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When modern ethics collide with medieval ethics
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<blockquote data-quote="gamerprinter" data-source="post: 5825681" data-attributes="member: 50895"><p>You're right, and if the setting/adventure is about revolution, then hey, that's the thing to do. Since the premise of the OP is not revolution, then it would be counter to a normal, kill things and take their stuff game. Slavery is in Golarian, yet most Golarian adventures aren't about revolution. So is Paizo asking for trouble, or is Golarian much more swords and sorcery, where slavery is a common trope?</p><p> </p><p>Revolutions all tend to be limited short term events. History is not riddled with revolutionary events, in fact quite the opposite. It's really only late in history that it has been so.</p><p> </p><p>I think a game about revolution would be incredibly fun, however, if that's not the premise of the game, acting revolutionary might just kill the campaign - it seems to be working against the OP in their game, for example.</p><p> </p><p>Besides the premise of the OP's game was spelled out at the start of their campaign. There seems to be a problem, but it isn't that the problematic players don't know the goal, it's their goal seems more important than the premise set forth by the GM. They are deliberately breaking the premise. It's not that they don't know the goal, it's that they don't want to pursue the goal, following their own goals instead...</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5825681, member: 50895"] You're right, and if the setting/adventure is about revolution, then hey, that's the thing to do. Since the premise of the OP is not revolution, then it would be counter to a normal, kill things and take their stuff game. Slavery is in Golarian, yet most Golarian adventures aren't about revolution. So is Paizo asking for trouble, or is Golarian much more swords and sorcery, where slavery is a common trope? Revolutions all tend to be limited short term events. History is not riddled with revolutionary events, in fact quite the opposite. It's really only late in history that it has been so. I think a game about revolution would be incredibly fun, however, if that's not the premise of the game, acting revolutionary might just kill the campaign - it seems to be working against the OP in their game, for example. Besides the premise of the OP's game was spelled out at the start of their campaign. There seems to be a problem, but it isn't that the problematic players don't know the goal, it's their goal seems more important than the premise set forth by the GM. They are deliberately breaking the premise. It's not that they don't know the goal, it's that they don't want to pursue the goal, following their own goals instead... [/QUOTE]
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