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Putting the PCs on trial for being heroic
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<blockquote data-quote="Sunseeker" data-source="post: 5373780"><p>I never liked these sort of things, from either end of the table. The main problem is that they're usually done poorly, and rely on the fact that the "heroes" are a bunch of do-gooders with hearts of gold. In most modern gaming worlds, your adventurers are just as likely to be gold-hearted heroes as they are to be black-hearted mercenaries who only saved the town because they enjoyed killing X foes and taling their loot. I hate relying on the characters being good-hearted.</p><p> </p><p>Not to mention, when there's no indication of this sort of thing before the game, ie: the questgiver doesn't say "oh the town won't be too happy about this" or when in the town before saving people the town is trying to discourage you from going into the Underdark, it just comes off as one of those "gotcha!" moments from the DM. Players should have a heads up that there may be consequences, even from the town from which the people were taken. They don't have to be explicit, but they should, in my book, be entitled to a little forewarning. Thus allowing them to weigh the moral consequences of saving the people, vs getting in good with the town. I mean, why would you want to save the friends/family of a town of jerks? Unless you're like Superman, who even saves his arch-nemesis, you are more than likely going to feel pretty torn when it comes to take these actions.</p><p> </p><p>The 'enemy within' is always an interesting story, but again, there should be some heads-up that something bad might happen to them if they do this quest. </p><p> </p><p>And, as mentioned, this is some small town, why didn't the PCs just wipe the floor with the town militia? Who presumably is weaker than them and hence is why they're scared of the Underdark. Unless there's some reason for the PCs to feel attached to the town, or for them to feel they need to face justice, even if the justice is wrong, then this situation should never have happened.</p><p> </p><p>And yes, as a player, this sort of forced plot moment "you all honrably surrender your weapons and do what you're told" really makes me disinclined to further participate in the game. Because clearly the GM has no desire to play a game with people, the GM wants to do what they want and the rest be dammed.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5373780"] I never liked these sort of things, from either end of the table. The main problem is that they're usually done poorly, and rely on the fact that the "heroes" are a bunch of do-gooders with hearts of gold. In most modern gaming worlds, your adventurers are just as likely to be gold-hearted heroes as they are to be black-hearted mercenaries who only saved the town because they enjoyed killing X foes and taling their loot. I hate relying on the characters being good-hearted. Not to mention, when there's no indication of this sort of thing before the game, ie: the questgiver doesn't say "oh the town won't be too happy about this" or when in the town before saving people the town is trying to discourage you from going into the Underdark, it just comes off as one of those "gotcha!" moments from the DM. Players should have a heads up that there may be consequences, even from the town from which the people were taken. They don't have to be explicit, but they should, in my book, be entitled to a little forewarning. Thus allowing them to weigh the moral consequences of saving the people, vs getting in good with the town. I mean, why would you want to save the friends/family of a town of jerks? Unless you're like Superman, who even saves his arch-nemesis, you are more than likely going to feel pretty torn when it comes to take these actions. The 'enemy within' is always an interesting story, but again, there should be some heads-up that something bad might happen to them if they do this quest. And, as mentioned, this is some small town, why didn't the PCs just wipe the floor with the town militia? Who presumably is weaker than them and hence is why they're scared of the Underdark. Unless there's some reason for the PCs to feel attached to the town, or for them to feel they need to face justice, even if the justice is wrong, then this situation should never have happened. And yes, as a player, this sort of forced plot moment "you all honrably surrender your weapons and do what you're told" really makes me disinclined to further participate in the game. Because clearly the GM has no desire to play a game with people, the GM wants to do what they want and the rest be dammed. [/QUOTE]
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