DM_Matt
First Post
I'm not a big fan of alignment.
I'm not a big fan of behavior-based abilities. No game effect is supposed to be balanced by roleplaying restrictions.
I, however, am DMing a party with a paladin and a bunch of exalted characters. So when my party screwed up, I tried punishing them with unfortunate events that made them feel very very guilty for their actions. It worked, but OTOH, I'm worried that that is too much in violation of the rules (Yes, I know about Rule 0...I mean that it feels wrong).
Here is what I did, btw:
The PCs rough up a captive slightly. They had captured her when she and the rest of her group ambushed them without provocation in an ancient temple they were exploring. The only information they were able to glean is that they were working for some other country which probably had sometihng against the noble whose crest was on the sails of their ship. They fail to provide her with magical healing, and while interrogating her, one of them slammed her into a wall, and another sat on her until she passed out.
She was meant to be a one-shot enemy to introduce that country, but I decided instead to integrate her into the main plot, and after about three sessions, they not only found her to be good, but they failed to save her mother and sister (already allies of the pcs, not known to the pcs to be foreign agents, already supposed to be related to eachother and from taht country, but I added her to the family), and she was nearly killed by a powerful magical item that dealt damage immune to divine healing (and thus they were stuck taking care of her for a week).
I got them to feel really aweful about what they did, but I OTOH by the rules they should have been really messed up. Was what I did so bad? Anyone got any better methods of dealing with code-breaking?
I'm not a big fan of behavior-based abilities. No game effect is supposed to be balanced by roleplaying restrictions.
I, however, am DMing a party with a paladin and a bunch of exalted characters. So when my party screwed up, I tried punishing them with unfortunate events that made them feel very very guilty for their actions. It worked, but OTOH, I'm worried that that is too much in violation of the rules (Yes, I know about Rule 0...I mean that it feels wrong).
Here is what I did, btw:
The PCs rough up a captive slightly. They had captured her when she and the rest of her group ambushed them without provocation in an ancient temple they were exploring. The only information they were able to glean is that they were working for some other country which probably had sometihng against the noble whose crest was on the sails of their ship. They fail to provide her with magical healing, and while interrogating her, one of them slammed her into a wall, and another sat on her until she passed out.
She was meant to be a one-shot enemy to introduce that country, but I decided instead to integrate her into the main plot, and after about three sessions, they not only found her to be good, but they failed to save her mother and sister (already allies of the pcs, not known to the pcs to be foreign agents, already supposed to be related to eachother and from taht country, but I added her to the family), and she was nearly killed by a powerful magical item that dealt damage immune to divine healing (and thus they were stuck taking care of her for a week).
I got them to feel really aweful about what they did, but I OTOH by the rules they should have been really messed up. Was what I did so bad? Anyone got any better methods of dealing with code-breaking?