ThoughtBubble
First Post
DragonLancer said:I'm going to stand up here and say that if the character is going to do something that goes against his code, then he is going to suffer the consequences. If a player doesn't like having repercussions for his actions, then (1) he's playing the wrong class, and (2) he's perhaps in the wrong group. I have mentioned this to the player and he's happy with the group, although he has a couple minor gripes with my DMing style. but the rest of the group is very happy.
I agree. In fact, I feel that everyone should have to deal with re-precussions with their actions. With one caviat. And that's that consiquences are within the scope of the campaign's feel.
Throughout that paticular campaign the other players were often telling me that they felt his actions and words were not appropriate to a Paladin, and even suggested that he lose his powers on a couple occasions. I did not strip him of them at those times but I did suggest to him out of game that he change his attitude.
And here's why I can agree with your choice of actions. This isn't his first deviation, so it's not like you're coming down on him like a ton of bricks, or out to screw him. It's just his unpaladinishness making him unpaladinish.
I don't see why. I don't go out of my way to screw the players, but as I have said, they need to accept consequences. Its not a trust issue, its a roleplaying issue.
Because if you hit someone hard as the first level of consiquence, they're likely to just leave the situation entirely. So, instead of trying to play more carefully and shape up, they just stop playing a paladin.
And the trust issue is only an outcome of the consiquences of roleplaying, not a cause. But, in my expierence, it's relatively easy to start assuming that any action will meet with horrendous consiquences if it happens a couple of times in a row. So, under normal circumstances, I'm saying "Don't come down like a ton of bricks too many times in a row." The problem is that the paladin situation of losing all abilities all at once is a fairly strong hit and a fairly radical one (in terms of both numerical and role-play/character development) I tend to use the kid gloves and do things by baby steps. It gives my players enough time to shape up.