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Gingerbreadman |
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Imagine if American troops went over to Africa and slaughtered a small indigenous tribe that they couldn't communicate with but refused to fight back. There elder was on his knees pleading with them, and just because they couldn't understand him, they threw him into a fire.
Very similar things happened in nearly every war the US military was involved in, over the last years. So your point is?
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jimibones83 wrote:Very similar things happened in nearly every war the US military was involved in, over the last years. So your point is?
Imagine if American troops went over to Africa and slaughtered a small indigenous tribe that they couldn't communicate with but refused to fight back. There elder was on his knees pleading with them, and just because they couldn't understand him, they threw him into a fire.
The point is that it is monstrously evil. Doesn't matter who does it to who.
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Rynjin |
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![Sajan Gadadvara](http://cdn.paizo.com/image/avatar/Pathfinder9_Monk.jpg)
And you know gingerbread man because I Assume you have been in all those wars with the us military right? I mean I recall my time in Afghanistan quite clearly still, and I certainly don't recall gunning down people fleeing and surrendering.
It takes some serious head to sand insertion to deny that things like this happen.
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jimibones83 |
![Skeleton](http://cdn.paizo.com/image/avatar/DR324_figure.jpg)
jimibones83 wrote:Anyone who says no is wrong.
Imagine if American troops went over to Africa and slaughtered a small indigenous tribe that they couldn't communicate with but refused to fight back. There elder was on his knees pleading with them, and just because they couldn't understand him, they threw him into a fire. Then as small children ran out of a building fleeing in different directions, they were all shot down. Just because some other tribes may be cannibalistic does not mean it would be ok to slaughter this one as it begs for its life.
Disagree if you like, it really only speaks as to your comprehension of right and wrong
EDIT* that wasn't directed at you Garg, just using the closing of your last statement as an opportunity is all
The game does NOT work like real life. In real like you can't just go around killing people and taking their stuff. Even if you kill them in self defense it is still stealing, but the game does not consider it to be stealing.
Anyone who does not realize you can't always use real life comparisons is wrong.
The laws are different from one place to the next, world to world, game to game, but morals are universal unless specifically outlined.
I never said you can ALWAYS use real life comparisons, I said you can use them here. Putting words in someone's mouth makes you wrong buddy
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jimibones83 |
![Skeleton](http://cdn.paizo.com/image/avatar/DR324_figure.jpg)
jimibones83 wrote:You guys make fair points. The GM handled it as badly as the players, I can agree with that. But still, creatures running and begging as they are slaughtered should be enough to immediately question whether they are evil or not. They should have stopped and evaluated the situation, but they didn't and the paladin should certainly pay the price for that. I suppose it does sound like everyone handled it poorly, and I also suppose that I can see an explanation to both sides, though neither is good enough to justify their actions lol.
I disagree about comparing to real life though. If not compared to real life, then what standard is there? Nothing solid
So running away equals not evil now, really? O.o
I have my bad guys run away when they are getting their butts kicked Some of the AP's suggest the GM's have bad guys run once their hit points get below a certain point or X number of their buddies are killed.
So tell me with GM's like myself and the official games using the same idea, but still having the bad guys be evil, how does your point stand?
PS: If the PC's get a surprise round in my bad guys might retreat so they can regroup, so not fighting back is by no means a sign of "not evil", ESPECIALLY, among creatures that do nothing but cause trouble.
I don't know, does running away equal not evil? I think you've quoted the wrong person cuz I never said that. Or are you just putting words in my mouth again... I said it was enough that they should have paused and reevaluated the situation.
You know if you gotta keep taking what someone says out of context or twist their words to make a point maybe you don't actually have a point and you just like to argue
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jimibones83 |
![Skeleton](http://cdn.paizo.com/image/avatar/DR324_figure.jpg)
jimibones83 wrote:Very similar things happened in nearly every war the US military was involved in, over the last years. So your point is?
Imagine if American troops went over to Africa and slaughtered a small indigenous tribe that they couldn't communicate with but refused to fight back. There elder was on his knees pleading with them, and just because they couldn't understand him, they threw him into a fire.
oh I'm quite aware. Its pretty evil when it happens in real life as well. My point was to make it more relatable. Goblins in a game dont matter, but if it did matter it might be taken more seriously
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Munchwolf |
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jimibones83 wrote:You guys make fair points. The GM handled it as badly as the players, I can agree with that. But still, creatures running and begging as they are slaughtered should be enough to immediately question whether they are evil or not. They should have stopped and evaluated the situation, but they didn't and the paladin should certainly pay the price for that. I suppose it does sound like everyone handled it poorly, and I also suppose that I can see an explanation to both sides, though neither is good enough to justify their actions lol.
I disagree about comparing to real life though. If not compared to real life, then what standard is there? Nothing solid
So running away equals not evil now, really? O.o
I have my bad guys run away when they are getting their butts kicked Some of the AP's suggest the GM's have bad guys run once their hit points get below a certain point or X number of their buddies are killed.
So tell me with GM's like myself and the official games using the same idea, but still having the bad guys be evil, how does your point stand?
PS: If the PC's get a surprise round in my bad guys might retreat so they can regroup, so not fighting back is by no means a sign of "not evil", ESPECIALLY, among creatures that do nothing but cause trouble.
Erm, killing a fleeing target is usually an evil act. Subduing a fleeing target is not.
