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Stepping over "The Line" in a campaign
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<blockquote data-quote="Quasqueton" data-source="post: 3278346" data-attributes="member: 3854"><p>The campaign I mentioned in the OP, we are playing Star Wars. We were hired to retrieve an artifact by a Lord with control of a whole star system. We found out he was lying to us, and was in fact a bad guy. One of his cronies was escaping in a ship, to go back to his boss and report on our turning on him, and we were pursuing him in our ship. We told him to stop and surrender, and we fired a shot across his bow, but he didn't stop. The PC in our ship's gun turret was ready to fire and destroy the crony's ship, and asked me, the captain of our party, if he could open fire.</p><p></p><p>That was The Line in the campaign. Destroy that ship, killing the pilot, would probably let us escape the whole situation quietly and secretly. But the whole situation just felt too close to murder. We didn't know if the pilot we were chasing was actually a bad guy or just a mislead, innocent employee of the bad guy.</p><p></p><p>There was a long pause as everyone at the table kind of knew my order to the gunner would be a defining moment in the campaign. We had already proven ourselves to be fairly rough and tough and a bit bloody against known bad guys -- pirates, thieves, slavers, and such -- and the gunner PC already had a Dark Side point. But this? I couldn't do it.</p><p></p><p>I said let him go. And we all recognized that our lives would be more difficult from then on.</p><p></p><p></p><p></p><p>And, about <em>raise dead</em> and such spells. . . it might could be argued that every level up in D&D is effectively an autosave mechanic. When you get raised, the gods reload your character from the previous autosave (level).</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 3278346, member: 3854"] The campaign I mentioned in the OP, we are playing Star Wars. We were hired to retrieve an artifact by a Lord with control of a whole star system. We found out he was lying to us, and was in fact a bad guy. One of his cronies was escaping in a ship, to go back to his boss and report on our turning on him, and we were pursuing him in our ship. We told him to stop and surrender, and we fired a shot across his bow, but he didn't stop. The PC in our ship's gun turret was ready to fire and destroy the crony's ship, and asked me, the captain of our party, if he could open fire. That was The Line in the campaign. Destroy that ship, killing the pilot, would probably let us escape the whole situation quietly and secretly. But the whole situation just felt too close to murder. We didn't know if the pilot we were chasing was actually a bad guy or just a mislead, innocent employee of the bad guy. There was a long pause as everyone at the table kind of knew my order to the gunner would be a defining moment in the campaign. We had already proven ourselves to be fairly rough and tough and a bit bloody against known bad guys -- pirates, thieves, slavers, and such -- and the gunner PC already had a Dark Side point. But this? I couldn't do it. I said let him go. And we all recognized that our lives would be more difficult from then on. And, about [i]raise dead[/i] and such spells. . . it might could be argued that every level up in D&D is effectively an autosave mechanic. When you get raised, the gods reload your character from the previous autosave (level). Quasqueton [/QUOTE]
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