[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HoE] Templar Code
>>The options here are A) "Shucks, I guess our boys in the field failed and
>>disregarded their orders - let's give them next week's exciting adventure"
>>and B) "Let's kick them out." The problem with B is of course that
>>Templars put death sentences on the folks they kick out.
>One quick thing here is this tho:
>with information being what it is in HoE, how do most Templars KNOW? How
>do they KNOW the Templar violated his orders? how do they KNOW he found
>them unworthy and helped them anyway...maybe he misjudged them, ect.
>
>
Well, I don't think that the Templar high command really allows for
misjudgement. Granted, there are probably punishments less than
blackballing (a little "Maybe you should serve as a Squire for another year,
since we didn't teach you well enough the first time). But without the
ability to strip Rewards, most of them would seem to be of the "Whoops, your
PC is out of the game." variety. If a player does make an honest mistake,
I don't want to knock them out, either. But without communication, there's
no effective way to show he made a mistake (having a NPC Templar show up to
tell your PC Templar he screwed up is a lot more effective than a marshall
telling a player, IMO).
But if they do show up...what's the punishment? I suppose having the NPC
take the offending PC on as a Squire _and_ sticking with the group is
doable, but I don't really want to have the group that Templar centered (as
I think I noted before). One Templar is more than enough in your average
six-character group, IMO.
Who knows how the information spreads? It's consistent with the sourcebook,
though, since the Anti-Templars seem to have near-instantaneous death
sentences identifying them put out on them. Well, that, and they all
conveniently dress in distinctive garb (the black tabard thing). Nothing
like wearing a distinctive "nametag" so that even though your primary enemy
is spread out pretty thin, has poor communications, and a base that is not
centrally located in the overall area of the Wasted West, they can identify
you on sight. ;)
Personally, I don't see this "How does Templar High Command find out?" thing
as much of a problem. But all the folks here who seem to be concerned about
Munchkins have to have it, or they have no way to "discipline" their
blackballed Templars (or Doomsayer, or whoever they've got that are abusing
their responsibilities in return for power). The source material to some
degree assumes it (and sometimes it doesn't). So it should probably be
there...
---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
_______________________________________________________________
Get Free Email and Do More On The Web. Visit http://www.msn.com