Thordelion Copperpots
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I have an alternate take on wolfsbane and paladins for y'all.
In a home game my friend is GMing, he had one of us get bit, and cursed. Surprise, it was the paladin! He has a whole system laid out on turning, resisting the turn at multiple levels, and what happens to the paladin if they can't control it, or only partially control it.
As a party we were able to obtain some wolfsbane. Sure, we did it through pretty shady methods, but me (wizard), and the Swashbuckler actually went to town to take care of that business. We do take the paladin code seriously, and as a party we decided to keep her out of harms way if we needed to bribe, cheat, steal, or whatever to obtain it. She sensed motive when we told her it was a quick and easy purchase, and that's just what she believed.
Through the use of the wolfsbane, the paladin was able to maintain a semblance of control, and kept a hold of her mind so she would not change into a chaotic evil beast.
The bottom line is, this made for a fun adventure, and by working together we were able to accomplish the short-term goals, and keep on track to beating the long-term threats to the very world!
Sure, the GM could have at some point cornered the player and tricked her into falling, but then she would have stopped playing, as her character is fairly wrecked, and the whole game would stop. Where's the fun for anyone in that? Please remember, we're all just doing this for fun, and that really should be rule #1 before any ruling. If you're a GM and want to pursue this particular case, consider a fun way to make it a part of the story, don't try to trick your players.
