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stages of rebellion
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<blockquote data-quote="ProfessorCirno" data-source="post: 4881863" data-attributes="member: 65637"><p>And on that note, rebellions are <strong>PERFECT</strong> for throwing in some good ol' moral greys! Not everyone joins a rebellion to be a passionate and righteous defender of the people. Some do it just to set buildings on fire. Others do it because the chaos means THEY can do some particularly nasty things themselves. The PCs find some very powerful allies doing some very horrible things. Do they weaken their own revolution though a culling? Or try to ignore it and tell themselves it's for the greater good? What about the allies that they choose from the start - smugglers and big head criminal masterminds can make for some potent allies in such a situation, but where do you stand with them once the revolution is over? Do you even let them join your rebellion in the first place, knowing how much they'd help - and how much they'd hurt?</p><p></p><p>I think it's just too easy to just turn it into REBELLION GOOD, EMPIRE EVIL. Most townsfolk probably want nothing to do with the rebellion until things get REALLY hectic - they just want to be safe in their homes. And once the rebellion actually is in full swing, your hardened revolutionaries can so easily turn into animalistic looters and pillagers - and the captain of the Prince's guard states that anyone, regardless of who they are, is deemed a criminal if they're out of their house and not in a guardsman uniform.</p><p></p><p>Situations like this, I believe, empower players far more then any number of GOOD VS EVIL conflicts, because in grey morality situations, they have to make a much more emotionally charged decision - and when that decision comes to fruition, they have that much more personal emotion put into it.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 4881863, member: 65637"] And on that note, rebellions are [B]PERFECT[/B] for throwing in some good ol' moral greys! Not everyone joins a rebellion to be a passionate and righteous defender of the people. Some do it just to set buildings on fire. Others do it because the chaos means THEY can do some particularly nasty things themselves. The PCs find some very powerful allies doing some very horrible things. Do they weaken their own revolution though a culling? Or try to ignore it and tell themselves it's for the greater good? What about the allies that they choose from the start - smugglers and big head criminal masterminds can make for some potent allies in such a situation, but where do you stand with them once the revolution is over? Do you even let them join your rebellion in the first place, knowing how much they'd help - and how much they'd hurt? I think it's just too easy to just turn it into REBELLION GOOD, EMPIRE EVIL. Most townsfolk probably want nothing to do with the rebellion until things get REALLY hectic - they just want to be safe in their homes. And once the rebellion actually is in full swing, your hardened revolutionaries can so easily turn into animalistic looters and pillagers - and the captain of the Prince's guard states that anyone, regardless of who they are, is deemed a criminal if they're out of their house and not in a guardsman uniform. Situations like this, I believe, empower players far more then any number of GOOD VS EVIL conflicts, because in grey morality situations, they have to make a much more emotionally charged decision - and when that decision comes to fruition, they have that much more personal emotion put into it. [/QUOTE]
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