in the sense that they did everything or almost everything right that they could have done (skill checks and dice rolls aside) - should the players like they're being picked on, and is there a good way to handle this so that this doesn't kill the campaign dead?</p></blockquote><p></p>
[QUOTE="changoo, post: 5373452, member: 97463"] This is a semi-complicated thing, and before I get into this, I want you all to read [URL="http://www.pvponline.com/2010/11/06/the-tribunal-of-erathis/"]this article[/URL] from Scott Kurtz. It's an account from a recent D&D game session. Now, the ultimate goal of the article, one I laud, is the idea of every now and then having a session that's combat or dice-rolling free - one that's all role play. However, reading the article, the way that they got this in their campaign is, after the PC's returned to town after doing what was basically a SAR mission into the Underdark to save some kidnapped townspeople... they were put on trial by the town for doing just that, because they thought they were going to stir up the Underdark further. Now, my GMing experience is minimal, though I'd like to GM further. That said, in reading this post, I can't help but feel that as a player, in that situation, I'd be disinclined to basically participate in future plot threads - that I wouldn't want to save the townsfolk from harassment from goblins and so forth, because it's more trouble than its worth. It kind of reminds me of what bugged me about the New Jedi Order novels, or for that matter, Gremlins and some other horror movies - I don't want these people to survive: [LIST] [*]The New Republic leadership is trying our heroes for treason for trying to save them from the Vong, why should they try to stop the Vong? [*]Almost every major citizen in town, from the owner of the bank to the local department store is either a vile harpy or a smug jerk, why would I want them not to get killed by the Gremlins. [*]This load of teenagers going out to Crystal Lake are uniformly :):):):):):):)s. Why precisely should I hope that Jason doesn't kill them all, and have a jump scare when Jason gets them? [/LIST] Finally, in the case of a RPG campaign, and here's the big question, when the heroes defeat the evil menace and save the day, and all they get in response is anger, hatred, hostility and quite possibly jail time, particularly when or if they did the right thing and not in the Ghostbusters "We caught the ghost but trashed the hotel" sense but in the sense that they did everything or almost everything right that they could have done (skill checks and dice rolls aside) - should the players like they're being picked on, and is there a good way to handle this so that this doesn't kill the campaign dead? [/QUOTE]
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