Party conflicts

Post/Author/DateTimePost
#1

Oni-Tekki-Maru

Jul 20, 2009 22:35:43
My playgroup is a 3.5 campaign with a relatively unexperienced DM. We ended last meeting's night on a bad note. An argument in-character went on and on, and eventually spread to OOC as well. The DM became frustrated that we weren't advancing and had your typical DM-implosion I'm sure you've all seen before. Here are the details:

Party of level 11 characters:
CG Barbarian
NG Druid (Me)
LN Monk
LE Sorcerer
CG Duskblade

The seeds of the conflict were planted when the LE sorcerer Dominated an assassin who tried to kill us. We didn't think too much of his new pet (After all, he has a Familiar and a pet basilisk as well; why not?) until a new member who just recently joined our party (The CG Duskblade) found out the assassin was dominated. He noticed it when the Sorcerer refreshed his dominate person that morning only to have him make the will save. Before he could fight back, the sorc casted it again and redominated him. The Duskblade demanded he take the assassin to prison when we reach the nearest town. Both me and the barbarian took the side of the newcomer. However, the sorcerer, being as stubborn as the person playing him, refused. Conflict erupted, and threats began being thrown around the table. At that point the DM exploded, claiming we'd rather argue than play the game.

What should we do? I wasn't aware of this at the time, but apparently having Evil and Good characters in the same party inevitably lead to conflict. Is this normal? Is this destructive to the campaign?

Post any feedback, similar personal experiences, etc. that might help.
Thanks, in advance.
#2

omniblackchaos

Jul 20, 2009 22:57:47
Well like in any group the choice is based on how many people you have backing you. There are 5 of you so if 3 want something done then thats how it will be. If the other 2 dont like it then to bad as its a group choice. Also if he is the only evil person there and most of the others are good then I dont see the big deal in killing him. Be stubborn at your own risk when faced with a group of people who wont feel bad about killing you. Good killing evil is never a big deal.

The group I play with have conflicts all the time and the most on one side get it their way. But again such actions have an effect in game. Those that keep getting out voted or disrespected may not feel like helping you out in the next battle. Why no one ever messes with the healing classes. "Help me I need healing" "Oh really well I dont feel like it" :D
#3

crossblade

Jul 20, 2009 23:07:37
Ok firstly, how did the wizard get a PET with petrifying gaze? Does he have leadership? That even seems a bit screwy, the MM entry for it says "It relies on it's gaze attack..."

Secondly, sadly, if you read Dominate Person, it says "Self-destructive orders are not carried out", so the assassin won't just walk into a jail cell. However, you can point out to the DM, that it also says "Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus."
(I can quote it because it's in the SRD)

It's unfortunate that this spell will last for 1day/level.

And as for the good and evil in a campaign, yes; about 19/20 times it does ruin a campaign. However, I could still see a CG sorcerer doing the same thing.
#4

funkyv

Jul 20, 2009 23:08:03
Ha...the DM should have the assasin's guild come after the sorcerer. Then the rest of you could look at them and go "there he is, have fun"
#5

Oni-Tekki-Maru

Jul 20, 2009 23:52:57
Well, he picked the pet up from a bestiary place. He bought it for like 5000 or something and got free training to go with it. (+10 ranks in Handle Animal I think)

The Assassin's guild thing is pretty funny, but he's from a cult that we eliminated earlier in the campaign. I wish there was a compromise or something....
#6

Zorae42

Jul 21, 2009 0:10:12
So the two CGs and a NG wanted the sorcerer to send the Assassin to jail? Isn't that more of a lawful thing? If he's an assassin and as long as he is doing "good" by helping the party, should the Law matter? In all likely-hood, he'd be soon(ish) out of jail after his 'cult' bailed him out (or he used his cool assassin skills to break out), and would be out assassinating "good" people. Or, he might be put to death, and you wouldn't get any use out of him at all that way.

Your evil player just needs to get better at convincing the god players that what he's doing is good... you can construe almost anything as being for the 'greater good', and if you guys aren't lawful (or are neutral) then as long as good is being done, it shouldn't bother you (except for extreme cases of course).
#7

Oni-Tekki-Maru

Jul 21, 2009 0:14:59
Well, I don't find that to be correct at all.

"A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. They have no use for those who would try to push them around and tell them what to do."

That sounds like an alignment that would oppose domination more than any other. As for the breaking out thing, yeah, you're right about that. Also, it was the Duskblade that wanted him in prison. The barb wanted to just kill him, and I, the druid, would rather him be in prison than killed.

