Cinder Wolf

Audrin_Noreys's page

Organized Play Member. 151 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Kind of copying and pasting myself from an older thread.
People of good alignments can easily make bad decisions in times of extreme fear and stress that end up haunting them for the rest of their lives. If you've ever listened to stories from WWII vets about what they did in the war, you'll get what I mean. I've seen interviews where old men break down in tears recounting events where they killed enemy soldiers who have surrendered because they were afraid that person would kill them or their buddies later of if he was cut loose. They deeply regret that their actions, but saw no other alliterative. It doesn't make them evil so much as mark them as human beings that reacted to some of the most extreme circumstances a person can experience.
The situation in this thread isn't the same thing, but similar. Killing like this is something that will usually catch up to a person with a conscience.
Instead of an alignment change, something like having a character make a will save, adding in a sliding difficulty based on stress factors from the day, before they go to sleep would be an interesting mechanic. If they fail, they have a regret fueled nightmare that leaves them fatigued the next day.


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I heard Paul Hogan say this once. I paraphrased it.
Americans and Australians are partners in crime. The ones quick enough to get away went to America. The ones who got caught were sent to Australia.


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64. There's nothing more relaxing after a long day than kicking back, and poppin' a cold one.


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I wonder if she was as upset when Peter's Uncle Ben was killed off. Would that be an old man in a refrigerator?


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Good advice from blackbloodtroll. It's a case of something that would have been totally fine in a real world situation, but generally not cool within the group dynamic of an RPG. Pretty much every group I've played with has a communal group mentality, meaning that they all do what they can to help each other, at no cost/profit, in order to give the group an edge, and have a better chance of success in their adventuring. It's an unwritten rule, but most groups seem to abide by it via gamer autopilot. I wouldn't say that you're "that guy", but you did skirt that little unwritten rule.


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I don't get it. I hear/read things all the time where people will say, "If you don't like what a company does, don't buy their product." But when people finally decide to no longer support a company, in this case BioWare/EA, all of the sudden they're whiners that have taken things too far. Must be a timing thing.
As for the 90+/100 ratings the game got, I see it like going to the best restaurant in town, and enjoying one of the best meals ever only to have the manager say, "I hope you choke to death on your spoon a--hole." while you take your last bites of desert. That's how the ending to ME3 felt to a lot of people.
Trust comes into play in all corners of the consumer/producer dynamic. If a company builds a reputation within an industry of making a quality, solid product, the customers expect the company to keep dong that. Most companies strive to achieve and maintain that level of trust with consumers. That way it's easier to introduce new products and keep more money flowing in. Paizo and Pathfinder are good examples of this dynamic being done right.


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The concept sounds really intriguing. It has a lot of potential, and at the very least it would be something different than the usual medieval fantasy/oriental settings that have been so much a part of D&D over the years. It would be interesting to see what a Benjamin Franklin type of fellow would have invented if he had had access to magic.


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Try not to be so self-loathing. We all have our flaws. That's what makes us individuals. Changing who you are to make random strangers on a message board like you better isn't going to make you happy. Think what you want to think, feel how you want to feel, and if someone doesn't like it let them deal with it. Just be polite and treat others with respect. That's all you really need to do, and if that isn't enough for them, nothing else you do will be either.


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Mikaze wrote:
Monoculture has always bugged the hell out of me, and even the standard player races get hit with it in some settings. Anything that kicks that to the curb and fleshes out those races beyond the hat they wear is welcome in my book. A player and GM jamming together on developing and expanding cultures could make for an awesome worldbuilding opportunity.

I've always thought of RPG's as collaborative story telling told by both the GM and players. A group that can work together towards the goal of telling a great story can pretty much handle any race/species thrown into the mix. A group that has a more adversarial dynamic between the GM and players; not so much.


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Tales of similar situations like this are what kept me from getting into D&D until a couple of years after I got into gaming. It isn’t whether the ruling was right or wrong, but the fact that there’s enough material rules-wise to adjudicate this kind of issue to this extreme of a degree. A small matter like this should really be decided by the GM’s common sense alone; no rules required. Differences of opinion will occur, as this board has shown, but that’s life.
Chris, you are an awesome person for how you’ve handled things on this board (unless I missed the post where you finally flipped out ;p). You made your decision in good conscience, and had the presence of mind to question if that decision was the correct one. I greatly respect your call, even if it’s not the one I would have made.


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Just off the top of my head Iron Maiden's Dance of the Dead and the Journeyman would be good.