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Not destruction of the world, but a change to our world. It actually is a happy ending. I feel often there is a destruction of the world scenario if you beat up the bad guy lots of times. I could usher a third choice that maybe rise of the Humans to beat back the tide?

I actually am asking for advice. It was my way to deal with races tending to have personalities despite the region. Dwarves are dwarves, they are a sterotype, but humans are not. I played the the bad races are just different card but it is pretty hallow, and wanted to have a message of Humans are good. It makes no sense that elves are generally good, and Orcs bad than to have a sillified morality system that makes killing easier, here at least there is a sense of why they are like that.


phantom1592 wrote:


Paladins cramp their style. They cramp ordinary PCs, but it's hard for an ordinary PC to make a paladin fall, at least in comparison to an assassin, necromancer, or what have you.

If someone is joining a campaign as a paladin, they need to ask the other players for permission. Either that doesn't happen, or they ask, the other players get upset, and the paladin-playing player ignores them.

Then someone can say Druids cramp their style, or Rogues, or clerics of certain things, or elves, or dwarves.

If the DM allows regular content, the player does not need permission from the players to play a core class, ever. If he disrupts game play alright, but actually the person who wants to play an assassin/necromancer is PURPOSELY cramping their style, to make it harder for the player to play, which is just bad sportsmanship and is the worst kind of player, who goes out of their way to ruin someone else's game. A cheater in my book, and cheaters are dealt with harshly. Not thrown out, but always not allowed to do so.


phantom1592 wrote:


Ehhhh... I don't know. This sounds very 'absolute'. I don't think a player should ever MALICIOUSLY steal from each other... But I can see some harmless pranks and such coming up.

In the last AP we were on... our characters were stuck on an island. My rogue kept putting notes in a bottle and tossing them into the sea....

Those bottles were the alchemists... and no he never asked ;)

We never played close with the 'mundane' equiptment for someone who relies on bombs as a class ability. so no harm no foul.

I'm a big fan of the mentalist and he is CONSTANTLY stealing things from allies... Tea, notes, Badges... Whatever he wants, he pretty much takes and then gives back at a dramatic moment. They find it ANNOYING....but these things happen.

Little stealing for fun or practice is fine. As long as the other player isn't acutally 'put out' by it. IN fact it could be the HEIGHT of the CN rogues 'Role-playing'

I agree sorry, harmless pranks are fine, I thought you meant like Gold or things. I once had a player who played a lawful Good Rogue (a detective) and another player got in arms that it was breaking the "Rogue Code" and that being money grubbing is the only way to play to even say they would kill the character with their "proper" rogue if they chose to do that, I made it clear such behaviour was not allowed, but the player never showed an interest in Rogues again and even occaisonally makes anti-Rogue characters (high perception out the wazoo each one, to prevent others from stealing) I always had more trouble from rogues role playing wise than paladins


3.5 D&D, 2001, 10

I actually DMed my first game between me and my dad since I have always since then been looking for a group which I do find occasionally. I ran a starting scenario. As I always read the rules to games before we played anything.

My dad was a dwarf fighter and ran away when he saw the rats were tough and started a flower shop, my dad could never comprehend being part of an adventure and always thought good roleplaying meant try your best to not be part of anything. My ten year old self told him I was the DM and in control of the world so all his flowers rot! It makes me laugh to this day.


Malachi Silverclaw wrote:


I didn't mean to imply that a rogue should steal from allies. I was saying that if a rogue does steal from his allies, he should do stealthily so that his allies don't know.

There is no reason to assume the people my character is robbing are friends. I have played in a variety of compaigns. Sometimes you team up with these people as allies. You may not like them, but the group works towards a similar goal and has complimentary skill sets. Sometimes it makes sense to rob your allies. Sometimes it doesn't.

It never makes sense, because when roleplaying (and I am super into the ROLE aspect) makes you act against your team, that character should be punished by the DM. In my view, it is cheating. Any time you use an ability against a fellow character, it is cheating, because the point of the game is to work together. It is the main theme of the game in which everything rests on. If you do any robbing or stealing, you are cheating, and thus harsh punishments come on cheaters, or you just not allow it.

As for Paladins. I love them, but often play them as observers to allow for the code. Often fatherly types that want the best for the other players, loyal, and a little I know what you are up to. But I always add a don't interfere in the backstory from on high. Often it is to judge the characters for some reason, silently. Like if they would be good advisors to the King, or whether their destiny shall ruin us all, whatever the DM wants to fit with the plot.


Weird thread, maybe even disturbing, but as far as Wizard Paladin thing, it always depends on bloodline, and race. Wizard or sorcerer girls and guys like elves, and no one will probably stick around the abomination one.

It comes down to personality. When we do romances it is a plain roleplaying thing. We even roll for pregnancy which one player seems to always seems to happen despite my long odds. he is constantly getting pregnant XD Half Orcs have carried the day as a fighter, by showing their strength, while halflings have won their love by being funny. I would never roll for such a thing, especially since some of the famous types of romances rarely have high charisma.


