| Post/Author/DateTime | Post |
|---|---|
| 1hitparry11-11-06, 10:31 PM | I'm just looking for some help because I seem to have gotten myself into a fix. My current campaign involved fighting some evil empire based round some religion. My character's back story involves his brother working for that empire and his sister being kidnapped by the same empire. Corhel pretty much just fights to save his sister, and his brother if he can, and to those means, he does nothing but obsess over trying to topple the empire. In the latest session (Corhel's first) my party came across a town with a small problem. Our "good" paladin felt it was in his duty to save the town. Corhel, on the other hand, felt that there were more important matters at hand (finding allies to fight the empire) and that saving the town would only be a waste of time. As such, Corhel parted with the party and headed off for their orginal destination while the rest of the party went to help save the town. The party still has a bit of adventuring to do. I was wondering what Corhel should do? From what I gather, Corhel has no reason to save the town. I figured he would do his own thing by himself, but so far I'll I've managed to come up with is rough up some soldier and gather some supplies. |
| Fithero11-12-06, 02:54 AM | Corhel, on the other hand, felt that there were more important matters at hand (finding allies to fight the empire) and that saving the town would only be a waste of time. Your party is the first in many allies, you dont want to loose them. Just humour their petty need to save the town, then make sure they aid you in your ultimate goal. Hope this helps some. Peace |
| Need_A_Life11-12-06, 01:08 PM | Either talk to the GM about running a seperate storyline with you and bringing the two groups back together or decide that things are simply too hard without the assistance of your companions and help them. Geez, you play D&D to enjoy yourself don't you? Because if you do, then try to do what the majority wants so everyone can have a good experience. |
| 1hitparry11-13-06, 01:26 AM | Geez, you play D&D to enjoy yourself don't you? Because if you do, then try to do what the majority wants so everyone can have a good experience. Hah. Normally I would go with the majority, but my character feels that saving a town pales in comparison to toppling an evil empire. I can't really explain the situation, but it made sense at the time. I didn't do it to spoil anyone's fun. (If anything I spoiled my own because I didn't get to finish off the session.) |
| HappyPants11-13-06, 01:50 PM | What is he trying to save the town from? If he's trying to save the town from this evil empire, you could try to reason with the pally to get him to go along with you. "Even if you save the town from the empire right now, they will just be back. The only way you can truely save the town and it's people is by removing the evil that threatens it. Come with me and together we can topple the empire and bring righteousness back the the hearts of these empoverished people!" Or if that doesn't work, maybe your character did his own thing for a bit and then realized that his best hope to complete his goals was to stick with the party. So you come back and do whatever you can (even if it's a little shady) to "save" the town so that the party can get back on the road to the evil empire. Just a couple of ideas. |
| 1hitparry11-14-06, 12:15 AM | All good ideas. I'll try to talk to my DM and figure something out. |
| Daxen11-15-06, 04:01 PM | Not to sound like a jerk but, with a good bit of DMing, Corhel will soon learn the irony of his decision. He abandoned allies, because he thought it was more important to gather allies unto his cause. Corhel is a young adventurer I assume. This is a good lesson for him to learn early. The fastest path between two points is indeed a straight line, the problem with that theorum is that it does not allow for obstacles. Go forth and strike out on your own receive one good whupping and learn. I am not questioning your play style. You should do what the character would do, and it is completely justifiable within your character. Your DM should act as a sheppard at this point and bring young Corhel back into the heard. If he is available for a short one run a couple of days before your next session, it should work itself out. There is nothing wrong with a character doing illogical things within the scope of said haracter. It is just hoped that they learn better of it. Dax |
| 1hitparry11-15-06, 07:46 PM | That was exactly what I was thinking, up to the shepparding part. There have been good suggestions about that, too. So I should be able to piece something together. And yes, he is very young. And very frustrated. He is prone to irrational decisions. |