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Gingerbreadman |
![The Beast of Lepidstadt](http://cdn.paizo.com/image/avatar/PZO9044_Lepidstadt.jpg)
Gingerbreadman wrote:oh I'm quite aware. Its pretty evil when it happens in real life as well. My point was to make it more relatable. Goblins in a game dont matter, but if it did matter it might be taken more seriouslyjimibones83 wrote:Very similar things happened in nearly every war the US military was involved in, over the last years. So your point is?
Imagine if American troops went over to Africa and slaughtered a small indigenous tribe that they couldn't communicate with but refused to fight back. There elder was on his knees pleading with them, and just because they couldn't understand him, they threw him into a fire.
That was my point. It isn't taken seriously in real life. In the game at least you can prevent it. Either as the GM by some kind of intervention or as a comrade by protecting the innocents.
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jimibones83 |
![Skeleton](http://cdn.paizo.com/image/avatar/DR324_figure.jpg)
jimibones83 wrote:That was my point. It isn't taken seriously in real life. In the game at least you can prevent it. Either as the GM by some kind of intervention or as a comrade by protecting the innocents.Gingerbreadman wrote:oh I'm quite aware. Its pretty evil when it happens in real life as well. My point was to make it more relatable. Goblins in a game dont matter, but if it did matter it might be taken more seriouslyjimibones83 wrote:Very similar things happened in nearly every war the US military was involved in, over the last years. So your point is?
Imagine if American troops went over to Africa and slaughtered a small indigenous tribe that they couldn't communicate with but refused to fight back. There elder was on his knees pleading with them, and just because they couldn't understand him, they threw him into a fire.
I simply answered your question "so yur point is?". But I disagree, some people take it seriously in real life. Perhaps those are the same people who take it seriously in a game as well I guess
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Chengar Qordath |
![Kyra](http://cdn.paizo.com/image/avatar/PZO9522-Kyra.jpg)
jimibones83 wrote:You guys make fair points. The GM handled it as badly as the players, I can agree with that. But still, creatures running and begging as they are slaughtered should be enough to immediately question whether they are evil or not. They should have stopped and evaluated the situation, but they didn't and the paladin should certainly pay the price for that. I suppose it does sound like everyone handled it poorly, and I also suppose that I can see an explanation to both sides, though neither is good enough to justify their actions lol.
I disagree about comparing to real life though. If not compared to real life, then what standard is there? Nothing solid
So running away equals not evil now, really? O.o
I have my bad guys run away when they are getting their butts kicked Some of the AP's suggest the GM's have bad guys run once their hit points get below a certain point or X number of their buddies are killed.
So tell me with GM's like myself and the official games using the same idea, but still having the bad guys be evil, how does your point stand?
PS: If the PC's get a surprise round in my bad guys might retreat so they can regroup, so not fighting back is by no means a sign of "not evil", ESPECIALLY, among creatures that do nothing but cause trouble.
Especially since goblins are rather infamous for running away if the battle isn't going there way. As I recall from GMing RotRL myself, the tactics section for every goblin includes information on when they'll break and run.
Also, found the following info from the Bestiary (P. 156) interesting in the context of this thread: "Written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate."
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jimibones83 wrote:That was my point. It isn't taken seriously in real life. In the game at least you can prevent it. Either as the GM by some kind of intervention or as a comrade by protecting the innocents.Gingerbreadman wrote:oh I'm quite aware. Its pretty evil when it happens in real life as well. My point was to make it more relatable. Goblins in a game dont matter, but if it did matter it might be taken more seriouslyjimibones83 wrote:Very similar things happened in nearly every war the US military was involved in, over the last years. So your point is?
Imagine if American troops went over to Africa and slaughtered a small indigenous tribe that they couldn't communicate with but refused to fight back. There elder was on his knees pleading with them, and just because they couldn't understand him, they threw him into a fire.
That's funny cause I was there and can count quite a few UCMJ actions against people. You wont find numbers online anywhere, but its pretty callous to assume that soldiers run about willy nilly and kill whatever they feel like.It is taken seriously in real-life, very seriously I can promise you that. And guess what, charges are harsher for those in the line of service who break laws and rules. Use a better example.
You of course can believe however you wish, but there is a reason why PTSD is a thing, There are reasons why countless soldiers have a hard time adjusting to life after combat. Running around slaughtering innocent people is not something that occurs regularly, despite the movies take on things.
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Kaelan Ashenveil |
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![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
Back to the original topic, regarding ideas on what should happen, two children goblin survivors. Siblings, even. They get seperated from each other in the chaos. Erastil tells him to take the one as a squire, as well as helping to restore the village. The other is filled with grief and hate, and is approached by a "sympathetic" evil planar.
Give it levels in Synthesist summoner, flavored as a guardian born of hatred.
... I might use this.
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Gingerbreadman |
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The thread has already been derailed long enough. So I'll only add an answer to TheNine with a single example:
I'm not speaking about movies. Except if you want to call the footage recorded by a helicopter gun cam shooting down civilians as movie. Or the second strafing run in which they shot down those trying to pick up the wounded and dead with a van? A van in which there were children.
Or the testimony that the soldier who, later, declined to bring the rescued children to a medical hospital. His reasoning: They were civilians and only because they had been hurt by military personnel didn't lead to them deserving treatment in a military hospital.
Edit: It was military command who had the children sent to the public hospital.
The original footage, uncut, unchanged, was open for everyone to see on wikileaks.
