GM Advice: PC vs. PC alignment in the Emerald Spire Superdungeon


Advice


Greetings to all who read this.

I'll soon be GMing a 3-4 PC play-through of the Emerald Spire, but two of the players threw me a bit off a pre-game curve ball. I'll refer to them as P1 and P2 hereon.

P1 wants to align with the Hellknights, playing as a half-orc armiger working his way up the ladder. He is Lawful Evil, same as his leadership. He chose to lower one of his INT score make the character more fun.

P2 wants to be aligned with the Seven Foxes, playing as a human ranger subverting the efforts of the Hellknights in Fort Inevitable. He's Chaotic Good. Essentially wants to play a Ranger as if he were a Vigilante.

I've come up with a scenario that gets the players moving as a party toward the Spire, but I haven't figured out a way to prevent P1 and P2 from trying to kill each other when the opportunity arrises.

I've considered simply telling them this dynamic won't fly -as I don't want them suspicious of party betrayal all the time- but I don't want to shoehorn PC creation.

Any advice would be greatly appreciated.

Players:

P1 is an edge-lord that often plays "bad guy" PCs. However, he is a great role-player that makes interesting PCs that inevitably support the party well. He's played tabletops for awhile now and often "thinks before he leaps" in a given scenario. Doesn't really care what happen to his PC as long as it's cool for the story.

P2 is a longtime WOW player that hasn't quite differentiated Pathfinder classes from their WOW counterparts, though he's gotten better about that recently. His characters are fun, but he is much newer to tabletops and his personality is sometimes a "jump before you look" approach. He wants his PCs to be heroic, much like a high fantasy hero.

Taking a guess, it's probable that P2 will attack P1; P1 will retaliate and maybe kill P2; then P2 will likely get butt-hurt. If P1 dies, however, he'll just think it's good role-playing.

I'm curious to let this dynamic play out, but I'm concerned P2 will get too invested and lose taste for the scenario if he loses. It might be a good lesson for him if he does, but I suspect the lesson won't go beyond getting butt-hurt.

Thanks for taking time to read this.
All the best to you.


Hmm, I'd say a standard (magical) party binding contract that ensures anyone that willingly breaks faith with the contract to attack another party member is smitten with a curse that renders them relatively helpless. That way, the party can trust each other and those pesky alignment issues (PvP) don't crop up. Standard stuff in my games.

Or, you could just not allow the chaotic stupid or stupid evil alignments in the game to enable this sort of behavior, but hey, it's your game.


DeathlessOne wrote:

Hmm, I'd say a standard (magical) party binding contract that ensures anyone that willingly breaks faith with the contract to attack another party member is smitten with a curse that renders them relatively helpless. That way, the party can trust each other and those pesky alignment issues (PvP) don't crop up. Standard stuff in my games.

Or, you could just not allow the chaotic stupid or stupid evil alignments in the game to enable this sort of behavior, but hey, it's your game.

Sorry I never replied. This worked like a charm, thanks.


Oh, excellent. I appreciate the reply back and am glad my advice was useful to you. You are quite welcome.

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