CapnZapp
Legend
Let me discuss the meta-issue at stake a bit further, if you indulge me.
I'm looking for the player's consent. The character might be tricked, but I don't intend to violate the player's trust.
I'm going to make it obvious to the player that going ahead with the "blood bond" (or whatever) means an agreement has been made, and that it was made willingly.
If the player is okay with it (perhaps because a +1 bonus is nice) that's all that matters. Whether the character is willing or duped or coerced doesn't matter nearly as much.
Whether the player catches onto Balenni, or merely suspects something fishy, or is okay either way isn't the important thing either. That the player might not fully understand the consequences is also fine - just that there is a price to be paid. The specifics doesn't have to be spelled out beforehand. (They can do research!)
The important thing is that the player understands that "no means no" - if the player doesn't want his or her character involved, he or she just needs to say "no thanks", and the strange shopkeeper (or whatever) won't cause permanent harm. After all, I pitched a dangerous monster at the PC when he or she was alone.
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That's the only way. I can't have the players distrusting the GM. Everybody knows "never split the party", but a player must be able to trust the GM not to exploit the fact that the only natural behavior is - and I'm mainly talking downtime here, not when you're exploring hostile dungeons - for heroes to shop in different shops, sleep in different rooms, and so on.
I'm looking for the player's consent. The character might be tricked, but I don't intend to violate the player's trust.
I'm going to make it obvious to the player that going ahead with the "blood bond" (or whatever) means an agreement has been made, and that it was made willingly.
If the player is okay with it (perhaps because a +1 bonus is nice) that's all that matters. Whether the character is willing or duped or coerced doesn't matter nearly as much.
Whether the player catches onto Balenni, or merely suspects something fishy, or is okay either way isn't the important thing either. That the player might not fully understand the consequences is also fine - just that there is a price to be paid. The specifics doesn't have to be spelled out beforehand. (They can do research!)
The important thing is that the player understands that "no means no" - if the player doesn't want his or her character involved, he or she just needs to say "no thanks", and the strange shopkeeper (or whatever) won't cause permanent harm. After all, I pitched a dangerous monster at the PC when he or she was alone.
---
That's the only way. I can't have the players distrusting the GM. Everybody knows "never split the party", but a player must be able to trust the GM not to exploit the fact that the only natural behavior is - and I'm mainly talking downtime here, not when you're exploring hostile dungeons - for heroes to shop in different shops, sleep in different rooms, and so on.