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Re: [HoE] Templars and Anti-Templars
>In a message dated 8/2/99 7:17:26 AM Pacific Daylight Time,
>crow_steve@hotmail.com writes:
>
> > Either that, or the Reckoners, who don't seem to be paying that much
> > attention to the Wasted West situation in general, are going to an
>awful
>lot
> > of trouble to exactly simulate Templar-type abilities for "their"
> > Anti-Templars.
>
>Well, sure. Isn't it obvious that the Reckoners hate the ATs? By
>simulating
>the Saint powers they help make the ATs look like an attractive alternative
>-- and its obviously working based on the comments on this list :)
>
I just don't get the impression the Reckoners themselves are devoting that
kind of time and effort to stuff going on.
>One interesting comment made earlier was to the effect that the ATs are
>bad guys just because PEG says they are. Well, okay, but you could say
>the same thing about Abominations or servitors. What's to stop a player
>from being the "exception" servitor who decides to stand against his
>masters?
>ATs are the same thing, IMO, just servitors in training if you will you
>haven't realized that class is not only in session but that graduation day
>is
>fast approaching.
>
The point is that Servitors must be willing servants of evil, as stated in
the Companion book. If you ain't a willing servant of evil, you _can't_ be
a Servitor. Your analogy doesn't hold up there.
Nowhere in the Templar Sourcebook does it say that AntiTemplars _must_ be a
willing servant of evil, or _must_ embrace Reckoner powers, or _must_ become
Servitors. If it did, this discussion would be a moot point.
So, opinion-wise, you could take that route. I just don't see much in the
books to support that _all_ AntiTemplars _must_ take that route.
Besides...*shrug* requiring ATs to make an attribute roll to resist
Reckoning powers strikes me as about as ill-considered as, say, forcing a
Templar to make an attribute roll to abandon an unworthy town, or a
purple-Doomsayer to make an attribute roll to help decent Chosen. It's the
role-playing, and how the Marshall should structure the adventure. If
you're designing an adventure and your characters don't have to occasionally
draw on all their resources, you're probably doing something wrong. The ATs
and the players running them should have to choose sometimes. In the choice
lies the role-playing.
If it really bothers you, and you assume that the whole thing, including the
complete and exact duplication of the Saints' (not Martyrs') powers by the
Reckoners is part of some plan that the PC AT doesn't want to play along
with, assume that the "good" Anti-Templars are going against the plan and
that eventually not only will they have to put up with Templars trying to
kill them, but "evil" Anti-Templars sent to either hunt them down or force
them to draw on the Reckoner powers and become evil anyway. Again, there's
a lot more role-playing and adventure possibilities in putting a character
in such a position, then there is in reducing it down to attribute rolls and
saying, "Poof, you're evil."
>Andrew Ross (draxus@aol.com)
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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