Personally, in my game I really don't allow any race outside the core, unless the backstory you made for your core race just so happens to fit perfectly with a strange one.(I got a Dhrampire this way as the character had no idea they existed, but had the same story as one, to the last detail, they were shocked it was a race.) I don't do it for them being too eclectic, as adventurers are very eclectic, but I feel it discourages imagination. Some of them are just so different it is laughable, and most of them in my world don't exist at all. I put it to my players to come up with a backstory that doesn't work just as well as one of the core I let them have it.

A bit of a game actually, as one person keeps wanting to be a catfolk, and I always point them back to half-orc or something similar. He's admitted he just wants the tail. lol

But as for it all, I really liked the Vanaras as I love the myths of Hanuman (Thus the screen name)and can imagine an NPC causing trouble like him. As a player race, it would be very different.


I actually found I like prearranged stats after I tried it. Sometimes it just isn't fair when people role, here... everyone is equal. I believe games should be fair, so I try my best to keep them such. And it ruins your time when you roll completely average and everyone else is really good. Or you just roll too horrible. This way everyone starts out the smae, where it goes from there is fine as long as everyone starts on equal footing.

1 actually is usually fine, just feels like they are doing too poorly for it too be fun. 5 can or cannot be a problem player depending on what he plays.

4 is really the hard one for me as our personalities clash.

3 can really disrupt a story, depending. But usually is fine.

2 is a weird one because he is usually the best player, except when he gets metagamey and his characters stop getting involved or tempt fate, to the point he stops being a team player.


I always use an exp less game. I always ask them when they are ready to level, so it has nothing to do with keeping honest. It is usually play so much until you did something major, level up, if my players feel it has been too long and are getting tired, I level them up. Usually after every 3/4 games And in a sandbox game I let them know what is in store. Some cases I have had players level up after sessions of role playing and no combat. (they hate combat, except for one character, so most encounters with combat are really easy, and I chalk it up to them being so powerful and they can go back trying to raise an army to take out the dragon for them. I had one player who thought pathfinder could never be fun due to so much combat, ran a tense game no combat, she was sold.)

As for reward? I use other rewards. Characters have motivations, and hopes and defeating something gets them closer to that goal.

I am still playing a private campaign, where the main character is a pacifist and we have had combat all of 5 times, it has been over a year and a half game so far with playing once a week sometimes as often as 3 times a week, and still runs great!


The hard part, is showing the PCs a corrupted world in which they live, while at the same time, giving them a choice. It would tie some loose ends for me, and might be a more meaningful story than we kill the big bad guy.


This has happened several times over different games not just D&D pathfinder related. But this game...
1) Is a drunken Half elf sorcerer who is related to an old dead lich. Not his fault he has undead powers. A bit of a backstory that I won't go into... he loves to flirt with NPCs. Problem is, 1 and I are roommates. And 1 cannot let a story go once they latch on. I designed some of the story around 1's character idea, to keep 1 involved. I tried to get the other players involved, but they don't care. 1 often gets upset if something goes wrong, or if things don't seem clear, a good explanation is they like it in easy mode, which is fine. But 1 can get emotional as a player upset if nothing they do works, or if they have a bad roleplaying night. Strange enough 1 is also the most experianced roleplayer in the group, and has been playing RPGs for 10 years while the others have at most 3 or 4.

2)Is a Middle aged bard that complains a lot and usually makes the characters laugh with in game jokes. Thing is I like all the characters to be important so he is a chosen one of a God. Despite losing a hand once, he believes nothing can hurt him and when 1 saved him from an angry dragon by being clever, he didn't even thank him, just assumed everything is fine, and outright said You didn't do anything. To tell a roleplayer like 1 that such a roleplaying feat was nothing...well...

3) Is a human fighter being a protege of the goddess of the underworld. and actually named Hell, The Fields of B**** A**. She will get bored if any roleplaying element cannot turn out funny, and will try to make it so.

4)Is a rogue, who follows minimaxing, and when I catch it he feels I am ruining his chance to make a character. He actually believes he has to steal and obsess over stuff, and be as deceitful as possible, because of a rogue code. One person made a lawful good rogue, and he told them at length that it was against the rogue code and would kill the character (in jest but still) because of bad role playing.(The character was a detective that worked for the city, thus lawful and good at picking locks/traps)He and I are constantly arguing, because if he could he would claim all the gold due to "I killed the bad guy so I get the main portion" "I did the distraction I get 50%" that sort of thing. I actually don't do treasure chests, or have loot on bodies, because he claims it all. If he doesn't use a bow, and another does, he would sell super cool bow, for the gold. I force the PCs to share all gold. And always tell the PC who could use it that they found it. We often argue over rules, as he will do any little thing to get away with something. Rarely does anyone in my group want to follow, GM says. And I truly feel it is an abuse of power to make the game difficult with someone I disagree with. 4 is my hardest trouble, but he is a swell guy, and can make the game pretty cool, when he isn't always trying to be the star. (Even said he was the star)

5)Is an under age Elven Cleric. She is a little too perfect, like a mary sue, except when the party is playing raise the child cleric and try not to let her make faux pas that could get them in trouble. (Pillaging orc band... let's say Hi they seem to be lost! when the party is trying to be sneaky)On the other hand amazing and clever to come out of traps and puzzles, and imagines the most unique ways to handle a situation. Sometimes, it doesn't work and is a little ridiculous, and that can start him on being moody. If he does not get to play sweet non combat characters, because someone mentioned they needed a fighter and he felt he was being asked to, he will be very surly. This is a guy that can be amazing playing a woman, but as a guy is quick brupt, and always claims he will never trust the PCs. He is kind of like Batman as a guy, which can be good tactically minded but he doesn't enjoy it, and brings down the mood.