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Sadurian |
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The problem here is that there are two different strands to this thread:
1. Should the party, within the context of the game, be blamed for their actions as presented to us by the OP?
2. Is what the OP is telling us the whole truth?
I'd suggest that the party were in the wrong if they acted as described. Were I put in that situation as a player, it wouldn't take long for me to realise that something was amiss. I think most other parties composed of appropriately-played good characters would find some other way to subdue them, or at least have qualms about wholesale slaughter.
However, it appears that the OP is not being entirely transparent. Past evidence points to a deliberate alignment trap. If this is the case, and he obviously didn't mention it in the initial post, I would have real doubts as to whether this encounter went the way he claims.
So, the slaughter was wrong but the GMing may well have been even more wrong. It shouldn't be the paladin that falls and has to atone, but the GM.
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Mulet |
Is this a rules question or an advice question? (You've already gotten plenty of the latter, so nothing for me to add there).
Ideally stuff within the rules. So far I can see only two rule based solutions:
1) Atonement spell.
2) Undo the damage via 23 Resurrections, and rebuilding the goblin village.
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Mulet |
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Good news: after spending a lot of gold and effort to atone, you still get to be a Paladin. Even better news: You are now a Goblin! Now you can see first hand how wrong it is to mindlessly judge things on appearance alone, and can hopefully teach others that lesson.
--Erastil.
p.s. Now go plant some wheat, you slacker!
Interesting.
That would break the campaign, since a Goblin would be attacked on sight by any NPC that is not a member of the group the was aware of the Ravenroost goblins.
But it's a nice middleground between HUGE costs + weeks of derailment vs. a quick sorry.
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The thread has already been derailed long enough. So I'll only add an answer to TheNine with a single example:
** spoiler omitted **
As was said enough sidebarring, it does s sound like the opportunity should have said something earlier. Ignorance of wrongdoing by no means forgive it
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Mulet |
Rule ONE of GMing Communicate with your players.
If you are going to vary the alignments of monsters from what is listed in the stats in the Bestiary -TELL THE PLAYERS BEFORE YOU ROLL UP CHARACTERS.
Otherwise you are playing with thier expectations and trust.
Meh.
That's shallow and silly. I'm not going to go to the effort of creating something wild and unique, then tell everyone about it. That takes out the discovery, exploration and reduces the campaign back to being common.
Screwing with expectations and trust is how I illicit an emotional response. It could just have easily have been wonderment at the existence of a constructive tribe of Goblins as it could have been this depressing scene.
The issue here, is exactly HOW does the Paladin recover from this within the rules of Pathfinder? The rest will be written into the story.
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Cardinal Chunder |
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The GM is the means that information is communicated to the Players about the game world/environment.
The GM failed to communicate relevant information to the Players via the goblin expert in the area, Shalhu(sic).
Past threads from the OP lead me to suspect an ulterior motive for doing this, ie the GM wants the Paladin to fall and engineered the events so that it happened.
I believe that the Paladin shouldn't fall as it was an engineered situation and the GM failed to give the full story via NPCs.
If the paladin player ever reads this thread (which I doubt they will, prolly been "banned" from the forums by the GM) I suggest they get a Phylactery of Faithfulness to prevent such manipulation again.
I also believe the GM will do whatever he wishes and will ignore any advice given.
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thejeff |
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The 8th Dwarf wrote:Rule ONE of GMing Communicate with your players.
If you are going to vary the alignments of monsters from what is listed in the stats in the Bestiary -TELL THE PLAYERS BEFORE YOU ROLL UP CHARACTERS.
Otherwise you are playing with thier expectations and trust.
Meh.
That's shallow and silly. I'm not going to go to the effort of creating something wild and unique, then tell everyone about it. That takes out the discovery, exploration and reduces the campaign back to being common.
Screwing with expectations and trust is how I illicit an emotional response. It could just have easily have been wonderment at the existence of a constructive tribe of Goblins as it could have been this depressing scene.
The issue here, is exactly HOW does the Paladin recover from this within the rules of Pathfinder? The rest will be written into the story.
Screwing with trust as a GM is a game-killer.
If I was your player at this point? The paladin retires. Goes and does one of those long penances of atonement people have suggested.I bring in an amoral mercenary type who won't care if you screw me over again.
Or, more likely, I find a GM I can trust.
Edit: I would also take a high sense motive and ask to roll it every time any NPC said anything to me. Which is why most GMs give Sense Motive rolls (possibly secret ones) whenever any NPC is bluffing. To avoid the PCs having to roll in every conversation.
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Mulet |
Seriously doesn't anyone look at the OP other posts????
Back in Feb this year he started a thread titled "how to deal with a half arsed paladin" complaining about his paladin player. The OP came across as a control freak who wanted the paladin PC to fall because he had been gambling. The thread eventually got locked with multiple posts deleted.
He forces to the paladin's player to sign up to a code where the paladin will fall if "he every murders a child" (first on a list of you WILL fall if you...).
Lo and behold a few months latter he introduces into his ROTRL campaign, after four levels of goblin slaughter, a "good" tribe of goblins which plenty of NPCs know about but strangely failed to mention to the PCs. He then sets up the party to attack the goblins and BAM there falls the paladin.
Then he starts trolling here to get support for what has to be some of the worst DMing I have every seen.
So Mulet, to go back to your original post
Mulet wrote:I need this post to make sure I'm not bullying Justin.you've totally failed your group.
Am I being harsh? Maybe this wasn't a trap? It sure smells like one - exactly what is the stealthy good tribe of goblins adding to ROTRL? Of course here's Mulet's opinion on 'whoever' wrote ROTRL - he knows better
Mulet wrote:Both us DM's re-process the atrociously laid out contents. (Seriously, the dudes that write up campaign stuff need to be slapped.)from here.
