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Save the Goblin, Kill your Friend?
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<blockquote data-quote="delericho" data-source="post: 3833586" data-attributes="member: 22424"><p>Okay, that's a huge mess right there, with plenty of blame to go around.</p><p></p><p>Firstly, if you were <em>really</em> intent on explaining after the battle, you absolutely should not have applied the coup de grace to Anea. At that point she was helpless, and you could deal with her at your leisure. So, explainto the group, and then kill her.</p><p></p><p>On the other hand, Mossimo committed exactly the same failing - once your character was helpless, there was no need to finish him off. Bind his wounds, tie him up, then revive him and let him explain. And then execute him if necessary. As others have pointed out, you could have been under compulsion.</p><p></p><p></p><p></p><p>While that's quite a good idea, the implementation was poor. If you're going to work against the goals of the group in secret, then be subtle about it. If, on the other hand, you decide the time is right to reveal your dual alliance, the time to do it is <em>not</em> while the group is in the midst of a life-and-death struggle. Furthermore, if you're thinking of revealing your dual alliance, and therefore betraying the church, why would you do so while at the same time <em>carrying out the orders of that same church</em>?</p><p></p><p>Dual agendas are fine, and can make for a really good game. But the players and DM have to discuss the matter up-front, so that everyone involved knows that such a thing is possible (although they don't have to know <em>who</em> has the hidden agenda, or <em>what</em> the agenda is). Suddenly springing such a thing on the group can lead to wierd feelings of betrayal, odd behaviours, and dead PCs. As, indeed, you found out.</p><p></p><p></p><p></p><p>That's your choice, but I think it's an over-reaction. You handled the situation poorly, and the consequences fell out badly. Frankly, I think you should go back to the group, <em>you</em> should apologise, and your next character should very distinctly <em>not</em> have a dual agenda.</p><p></p><p></p><p></p><p>D&D characters in general are far too prone to solving every problem, and especially intra-group interpersonal problems, with the application of violence. They're also far to quick to deal out death and judgement.</p></blockquote><p></p>
[QUOTE="delericho, post: 3833586, member: 22424"] Okay, that's a huge mess right there, with plenty of blame to go around. Firstly, if you were [i]really[/i] intent on explaining after the battle, you absolutely should not have applied the coup de grace to Anea. At that point she was helpless, and you could deal with her at your leisure. So, explainto the group, and then kill her. On the other hand, Mossimo committed exactly the same failing - once your character was helpless, there was no need to finish him off. Bind his wounds, tie him up, then revive him and let him explain. And then execute him if necessary. As others have pointed out, you could have been under compulsion. While that's quite a good idea, the implementation was poor. If you're going to work against the goals of the group in secret, then be subtle about it. If, on the other hand, you decide the time is right to reveal your dual alliance, the time to do it is [i]not[/i] while the group is in the midst of a life-and-death struggle. Furthermore, if you're thinking of revealing your dual alliance, and therefore betraying the church, why would you do so while at the same time [i]carrying out the orders of that same church[/i]? Dual agendas are fine, and can make for a really good game. But the players and DM have to discuss the matter up-front, so that everyone involved knows that such a thing is possible (although they don't have to know [i]who[/i] has the hidden agenda, or [i]what[/i] the agenda is). Suddenly springing such a thing on the group can lead to wierd feelings of betrayal, odd behaviours, and dead PCs. As, indeed, you found out. That's your choice, but I think it's an over-reaction. You handled the situation poorly, and the consequences fell out badly. Frankly, I think you should go back to the group, [i]you[/i] should apologise, and your next character should very distinctly [i]not[/i] have a dual agenda. D&D characters in general are far too prone to solving every problem, and especially intra-group interpersonal problems, with the application of violence. They're also far to quick to deal out death and judgement. [/QUOTE]
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