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Re: [HoE] Templars and Anti-Templars
><A bunch of options snipped>
>
> > G) Defend the village anyway, and suffer some lesser punishment from
>Templar
> >
> > HQ. Since powers can't be stripped, this would probably have to be
> > something that removes the character from play. "Great," the player
>says,
> > wondering why he ever chose a Templar as he moves on to creating his
>next
> > character that can actually participate in group adventures.
> >
><Other options snipped>
> >
> > Now, that's every option that I can come up with. Nobody likes H, but
>that
> > seems the most viable of the ones available from both a character and a
> > Marshall point of view, without weakning the concept of Templars to the
> > point that they are Templars, without the responsibility, anyway.
> >
> > If you've got a better option, let's hear it. Nobody has volunteered
>one
> > yet, or indicated why any of the options above are workable and/or
> > desirable.
>
>Actually, I think "G" can be a perfectly viable option. Require the
>Templer
>to provide a service to the order (a quest if you will). Why would the
>other
>party members be left out? Seems if they can talk him into betraying his
>"beliefs", they should also be willing to assist him, when he needs it.
>
In this case, it wasn't a matter of the PCs "talking" the Templar into
betraying his oath, but the Templar's player giving in because...well, he
signed on to play with a group of players, and would like to stay part of
that group.
Again, your mileage may vary, but why would the Order _want_ a Templar to go
on a quest with folks who had already convinced him to break his vows?
Given that Templars seem to function best on their own (both from a story
and a game mechanics/party type of view), I'd think they'd rather he go on
his own.
>Personally, I think all the problems people are bringing up regarding the
>Templars code of ethics are minor. I've been in many, many campaigns where
>a
>character in the group opposed the main action of the adventure. With a
>Good
>GM, the player should not feel he is doing nothing while his compadres
>fight
>- maybe he has a side adventure, maybe he's protecting the innocent
>children
>in the town hall - I don't know, I'm in a ramble mode now, so I'll stop
>now.
>
Again, your mileage may vary, but my players get together to play as a group
of PCs. Having someone wonder off on side adventures, no matter how
well-handled, takes time and effort away from what they're there to do. A
"Good GM" might make the side adventure interesting, he might even make it
so that it doesn't take time substantially away from the main group. But if
it ain't what the players want (and many players, it has been my experience,
don't _want_ other players' characters going off on side adventures no
matter what, even if time is spread equally), it don't matter how good a GM
you are.
But yes, if you have a group of players that doesn't mind individuals
running off on their own side adventures, and aren't there to play entirely
as a group, that solution is viable. I've just never encountered such
players in more years of GMing than I won't bore you with detailing. Maybe
it's a regional thing...?
>Scott "Hope you get the gist" Mickelson
>
>
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---
Steve Crow
"Worm Can Opener Extraordinare"
Check out my website at: http://www.geocities.com/Area51/Stargate/4991/
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