First, I gotta say that I'm flattered that my post was memorable enough for you to bring it up.
Second, the party's fifth member (a bard) chose to stay behind in Town. This character also speaks Goblin, and was meant to translate the Goblin babbling into pleads for mercy for the party. That player wound up spending the session in Ad-lib territory, and missed all XP from the encounter because he *resisted* a story hook.
Third, try to calm down a little. Whenever I'm uncertain about how to DM, I ask the forums for advice. Which often helps a great deal. Nobody has quit our game, or even threatened to do so. On the evening this set of events played out, all the players hung back till 3:00am talking about it, saying how much they enjoyed this session.
The purpose of this event, was to make them HATE Naulia. Because the vanilla campaign does nothing to stir emotion. Of course, it also went too far, but this is the result of player choice and player action.
We are playing a very harsh campaign, and this was decided upon before it began by all of us.
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Mulet |
1. Should the party, within the context of the game, be blamed for their actions as presented to us by the OP?
Irrelevant. This post is about how a Paladin can regain his powers within the rules of Pathfinder!
2. Is what the OP is telling us the whole truth?
Nope.
I suppose I could post the collection of 45 documents containing spreadsheets of NPC's, shops, session by session events and historic moments, processed encounters and note files, plus encounter data and PCGEN character sheets.
But that won't help me figure out a solution that's right for my Paladin without making his Monday night D&D games a chore.
My party got themselves into this, so it stands to reason that they'll get themselves out, and enjoy the control over the story it will grant them. That and the Paladin may decide he'd rather be a Ranger or a Fighter and it becomes a non issue.
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thejeff |
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The GM is the means that information is communicated to the Players about the game world/environment.
The GM failed to communicate relevant information to the Players via the goblin expert in the area, Shalhu(sic).
Pretty much this. Even without any ulterior motives, not giving the players any clue that there were goblins who weren't normal evil monsters, when that goes against the basic assumptions of the game and of everyone in the region, that's just setting them up to fail.
That said, by your description, the players still should have realized something was wrong during the slaughter and backed off. But we only have your description for that. We don't know what it looked like from the player's point of view. Even with the best of intentions it's common for players to miss or misinterpret something the GM thinks he's made perfectly clear. You know what's going on, so you think you're being too obvious. The players are working from an entirely different set of assumptions and seeing something else when they hear your discriptions.
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Sadurian |
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Second, the party's fifth member (a bard) chose to stay behind in Town. This character also speaks Goblin, and was meant to translate the Goblin babbling into pleads for mercy for the party.
As I said on a different thread, if you want to tell a story that isn't subject to modification through player actions, write a book, not a game scenario.
From what you say, the only way that the party could have learnt what was going on relied on a single party member being present, the only way to be 'successful' was to do things exactly as you had planned. That is known as railroading.
The player chose not to leave town but he could have been absent for any number of reasons, or even decided on a change of character. As the GM, you are expected to be able to go with the changes as they occur, not sit back and punish the party because they haven't followed a script.
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Sadurian |
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Irrelevant. This post is about how a Paladin can regain his powers within the rules of Pathfinder!
I think you know about the Atonement spell already.
You were asking about whether you were bullying your player. I think the answer to that is as clear as your knowing about how a fallen paladin regains his powers with the Pathfinder rules.
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thejeff |
Mulet wrote:Irrelevant. This post is about how a Paladin can regain his powers within the rules of Pathfinder!I think you know about the Atonement spell already.
You were asking about whether you were bullying your player. I think the answer to that is as clear as your knowing about how a fallen paladin regains his powers with the Pathfinder rules.
Right. Within the rules, the answer is Atonement.
The paladin is apparently "truly repentant and desirous of setting right its misdeeds", so the spell will work.
The only question mechanically is whether the evil act was done "unwittingly" or whether it was deliberate. That's pretty much up to you. I'd say talk to the player. If they were misinterpreting the situation (or on a meta level, the nature of evil beings in your world), then it was unwittingly. If the player and character knew these were non-threatening, potentially good creatures and killed them anyway, then it was deliberate.
Either way, you as GM can choose to lower the costs one way or another. Or raise them, but that will likely cause more protests.
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Mulet |
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Either way, you as GM can choose to lower the costs one way or another. Or raise them, but that will likely cause more protests.
Only from the forums when if I need to post about something, my party is much easier to please than the Paizo Community!
I know that sounds passive aggressive, it's not meant to be. These threads have stopped me making lots of dumb decisions. This thread has made me confident that the Paladin and the party will be OK, since they can all roleplay quite well.
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Thaago |
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I'm sure people will scream, but:
You are the GM. The rules are whatever the hell you say they are in a home game. So don't worry so much about what is in the rules: worry about working with your players to craft a compelling narrative that everyone (everyone!) has fun with.
That said, the rules should be your default unless you need to tweak things. And players appreciate being told of rule changes in advance...
I'll put my opinion from before about what you should do here in spoilers, because I think it got buried in some pointless arguments.
Note that Erastil is a god of farming and family. Did the Paladin just slaughter a farming village, down to fleeing children, without any investigation? Even if the Paladin has sincere regret, his deity is PISSED at him.
Here is my thoughts as a GM to get the campaign "back on track" while also smacking the Paladin upside the head - in a way the player will remember for years!
The Atonement spell should work, and you could even nullify/reduce the cost if its out of whack for your campaign (thats your call as GM). BUT I feel you should have Erastil give your Paladin a test of faith.
