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<blockquote data-quote="WalterKovacs" data-source="post: 4546598" data-attributes="member: 63763"><p>We had a sort of similar situation in our party, interestingly enough, the tiefling feypact warlock being the "borderline evil" guy. He technically killed our wizard, although it was part of an area of effect attack that happened to hit her, and at that point the fight was already pretty bad (the fighter and warlord were also dying, although the fighter popped back up and the warlord surivived long enough to be stabilized after the fight). So technically only the rogue knows the warlock killed the wizard, and the rogue is similarly unalligned.</p><p> </p><p>The party's original makeup was mostly unalligned with a lawful good fighter in the mix. It didn't come up often, the first case was the warlord intimidating a foe into surrendering. However no one in the party, except the warlock could see the person that surrendered ... and the warlock basically finished the guy off anyway. Later the group had just taken one person prisoner ... and they still had ANOTHER prisoner that basically led them to this guy. The group started to argue over whether they needed to keep track of both characters ... and the warlock basically kills one of the prisoners. The group then starts arguing with each other, although most were actually just checking out the "loot" (killing the one prisoner caused the other prisoner to become more helpful and offer up the key to the chest). Amidst the confusion, the second prisoner made a break for it ... and the lawful good fighter launched a javelin after him, killing him. </p><p> </p><p>Eventually the fighter left and was replaced by the Rogue, so the whole party is pretty mercenary/unalligned at the moment, although they are doing good deeds (for a price) with somewhat underhanded tactics. In our case the person that was playing the lawful good character eventually left the game going to another. It was mostly that the kind of game he wanted wasn't the kind we were running (more hack'n'slash, the other person that runs in the store is doing the same modules but a slower more rp based game). </p><p> </p><p>Still ultimately, regardless of in character conflicts, the big thing comes down to what each player wants to get out of the game ... if that doesn't sync up, it doesn't really matter what the characters are.</p><p> </p><p>One suggestion though ... you could approach it from a Roy/Belkar situation from OOTS ... accept the disfunctionality and try to "channel" the warlock's evil towards good/productive means knowing that without a lawful good influence he may do much worse deeds. Or something like that. Or you could always play the game our paladin in 3.5 did. "I'm going to go over here now ... don't tell me what it is your doing". If the group is a bit more ... careful ... about being evil than they can cooperate with the party without drawing attention to it. I actually had a full blown evil running with a psionic/telepath that was lawful good ... albeit thanks to a mixture of events (having to infiltrate an evil cult) and some powerful magic at DM approval (some mind blocking magics, and undetectable allignment) and a backstory that "made" me evil (although there was a point in game where the character decided to stop trying to get better and embraced the evil). In generally because the character wasn't CE = chaotic stupid ... she avoided making it blatant that she was evil ... once we ended the "infiltrate the evil cult" mission ... it was a bit harder to keep her around so I had her retire ... but it was fun for the group to have the evil character running around under the noses ... heck the players enjoyed the horrible things the character would do when she knew they weren't doing.</p><p> </p><p>So, there are some solutions, but that has to do with what all the players and the DM wants out of the game.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4546598, member: 63763"] We had a sort of similar situation in our party, interestingly enough, the tiefling feypact warlock being the "borderline evil" guy. He technically killed our wizard, although it was part of an area of effect attack that happened to hit her, and at that point the fight was already pretty bad (the fighter and warlord were also dying, although the fighter popped back up and the warlord surivived long enough to be stabilized after the fight). So technically only the rogue knows the warlock killed the wizard, and the rogue is similarly unalligned. The party's original makeup was mostly unalligned with a lawful good fighter in the mix. It didn't come up often, the first case was the warlord intimidating a foe into surrendering. However no one in the party, except the warlock could see the person that surrendered ... and the warlock basically finished the guy off anyway. Later the group had just taken one person prisoner ... and they still had ANOTHER prisoner that basically led them to this guy. The group started to argue over whether they needed to keep track of both characters ... and the warlock basically kills one of the prisoners. The group then starts arguing with each other, although most were actually just checking out the "loot" (killing the one prisoner caused the other prisoner to become more helpful and offer up the key to the chest). Amidst the confusion, the second prisoner made a break for it ... and the lawful good fighter launched a javelin after him, killing him. Eventually the fighter left and was replaced by the Rogue, so the whole party is pretty mercenary/unalligned at the moment, although they are doing good deeds (for a price) with somewhat underhanded tactics. In our case the person that was playing the lawful good character eventually left the game going to another. It was mostly that the kind of game he wanted wasn't the kind we were running (more hack'n'slash, the other person that runs in the store is doing the same modules but a slower more rp based game). Still ultimately, regardless of in character conflicts, the big thing comes down to what each player wants to get out of the game ... if that doesn't sync up, it doesn't really matter what the characters are. One suggestion though ... you could approach it from a Roy/Belkar situation from OOTS ... accept the disfunctionality and try to "channel" the warlock's evil towards good/productive means knowing that without a lawful good influence he may do much worse deeds. Or something like that. Or you could always play the game our paladin in 3.5 did. "I'm going to go over here now ... don't tell me what it is your doing". If the group is a bit more ... careful ... about being evil than they can cooperate with the party without drawing attention to it. I actually had a full blown evil running with a psionic/telepath that was lawful good ... albeit thanks to a mixture of events (having to infiltrate an evil cult) and some powerful magic at DM approval (some mind blocking magics, and undetectable allignment) and a backstory that "made" me evil (although there was a point in game where the character decided to stop trying to get better and embraced the evil). In generally because the character wasn't CE = chaotic stupid ... she avoided making it blatant that she was evil ... once we ended the "infiltrate the evil cult" mission ... it was a bit harder to keep her around so I had her retire ... but it was fun for the group to have the evil character running around under the noses ... heck the players enjoyed the horrible things the character would do when she knew they weren't doing. So, there are some solutions, but that has to do with what all the players and the DM wants out of the game. [/QUOTE]
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