Anyways, thanks, and keep up the input!
#8

Oni-Tekki-Maru

Jul 21, 2009 18:41:43
-cough cough-
#9

nightmare_scenario

Jul 21, 2009 18:59:49
When people act stupid in character and you can't resolve it without threats and violence, it's usually a good idea to take a ten minute snack break and talk out of character. Say something along the lines of "What your character is doing is going to get him into a ton of trouble. I don't have a problem with you, personally. My character has a big problem with yours. I just want you to know, if your character keeps down the road he's on, our characters are probably going to try to fight him or kick him out of the party. None of the players want that, we'd like to keep playing like we are. What your character is doing is disruptive and we, being what we are, need to stop him."

And then let him talk. If he gets whiny, defensive, argumentative or otherwise immature and stupid, then follow through and roll for initiative, then prepare to lose a dumb player. If he changes, great. If he convinces you that what he's doing is no problem for your character, great. What's really fun, sometimes, is when the player says "Ok, I totally get where you're coming from. My character isn't going to change though. I think we should let this play out in-character. No hard feelings, if I die I'll roll a new character to meet you in the next town." Then he can escape and become a recurring villain for the DM :D .
#10

sushijunkie

Jul 21, 2009 19:00:18
As far as conflict being a good or bad thing, that depends on the players. I personally love character conflict in my campaigns, and I even encourage it. The second it bleeds over to player conflict, however, I put a quick end to it. This sort of ha to be done for a good and evil campaign.

As for what to do, try and get the players to keep the character tension, and make sure that your DM keeps player tension to a minimum. It sounds cliche, but a smile is contagious. Laughing a little bit will lighten to player tension. If they are incapable of having character problems without player problems, then another solution entirely is in order.
#11

1red13

Jul 21, 2009 21:40:12
Its not too big of a surprise that characters with a wide range of allowable alignments would have conflict. The dm got mad because the party wasn't working together? Really? He allows any alignment and he's not prepared for the fact that they might not get along and work together? Seems to me that if allowed characters with diametrically opposed alignments that he pretty much knew that there would be conflict.

Seems like the dm either needs to abide by his admission of the alignments and let the chips fall where they may or take a step to insure that people are going to work together. Such as limiting alignments or at lthe least not presenting situations that are so divisive. Keeping a dominated slave is certain to be a hot button topic for anyone.
#12

Qube

Jul 22, 2009 4:37:37
Post any feedback, similar personal experiences, etc. that might help.
Thanks, in advance.

skill combat.
each player rolls bluff/diplomacy/... vs sense motive

The PC who gets 3 successes more then the other player first, can convince the other PC that his motivations are worth it ...


As DM I allow pvp rolls, just for these situations: if a PC is good at social skills, he/she should have it easier to convice other characters, irrelevant if he/she is a PCs or NPC

Normally PvP rolls aren't needed if you have a good roleplay party: If the 35 charisma epic sorcerer with bluff says "I killed half the abyss while you were gone", and you don't have ranks in sense motive, ... you're darn well believe 'm. regardless who's a PC and who isn't.
#13

esperifiel

Jul 22, 2009 5:36:09
Have the DM kill off the evil sorcerer -- assassin was just pretending to fail the save. Boom, backstab, next, reroll a new non-evil non-asshat.
#14

Qube

Jul 22, 2009 5:46:48
Have the DM kill off the evil sorcerer -- assassin was just pretending to fail the save. Boom, backstab, next, reroll a new non-evil non-asshat.

antagonizing players is something I'dd recommend against ...
#15

pres_man

Jul 22, 2009 9:16:11
I find it a bit unbelievable that someone that has been a member since 2005, just now is starting to realize that characters with opposing alignments might cause conflicts.

Anyway, the sorcerer isn't being LE, he is being Stupid Evil. Basilisk as a pet means party turns to stone the first time it activates its sight attack (everyone in the area must make saves on their turns and anyone being directly target has to make an addition save on the basilisk's turn). Having a dangerous foe dominated in the party is also Stupid Evil. In the middle of a fight a foe drops a dispel magic and suddenly the foes have another ally attacking the party. This guy is making some pretty stupid decisions and risking the entire party.
#16

Qube

Jul 22, 2009 9:29:12
Having a dangerous foe dominated in the party is also Stupid Evil.