Have Erastil tell the Paladin that the evil deed was too great, and that the Paladin must submit to the remaining goblins for judgement, alone. The goblins decide to execute the player. If the player allows this to go forward (all the way!), he has proven that he is truly Lawful and truly repents for his evil act. Erastil resurrects him and all the casualties on the spot. If the Paladin refuses to submit to the goblins or refuses to be executed, then he is beyond Atonement. I would have an emissary of one of the evil gods offer your Paladin a chance to join Team Evil (A Growth Industry!). If he accepts, Anti-Paladin.
Its a little bit Deus Ex Machina, but if thats what you need to put the campaign on track, then do it.
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Rerednaw |
The problem here is that there are two different strands to this thread:
1. Should the party, within the context of the game, be blamed for their actions as presented to us by the OP?
2. Is what the OP is telling us the whole truth?
I'd suggest that the party were in the wrong if they acted as described. Were I put in that situation as a player, it wouldn't take long for me to realise that something was amiss. I think most other parties composed of appropriately-played good characters would find some other way to subdue them, or at least have qualms about wholesale slaughter.
However, it appears that the OP is not being entirely transparent. Past evidence points to a deliberate alignment trap. If this is the case, and he obviously didn't mention it in the initial post, I would have real doubts as to whether this encounter went the way he claims.
So, the slaughter was wrong but the GMing may well have been even more wrong. It shouldn't be the paladin that falls and has to atone, but the GM.
After reading the follow-ups, was going to post to these points but Sadurian beat me to it :)
I realize that most posts are colored by perceptions. I still tend to take posts on faith and assumptions of good intent and credibility. However after reading several threads and posts by this OP, unfortunately my initial assumption has taken a bit of a hit. Yes I'll give the point that it is a learning process for both the GM and the players.
This is a game and if we can handle it maturely the players should have their say as well. With a clearer picture better advice may be provided. Without any other evidence to the contrary (other than the OP posting history) I'm with the players on this one. Reboot the session and give them the actual chance to succeed. Or become the Keeper and have fun with your party of Investigators. Only let the players know what kind of a game you are getting them into.
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Sub_Zero |
![Poisoner](http://cdn.paizo.com/image/avatar/PZO9420-Halfling_90.jpeg)
The 8th Dwarf wrote:Rule ONE of GMing Communicate with your players.
If you are going to vary the alignments of monsters from what is listed in the stats in the Bestiary -TELL THE PLAYERS BEFORE YOU ROLL UP CHARACTERS.
Otherwise you are playing with thier expectations and trust.
Meh.
That's shallow and silly. I'm not going to go to the effort of creating something wild and unique, then tell everyone about it. That takes out the discovery, exploration and reduces the campaign back to being common.
Screwing with expectations and trust is how I illicit an emotional response. It could just have easily have been wonderment at the existence of a constructive tribe of Goblins as it could have been this depressing scene.
The issue here, is exactly HOW does the Paladin recover from this within the rules of Pathfinder? The rest will be written into the story.
It's actually not shallow and silly at all.
No one is saying that pre-session you state "Ok, there's some nice goblins that don't fit the typical goblin in this campaign, you've been warned".
What people are saying is when starting the campaign "I'm not obligated to hold monster to their initial alignment, especially of they're sentient creatures."
This could/should have been stated long prior to the good goblins being introduced. I get why you don't want to remove discovery, and illicit an emotional response.
That said, I also understand why most of your group would have found this fun/ entertaining. Will any of the other party members be losing all of their abilities until they've repented? For them this is an "oops killed innocent peoples, that sucks, I totally didn't see that coming at all, I wonder what the repercussions will be". For the Paladin its more akin to "Almost fell because GM thought gambling/not buying friends drinks was fall worthy, guess I shouldn't be surprised he finally duped me".
I don't think you really need advice for what to do with the paladin, it seems like you've been waiting to have him fall for a very long time already. Well congratulations, you made the worlds easiest to fall class, fall.
Here are some suggestions on how to improve your GMing which I think in turn will remove alot of these issues:
- roll sense motive ahead of time so players don't metagame and roll it after every statement made by every NPC always. This way their characters will sense lies when they catch on, and will miss out when they wouldn't have caught on.
- Set clear expectations at your table, and if you have house rules lay them out. You've already made a ton of documents (45 you said right?) what's another page of expected house rules? Simple things like: Paladins must have an explicit code written out, or I can vary alginment on creatures as I see fit, don't assume that I won't reskin old creatures so that you'll never know their abilities.
- Make sure players have a chance at success, albeit never guaranteed. I would argue that they were a bit set up. They encountered nothing but evil sadistic goblins up to this point, no one ever mentioned the famous good goblins that even made a deal with the government. Without meta-gaming there was no reason for the players to doubt the women who approached them. (especially when you consider that Sandpoint offers money for "goblin ears"). After all of that the only one who could have helped them was off in lala land. (based on the previous thread about this character, you should have a talk with him about group cohesion and making his character care about plot hooks).
- Make sure you communicate clearly. I'm sure you thought that you made it obvious that the goblins were not resisting/ trying to surrender, but what is clear to a GM is not necessarily clear to the players.
Especially when we consider that the goblins in ROTRL are encouraged to do crazy stuff all the time. Like the opening battle when some are stuffing food down their pants rather then fighting.
Those types of scenes can dirty up the image you were trying to portray and it's possible that the PC thought they were just intimidating a bunch of evil weak goblins, maybe the goblins were running to arm themselves, maybe they had some secret weapon they were going to grab.
