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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Jun 26, 2010 4:42 am Post subject: Turning to the Dark Side |
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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? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jun 26, 2010 7:52 am Post subject: |
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I wouldn't... Simple as that.
He has already shown a lack of desire to NOT turn, by racking up so many DSPs that he is close to turning, and i seriously doubt when he actually turns, he will change his mind. Couple that with his attitude, and imo his character is better off going into NPC hood. _________________ Confucious sayeth, don't wash cat while drunk! |
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Lostboy Commander
Joined: 22 Aug 2008 Posts: 384
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Posted: Sat Jun 26, 2010 9:42 am Post subject: |
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If he turns then i would rule that he no longer gains darkside points for using darkside powers or he will likely figure out how to xp farm as a dark sider. RAW says that once you fall you only gain a CP when they gain a DSP so as a darksider all you need to do is spam force lightning and BAM instant xp.
As for what to do with the troublesome PC, I say let the players handle it. If he becomes a problem to the party they will move against him for you, if they are to slow to act then they have no one to blame but themselves. With the right in game provocation you should be able to convine the party to solve this problem for you. |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Sat Jun 26, 2010 10:27 am Post subject: |
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garhkal wrote: | I wouldn't... Simple as that.
He has already shown a lack of desire to NOT turn, by racking up so many DSPs that he is close to turning, and i seriously doubt when he actually turns, he will change his mind. Couple that with his attitude, and imo his character is better off going into NPC hood. |
exactly my opinion. dont let a dark sider keep playing. unless your playing a sith campaign with modified dark side rules.
but yea, character is better off being an npc. _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Sat Jun 26, 2010 12:03 pm Post subject: |
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I'm with the others, sounds like this guy had no intention of avoiding falling Dark... no reason why the character shouldn't be lost. That is, unless you want a dark sider in your campaign. The idea of allowing a fallen character some time to play dark, giving them the chance to redeem themselves is a REALLY solid idea... but only if the player has shown intent to do good before hand; sudden intent to redeem after falling with no signs before hand would feel really cheap. From the sounds of things, this dude's just an unrepentant dark sider waiting to happen; I wouldn't bother with the redemption path.
Personally, I have no issues with having Dark Side characters in my games. That said, I do have limitations. I don't allow the "Chaotic Evil" archetype (see D&D alignments) of dark sider. They're one-dimensional, boring and a detriment to group dynamic and story. I do allow dark siders like Joruus C'boath or something where they really have no idea that they're "evil"... Hell, I'd even allow a Palpatine or Dooku. While dark, they're principled and interesting. The character you have, however, sounds like a boring, garbage dark side character; he'd be lost as a PC and be useful as a Darth Maul or Darth Sion sort of antagonist, kinda boring, one-dimensional bull dogs.
As for rules, I treat them the same as ordinary characters, really. I don't like the DSP = CP idea, it's silly. I do alter the Force Point idea a little, however. Subtle subversion is rewarded, rather than being heroic, and I don't reward the polar opposite of heroism for rewards. The Dark Side is about subtlety and corruption, not suffering for the sake of suffering. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Jun 26, 2010 4:20 pm Post subject: |
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The main thing is not 'letting' the player keep his character, but tjat it might be fun playing the switch. Also, this will give the player à chance to play an interesting conflict with himself so to speak..
Edit: Now that Im off my iPhone I can explain a bit more..
I cant really understand why a character should turn into an NPC automatically. The character should be a player character until he/she either: Cant be played together with the group because of problems of 'cooperation' (ie, the group has had it with the character trying to dominate, bully or threaten them); The player cant properly play his characters new personality (in which case the GM takes over); The player loses interest in playing a 'dark sider' and turns over the character; The character keeps going further into the dark side and eventually is deemed 'unplayable' as a normal 'character' as the dark side governs his every action.. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Jun 26, 2010 7:23 pm Post subject: |
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I'm sure that very soon you'll learn that playing mixed parties is folly...
I've lost many of my players because I allowed a mixed party once, more likely than not, the non-evil players will get sick of the game, and quit.
I'm offering a word of caution from personal experience. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Jun 26, 2010 7:52 pm Post subject: |
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Raven Redstar wrote: | I've lost many of my players because I allowed a mixed party once, more likely than not, the non-evil players will get sick of the game, and quit.
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Why did they leave? |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Jun 26, 2010 9:59 pm Post subject: |
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Because the dark side is irritating for good people. Why let one person get away with doing won ton murder and use of dark powers while everyone else struggles. If the good people aren't following along with his goals, they're expendable. It's not a team oriented character. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jun 26, 2010 10:05 pm Post subject: |
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Or the good guys try and bring him back to the light and the conflict erups into flat out group violence... which is worse. _________________ Confucious sayeth, don't wash cat while drunk! |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Jun 27, 2010 4:40 pm Post subject: |
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Raven Redstar wrote: | Because the dark side is irritating for good people. Why let one person get away with doing won ton murder and use of dark powers while everyone else struggles. If the good people aren't following along with his goals, they're expendable. It's not a team oriented character. |
But then you have reached my first point above, the character cant be played with the group and will probably expelled.
I dont think that you become an machine of automatic mass-death as soon as you turn, if that is not the best way to achieve your goals. Thats just old AD&D CE hack & slash mentioned above.
In this case I think that the character at least on the surface would keep up the appearance of still working with the group. His goal would be turning them to his will, and especially the force sensitive girl (16yrs) in the group. The girl is much stronger in the force than him, but naive and with little knowledge of the Jedi ways. Actually, staying with the naive fleding Rebellion movement might be a good powerbase for him to build on. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Jun 27, 2010 4:48 pm Post subject: |
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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.. |
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Lancil Sub-Lieutenant
Joined: 16 Dec 2009 Posts: 74
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Posted: Sun Jun 27, 2010 4:57 pm Post subject: |
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The bad thing here is sometimes "game tension" becomes real life tension. And the last thing you want is for your players your friends to get into it over the game. It happens, trust me. I know this from experience. |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Jun 27, 2010 6:13 pm Post subject: |
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Lancil wrote: | The bad thing here is sometimes "game tension" becomes real life tension. And the last thing you want is for your players your friends to get into it over the game. It happens, trust me. I know this from experience. |
Nah, we are all in our 30s to 40s with a healthy perspective to gaming, so no worries there... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Jun 28, 2010 6:06 am Post subject: |
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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. _________________ Confucious sayeth, don't wash cat while drunk! |
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