Enough info?


lol, well you got me to laugh and nearly choke on my drink, so some accomplishment there.

I should also make it clear that they are my friends, they can be tough, but are great people.


Depressing? Too much? Any ideas on how to make it work better? i want it as a surprise, but not shoved down their throats. All the good NPCs are human. All bad NPCs are other races, or corrupted by other races. Also I think I will give rewards for each player who is another race to give into their vice(not being obvious about it, like if you are being a greedy dwarf I will throw in extra coin)

I want it to be a surprise, very much. It all started by thinking certain races are always certain traits, or even alignment, that didn't make any sense to me and the hardest to swallow about D&D as a whole, though I actually like alignments just not whole races of the same. I thought well what if all the preordained races were actually a type of sin, but some sin is better than others. We like sloth, so the elves are loved and slothful. (I mean they sing their houses into shape live thousands of years with little labour, do magic which is just a more simpler way of coping with your life, and are naturally pretty so they don't have to work to be liked)

Also was tired of the evil races are misunderstood angle, but really believed evil races whose sole personality is evil was silly. So all the races are evil! (more like tainted) Orcs are not evil, just born with wrath and rage, which is hard to fight. They can be hard workers, passionate, loyal, but more than anything they are angry and thus that is why we think they are evil, they burn and pillage, because it is who they are. Being angry takes energy so Orcs and Elves are opposite.


1)I have a roleplayer, who loves drama and lots of plot.
2)Someone who plays for the challenge and expects to die a lot.
3)A player who plays for laughs
4)A player who plays to win
5)And another who likes to be perfect, and plays clueless characters.

I like plot, and actually try not to kill the characters since without the same characters plot lags, which makes 1 happy, but two often gets metagamey and even forces his characters to believe the world can't hurt him. otherwise 2 is amazing at playing.

1 can be sensitive. If something isn't going the right way they get upset thinking they are doing it all wrong, which is hard when 4 tries to be the hero. He outright introduces himself as the leader every time, and must have every letter, fight the main boss first and will actually get upset for others taking his kills. Always out to win, with backstories that he feels gives him the right to be sanctimonious.

3 is rarely serious, and often tries to make things weird. Has lots of fun, but I think the idea of it all confuses her a bit.

5 is usually fine, but if he ever chooses to be anything but a clueless girl he snaps at the party insulting every idea they come up with. If he does play, he often can be brilliant, but when the brilliancy is less than stellar and doesn't work he will pout and stall the whole game. Not arguing but simply because if he can't play the right way than not at all.

4 also tries to do all he can to get away with everything. I know he cheats at attributes, which made me put in a rule of 16 14 12 11 10 8 as the starting stats, which also annoys 5 as he tends to like to break games, and play with stuff.

And party bickering actually made the characters AND players invent the talking horn so they can air their grievances. Which can get mean.

But they are the only gamers around. I can't kick any out, as that would just cutting off my nose to spite my face.

Any suggestions?


No i haven't. I would suggest it be a more NPC thing, as that can be too much time for one player instead divided evenly between the players. A great NPC background though, sounds amazing.


I was hoping to create a minor homebrew world to take on The Rise of the Runelords. In this one, runelord magic is the start of all magic AND naturally tainted, meaning all magic has evil roots. I am not saying that is how magic actually is in pathfinder but I wanted a different sort of Campaign.

Magic is evil, and all the major races are actually colored by a vice.
Elves=Sloth
Kobolds=Pride
Orcs= Wrath
Dwarves=Greed
Halflings=Gluttony
Goblins=Envy
Gnomes= Lust(a lust for things and experience as well as the normal kind)

Humans are in the minority, and are actually the most Virtuous, naturally, not saying they can't fall, but they are not inclined to a certain vice at birth. Half breeds are the next, and have a chance.

No Alignments.

Of course the PCs don't know all that. They just know humans are scarce. Slowly as they defeat the runewells, magic starts to dry out. People of different races start to become more human. And the extra Paladin I added so there would be 4 members, not 3, is actually a Solar who has followed these ordinary PCs to decide whether the world should be destroyed. If they decide to not destroy the last runewell... the solar attacks or flees to herald the end unless he is killed, even if he is all humans die out and the world plunges into a world completely dominated by sin. If they do destroy the last runewell, all magic is destroyed, and you have... our world.

Once again I am not saying any of this should be a vanilla setting, but thinking on the different races while reading the Runelords, gave me this idea. Will certainly be a different change.