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The Purity of Violence |
4 people marked this as a favorite. |
![Highlady Athroxis](http://cdn.paizo.com/image/avatar/Athroxis.jpg)
Well first of all I'd like to give kudos to Mulet for engaging with me , if I'd been slammed as hard as I did Mulet, odds on I'd wouldn't have responded like that.
To address you individual responses:
First,I gotta say that I'm flattered that my post was memorable enough for you to bring it up.
No need to flatter yourself. I never read anything you've posted before stumbling across this thread (and trust me after this thread I won't be repeating that mistake). That being said your initial couple of posts in this thread smelt... wrong... and as a historian (sorry blowing my own trumpet here), I shouldn't post without examining as much of the picture as I can determine. As you should be able to tell, I wasn't impressed with your earlier musings. anyway...
Second, the party's fifth member (a bard) chose to stay behind in Town. This character also speaks Goblin, and was meant to translate the Goblin babbling into pleads for mercy for the party. That player wound up spending the session in Ad-lib territory, and missed all XP from the encounter because he *resisted* a story hook.
Stop with the idea that ad-libbing is bad or that characters need to be punished for not picking up on story hooks. You may think that you can foretell what the players will and should do, but your thoughts aren't holy rite. Sure you think you designed the perfect encounter that the bard could bypass no worries, but did it ever occur that you might need to mod the encounter when the bard declined to take part? Na that's the players problem...
Third, try to calm down a little. Whenever I'm uncertain about how to DM, I ask the forums for advice. Which often helps a great deal. Nobody has quit our game, or even threatened to do so. On the evening this set of events played out, all the players hung back till 3:00am talking about it, saying how much they enjoyed this session.
If you and your player players are having fun that all that matters, and I'll totally butt out. If I was in your game you'd know exactly where you good goblins could dwell, and I would have walked away. I've played too many games over the years where I took bad stuff from GMs and/or other players and sucked it up because 'I wanted a game'. It took me a long time to learn otherwise. Maybe you shouldn't ban your players from your threads so we can learn what they think. At their age I would have sucked up your style. Today not so much...
The purpose of this event, was to make them HATE Naulia. Because the vanilla campaign does nothing to stir emotion. Of course, it also went too far, but this is the result of player choice and player action.
O, its all the players fault. Nothing to do with you.
We are playing a very harsh campaign, and this was decided upon before it began by all of us.
Again, my mistake. If this is true the losers, sorry the players, screwed up totally. Yea everyone of the murder hobos should be chaotic evil RIGHT NOW. You should line up all the players and spank them firmly because they've totally failed you super gaming experience. Why do you put up with them???? You're so lucky to have a bunch of masochistic suckers for you to wail on. I hate to tell but great campaigns aren't defined by how much you spend on mood lighting, or how much needless prep you do, or how many accents you put on, or how many spreadsheets or, or, hey forget it.
Get a grip. Its not all about you, you don't have to right all the time. Its about everyone having fun. If the players aren't following your lead its because they either don't want to and you can't really change that, or they haven't worked it out.
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thejeff |
Mulet wrote:Second, the party's fifth member (a bard) chose to stay behind in Town. This character also speaks Goblin, and was meant to translate the Goblin babbling into pleads for mercy for the party. That player wound up spending the session in Ad-lib territory, and missed all XP from the encounter because he *resisted* a story hook.Stop with the idea that ad-libbing is bad or that characters need to be punished for not picking up on story hooks. You may think that you can foretell what the players will and should do, but your thoughts aren't holy rite. Sure you think you designed the perfect encounter that the bard could bypass no worries, but did it ever occur that you might need to mod the encounter when the bard declined to take part? Na that's the players problem...
Mostly I agree, but this is largely a playstyle issue. Don't split the party and don't refuse plot hooks are pretty common assumptions, especially with something like an AP.
Even with a sandbox, you've got to play someone interested in going off to adventure and doing it with the rest of the group. In an AP, you've got to be interested in this adventure.![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Sadurian |
![Siwar Kurash](http://cdn.paizo.com/image/avatar/PZO1124-Siwar_90.jpeg)
Whilst that is true, part of the GM's job is to make sure that plot hook will snag the party. We don't know what the OP considered a suitable hook but it evidently wasn't one that the bard player could get interested in.
I've encountered similar failings with inexperienced GMs before - they assume that their scenario is perfect and refuse to alter it to go with the play.
If the player isn't taking the plot hook then the way to fix that is to throw something into the ring that works, not passively-aggressively let the rest of the party go off without him, knowing that he is essential to the 'correct' script.
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jimibones83 |
![Skeleton](http://cdn.paizo.com/image/avatar/DR324_figure.jpg)
The DM didn't fail COMPLTELY at providing info for the party. Sure Shaelelu should have told them about the goblins, it was a big mistake not to. She is the goblin expert in the area. Its pretty much impossible for her to have never heard of a whole tribe of good goblins in her area. However, he did have a goblin speaking member in the group. That member chose to stay in town. The DM can't force him to go with. And even without communication, begging and sobbing looks the same in every language.
I would advise the DM put more thought into his customizations next time, but either way there should be dire consequences for the paladin here. A trap is not the same as entrapment. A paladin must he ready to make good decisions no matter what, not make bad ones and then look for something to blame
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Sub_Zero |
![Poisoner](http://cdn.paizo.com/image/avatar/PZO9420-Halfling_90.jpeg)
Whilst that is true, part of the GM's job is to make sure that plot hook will snag the party. We don't know what the OP considered a suitable hook but it evidently wasn't one that the bard player could get interested in.
