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So what's the problem with restrictions, especially when it comes to the Paladin?
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<blockquote data-quote="Gorgoroth" data-source="post: 6114169" data-attributes="member: 6674889"><p>That is really cool permetron. I would probably enjoy playing a 4e game (or whatever edish) at your table, to be honest, but I'm also okay with giving the DM narrative control over supreme beings, that are perhaps inscrutable except when they deign it warranted to intervene. For example, as a DM I would never res a PC follower unless he died valiantly or was doing something supremely important that no one else around could achieve, like Gandalf coming back as the White Wizard. But as a player, obviously, I'd rather not have my character be totally dead. (though I'm okay with that too, because, well, if one is mature enough to understand mortality in real life, one certainly should be in a game). I think if the divine interventions make sense and don't cheapen the gods, then do it. If it happens too often, it ruins it. But the paladin who sacrifices his own life to save the world, coming back as an Avatar with perhaps some white hair or something, that's super cool. I do want the PCs to interact with their gods, possibly communing with them directly at critical moments (and not just via spells, but daily prayer and/or sacrifices or rituals).</p><p></p><p>But in terms of actually sharing the authority for the PCs controlling the deities? that seems like sharing the DM responsibilities a little too much. But that can work too, if you alternate DMs in the same campaign world, so each DM expands upon, and thus must know, what the internal motivations of some of the prime movers are. I just don't want to know the script beforehand, as a player. I don't want to know that my god's secret plan for me is to make me their Avatar, or to excommunicate me the next time I do something wrong. What I'm saying is, PCs would themselves never willingly disconnect themselves from their divine grace, and thus it's a conflict of interest to have them adjudicated by themselves (even if by committee). It's like the police launching an "internal investigation", and we all know how little that achieves. Yeah, we're "looking into it", that incident where you let the village burn instead of risk your life to save it...sure, no problem! we're all good. ...Nah. No matter how mature and capable of self-control the players are, they still have their motivations which should be at odds occasionally with their deities. It creates dramatic tension, and has tons of precedent in real life religious myths. I just don't see how it makes a good game to play chess against yourself, so to speak.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6114169, member: 6674889"] That is really cool permetron. I would probably enjoy playing a 4e game (or whatever edish) at your table, to be honest, but I'm also okay with giving the DM narrative control over supreme beings, that are perhaps inscrutable except when they deign it warranted to intervene. For example, as a DM I would never res a PC follower unless he died valiantly or was doing something supremely important that no one else around could achieve, like Gandalf coming back as the White Wizard. But as a player, obviously, I'd rather not have my character be totally dead. (though I'm okay with that too, because, well, if one is mature enough to understand mortality in real life, one certainly should be in a game). I think if the divine interventions make sense and don't cheapen the gods, then do it. If it happens too often, it ruins it. But the paladin who sacrifices his own life to save the world, coming back as an Avatar with perhaps some white hair or something, that's super cool. I do want the PCs to interact with their gods, possibly communing with them directly at critical moments (and not just via spells, but daily prayer and/or sacrifices or rituals). But in terms of actually sharing the authority for the PCs controlling the deities? that seems like sharing the DM responsibilities a little too much. But that can work too, if you alternate DMs in the same campaign world, so each DM expands upon, and thus must know, what the internal motivations of some of the prime movers are. I just don't want to know the script beforehand, as a player. I don't want to know that my god's secret plan for me is to make me their Avatar, or to excommunicate me the next time I do something wrong. What I'm saying is, PCs would themselves never willingly disconnect themselves from their divine grace, and thus it's a conflict of interest to have them adjudicated by themselves (even if by committee). It's like the police launching an "internal investigation", and we all know how little that achieves. Yeah, we're "looking into it", that incident where you let the village burn instead of risk your life to save it...sure, no problem! we're all good. ...Nah. No matter how mature and capable of self-control the players are, they still have their motivations which should be at odds occasionally with their deities. It creates dramatic tension, and has tons of precedent in real life religious myths. I just don't see how it makes a good game to play chess against yourself, so to speak. [/QUOTE]
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So what's the problem with restrictions, especially when it comes to the Paladin?
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