ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Jun 28, 2010 5:31 pm Post subject: |
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garhkal wrote: | ZzaphodD wrote: | garhkal wrote: | Or the good guys try and bring him back to the light and the conflict erups into flat out group violence... which is worse. |
Even with the DS he cant beat the group and knows it...also, why would he even take the chance. Lots of easier pray to dominate.. |
Cause the dark side makes him power hungry and part of that is physical dominance over others. |
Yeah, but bullies pray on the weak. If the Dark Side makes him power hungry then trying to directly dominate the group is going againt this as it wont gain him any power. Look at Darth Sidious, he didnt just attack everyone around him or try to force them through direct threats. I think its easy to make the dark side to one dimensional and think that every dark sider is automatically a mindless killing machine. If most power can be gained by manipulating the group and playing people against each other why start killing people? |
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Praxian Lieutenant Commander
Joined: 30 Mar 2010 Posts: 190
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Posted: Mon Jun 28, 2010 6:05 pm Post subject: Re: Turning to the Dark Side |
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ZzaphodD wrote: | I have a player that probably will turn to the dark side. The player is a bit of a 'violence solves most problems' player and this combined with both a combat oriented character and my Will of the Dark Side rules is propelling him to the dark side.
Ok, he turns, then what?
I hate the RAW 'turn over your character sheet, he is now an agent of evil' idea. I think that its a new challenge for the player to play a dark sider. It also gives the player a chance to redeem himself. If he doesnt after a while he will not be playable with the rest of the group. THEN one can turn over the character sheet if that is the case...
How would you handle a 'dark side' character in the group? |
There's a lot of things you could do.
one thing is to keep it simple. Tell him when he falls to the DS, that he cannot continue to play the character, and if he's mature have him at the end of one session, or in a spaceport say his farewells, and poof. His character goes it's own way.
Another is to continue to let him play it. Make sure you point out all the things the other players do when it comes to extreme good and the whole good overcoming the evil. Maybe even one of the PC's (the Naieve girl per se) can tell that he's fallen and she is trying to get him to come to the light while he's trying to get her to the dark.
Lastly, make the char an NPC that stays with the party, until you as GM think it's time to part ways.
Personally, I let the player continue to play -unless- it's apparent he's going to try and kill the party, in which case the player becomes an NPC and that goal will continue. Nothing like the bad guy that knows how the party works. |
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