I've encountered similar failings with inexperienced GMs before - they assume that their scenario is perfect and refuse to alter it to go with the play.
If the player isn't taking the plot hook then the way to fix that is to throw something into the ring that works, not passively-aggressively let the rest of the party go off without him, knowing that he is essential to the 'correct' script.
This is one area that I am sympathetic towards Mulet about. ROTRL has a fairly straight forward plot, and reasons for why things happen. I'm of the opinion that if you sign up to play an AP, you should have a character who's interested in advancing that story. The bard in question is playing the "my characters not interested in that, therefore I'll show my good RP skills be not going".
That's not good roleplaying, since you're now creating division within the group for no reason. good RPing is finding a reason your egocentrical character would go on this adventure, even if it's a round about way of getting there.
What I'm saying mostly applies to AP's, since they have a pre-built story, and are fairly rail-roady (did I just invent a word?). Other more sand box type games, don't really apply, nor do homebrew games where the GM can make the story up as they go.
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Sub_Zero |
1 person marked this as a favorite. |
![Poisoner](http://cdn.paizo.com/image/avatar/PZO9420-Halfling_90.jpeg)
The DM didn't fail COMPLTELY at providing info for the party. Sure Shaelelu should have told them about the goblins, it was a big mistake not to. She is the goblin expert in the area. Its pretty much impossible for her to have never heard of a whole tribe of good goblins in her area. However, he did have a goblin speaking member in the group. That member chose to stay in town. The DM can't force him to go with. And even without communication, begging and sobbing looks the same in every language.
I would advise the DM put more thought into his customizations next time, but either way there should be dire consequences for the paladin here. A trap is not the same as entrapment. A paladin must he ready to make good decisions no matter what, not make bad ones and then look for something to blame
I agree the paladin should fall here, and that it's not the GM's fault that the Bard stayed in the town.
However why should a paladin necessarily care about begging sobbing goblins. This same scenario could happen to a group of CE murderous band of goblins faces the Paladin realizing that he's far superior to them, and they're about to die. A paladin needn't show mercy to creatures who's purpose in life is to murder, kill, and cause pain to other living beings. In fact in the AP they're playing the town offers gold to players to bring back goblin ears. (you'd think the AP would mention if a Paladin should fall for this act).
Now, the paladin in question to his detriment wasn't killing evil goblins, he was killing innocents. He probably didn't realize this, and that sucks for him.
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Munchwolf |
1 person marked this as a favorite. |
I can see why people are doing Sense Motive checks on the OP.
In previous posts he asks for advice on how to handle a Paladin, and how to handle a character that goes off script. It seems in one scenario you figured out how to do both. Create a situation where the Paladin will fall without realizing it is a trap, and have the one play who could disarm the trap need to be there, knowing he probably wouldn't (that'll teach him to leave the group).
And yes, I use the word trap. When I first read this post I was against the idea of it being a trap, but the more I read the OPs responses, and the more I look at previous posts, it is obvious it was.
So the question is, is the purpose of this post to really find a solution to the issue, or is it to justify the actions of the GM?
In a previous post in which the OP asks for GM advice, there is this nugget of wisdom:
This are some of my "Commandements" while GMing:
3) Don't play against your players, but with them, your goal is to let everyone have fun, not killing your group.
This this this, a thousand times this. You are not the adversary of the players. Sure, they think you are their adversary, but you know you are not. You are another player, helping to advance the story.
When you start targeting players for punishment, then you are not advancing the story.
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Damon Griffin |
4 people marked this as a favorite. |
![Griffon](http://cdn.paizo.com/image/avatar/gryphon.jpg)
My two cents:
Did the GM set the paladin up to fall? Yes. As others have pointed out, you create a supposedly well-established good goblin tribe out of whole cloth and don't tell anyone, that's not playing fair. However, this may be irrelavant (see below.)
Given the circumstances, should the paladin fall? Yes. It makes NO DIFFERENCE that the paladin believed the tribe was evil as is typically the case for goblins. A paladin's behavior should never be dictated by the moral code of others, but by his own. The goblins did not deserve to have their village put to the torch, their leader burned to death and their children slaughtered simply by existing. The nation of Cheliax is listed as Lawful Evil; would this paladin feel justified in murdering any of its human citizens on sight?
But isn't the fact that the goblins had no language in common with the PCs a mitgating circumstance? No. You can't tell me that a language barrier makes it okay to slaughter children or burn elders alive.
Assuming the paladin fell, how should he atone? I'll skip the specifics, as I don't have a better idea than several that have already been posted, but I'm firmly in the camp that believes it shouldn't be as easy as casting a spell and paying a fine. That character needs a story arc to redemption, not a "time out."
Tangential thoughts on the TV show "Arrow" follow
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![]() |
1 person marked this as a favorite. |
![Eagle Knight of Andoran](http://cdn.paizo.com/image/avatar/PZO9435-EagleKnight_500.jpeg)
Why on Earth would the King of Varisia care about a small tribe of Goblins enough to make them a state secret? Why should he care if they were good? Goblins, while a sentient race, are generally viewed as intelligent sword-wielding vermin by most other races.
Did this tribe manage to rescue the King's only child and heir from pirates? Did the tribal witch doctor concoct a cure for his gout? Is the king just eccentric and loves little green, smelly fiends? Why does he care?
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thejeff |
3 people marked this as a favorite. |
Given the circumstances, should the paladin fall? Yes. It makes NO DIFFERENCE that the paladin believed the tribe was evil as is typically the case for goblins. A paladin's behavior should never be dictated by the moral code of others, but by his own. The goblins did not deserve to have their village put to the torch, their leader burned to death and their children slaughtered simply by existing. The nation of Cheliax is listed as Lawful Evil; would this paladin feel justified in murdering any of its human citizens on sight?
About the only exception to that would be if on the meta level the player thought they were operating under a "Some monsters, including goblins are irredeemably evil and deserve nothing more than destruction". The bounty for goblin ears does kind of hint in that direction, though it could just mean that the local authorities think so and aren't particularly good themselves.
At that point you're dealing with something the player thought was ok and the character should have known was evil. That kind of thing should be resolved out of game, not in game.
Or of course, a miscommunication about what the goblins were doing.
Part of my problem with just going "Paladin falls so hard he cracks the floor" is that it's so outrageous, I find it hard to accept any paladin player doing that without knowing he was going to fall, unless there was a serious miscommunication about what was going on.
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Damon Griffin |
![Griffon](http://cdn.paizo.com/image/avatar/gryphon.jpg)
About the only exception to that would be if on the meta level the player thought they were operating under a "Some monsters, including goblins are irredeemably evil and deserve nothing more than destruction". The bounty for goblin ears does kind of hint in that direction, though it could just mean that the local authorities think so and aren't particularly good themselves.
I can certainly see a case being made for a paladin being pre-cleared to destroy undead, evil outsiders and evil dragons on sight; he gets his smite evil bonus against those.
Sentient humanoids with any sort of society, not so much. I think you have it right with the bounty just being something the locals started, and suggests the town as a whole isn't Lawful Good (despite having a retired paladin on the town council.)
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jimibones83 |
![Skeleton](http://cdn.paizo.com/image/avatar/DR324_figure.jpg)
@Sub_Zero He should care because he's a paladin, he cares only about good triumphing over evil, especially within himself. Things like race and the views of other should mean nothing to a paladin. There is no way for good to continually triumph unless with an unbiased outlook.
Not all crimes committed by evil characters are worthy of death. Because of this a paladin cant just slay evil on sight, though its more than reasonable to allow exception for creatures with the evil sub type.
I do realize some campaigns probably don't follow these guidelines, but these ARE the guidelines that govern a paladin. Allowing a setting to veer doesn't change this, it just means the writers sacrifised the paladins morals for the sake of their story, to allow the paladin more action and to make him easier to play. Playing a paladin correctly is no easy task
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thejeff |
thejeff wrote:About the only exception to that would be if on the meta level the player thought they were operating under a "Some monsters, including goblins are irredeemably evil and deserve nothing more than destruction". The bounty for goblin ears does kind of hint in that direction, though it could just mean that the local authorities think so and aren't particularly good themselves.I can certainly see a case being made for a paladin being pre-cleared to destroy undead, evil outsiders and evil dragons on sight; he gets his smite evil bonus against those.
Sentient humanoids with any sort of society, not so much. I think you have it right with the bounty just being something the locals started, and suggests the town as a whole isn't Lawful Good (despite having a retired paladin on the town council.)
For my personal taste, yes.
But I've seen/heard of GMs who'll run it that way. If he was used to that ...
Mostly I'm looking for excuses or reasons because I just can't imagine a group of players in any kind of serious game unless they really had a different understanding of what was going on than the GM did.
So I'm kind of torn between: "You're all evil and redemption will be nigh impossible." and "Retcon it away because it makes no sense."
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jimibones83 |
![Skeleton](http://cdn.paizo.com/image/avatar/DR324_figure.jpg)
My two cents:
Did the GM set the paladin up to fall? Yes. As others have pointed out, you create a supposedly well-established good goblin tribe out of whole cloth and don't tell anyone, that's not playing fair. However, this may be irrelavant (see below.)
Given the circumstances, should the paladin fall? Yes. It makes NO DIFFERENCE that the paladin believed the tribe was evil as is typically the case for goblins. A paladin's behavior should never be dictated by the moral code of others, but by his own. The goblins did not deserve to have their village put to the torch, their leader burned to death and their children slaughtered simply by existing. The nation of Cheliax is listed as Lawful Evil; would this paladin feel justified in murdering any of its human citizens on sight?
But isn't the fact that the goblins had no language in common with the PCs a mitgating circumstance? No. You can't tell me that a language barrier makes it okay to slaughter children or burn elders alive.
Assuming the paladin fell, how should he atone? I'll skip the specifics, as I don't have a better idea than several that have already been posted, but I'm firmly in the camp that believes it shouldn't be as easy as casting a spell and paying a fine. That character needs a story arc to redemption, not a "time out."
Tangential thoughts on the TV show "Arrow" follow
** spoiler omitted **...
Nailed it
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Shadowkire |
Given the circumstances, should the paladin fall? Yes. It makes NO DIFFERENCE that the paladin believed the tribe was evil as is typically the case for goblins. A paladin's behavior should never be dictated by the moral code of others, but by his own. The goblins did not deserve to have their village put to the torch, their leader burned to death and their children slaughtered simply by existing. The nation of Cheliax is listed as Lawful Evil; would this paladin feel justified in murdering any of its human citizens on sight?
If the players knew they were killing children, I would agree. However, everything the OP has said in this thread and others makes me think that the DM didn't describe the children as being children, or even smaller than average goblins.