I disagree. its a tactic. Given, its a dangerous tactic, but a tactic none the less. Dangerous is is not the same as stupid.
In fact; dominating a enemy is a very valid tactic for a LE character.

(heck, keeping slaves is ever more risky, yet until a couple of hundred years ago, it was very common)
#17

pres_man

Jul 22, 2009 13:34:02
I disagree. its a tactic. Given, its a dangerous tactic, but a tactic none the less. Dangerous is is not the same as stupid.
In fact; dominating a enemy is a very valid tactic for a LE character.

(heck, keeping slaves is ever more risky, yet until a couple of hundred years ago, it was very common)

Unnecessarily risky, i.e. stupid. Dominating for a short term, valid tactic, attempting to keep a dominated foe as a pet, stupid.

As for slavery, there was an entire social construct supporting the owning of slaves. So even if slaves killed their masters, they still had to deal with the entire society around them, which basically meant they would be killed. The choice was live with it, kill your slavers and get killed yourself, or try to escape (which after dred scott wasn't as useful). So I think the comparison to this situation is pretty weak.
#18

Qube

Jul 22, 2009 14:31:26
Unnecessarily risky, i.e. stupid. Dominating for a short term, valid tactic, attempting to keep a dominated foe as a pet, stupid.

And still ... chances on casting a dispel (about the only spell that works against the domination) on a assassin (you know, those characters who are usually hiding)? quite low. For that, the party's power increase with 20% (a sixth member).

Besides, when is something 'unnecessarily risky'? rod of wonder is also risky. Heck, attacking any monster can be seen as unnecessarily risky. My point is, there is no clear line between 'worth it' and 'not worth it'.

You say it isn't, I say it is...
So even if slaves killed their masters, they still had to deal with the entire society around them, which basically meant they would be killed.

something similar that would happen if the assassin attacked the party?



edit: small addition: unhallow also helps against it ... (hallow/unhallow automatically gives everyone in the area protection vs good/evil; which means that whilein the area, tha assassin would no longer be dominated). then again a simple spellcraft DC 20 check alarms the sorcerer ...
#19

pres_man

Jul 22, 2009 21:01:25
edit: small addition: unhallow also helps against it ... (hallow/unhallow automatically gives everyone in the area protection vs good/evil; which means that whilein the area, tha assassin would no longer be dominated). then again a simple spellcraft DC 20 check alarms the sorcerer ...

Or you got a guy doing a death attack on a party member (the sorcerer most likely) just because somebody dropped a magic circle against X near the guy.
#20

Qube

Jul 22, 2009 23:13:37
Or you got a guy doing a death attack on a party member (the sorcerer most likely) just because somebody dropped a magic circle against X near the guy.

only if the assassin is suicidal (death attack takes 3 rounds - spellcraft identifies immediatly what's going on). IMO if he gets loose, he'll try to escape first, only to take revenge on the party at a later time (w00t campaign hook)
#21

graxith

Jul 22, 2009 23:39:09
Chances are the assassin would still have to fight with the party just to stay alive afterwords. I doubt that any help is coming from the guild that they mentioned was already damaged by them and chances are high that the Enemies that the PCs are going up against will kill him too. Food is food.

I do agree that it is stupid to a point though. He's going to escape sometime and that's not going to be a good thing.
#22

Qube

Jul 22, 2009 23:51:51
He's going to escape sometime and that's not going to be a good thing.

On that I agree, so now its measuring the advantages against the disadvantages.

I was just thinking: a dominated NPC might be good for walking 20ft in front of the party (a.k.a. scout): any traps that aren't found will be triggered by the NPC ; he'll be the one who enemies take supprize on ; ...
#23

sockmonkey66

Jul 23, 2009 6:10:44
Still keeping him around is an uneccesary risk. If the spell fails and he fakes still being dominated someone is going to wake up with their throat cut.
#24

Qube

Jul 23, 2009 7:54:06
If the spell fails and he fakes still being dominated someone is going to wake up with their throat cut.

  • while sleeping, always have a PC guarding
  • while sleeping, you could tie him up (or take away his weapons)
  • sense motive notices if someone is under the influence of the dominate spell
problem solved
#25

Phrennzy

Jul 24, 2009 0:30:59
Since a creature being dominated gets a new save with a +2 bonus whenever it is force to do something against it's nature, and helping the party out is most likely against the assassin's nature, shouldn't he get a new save any time he is directed to assist the party?

Kill the assassin and get on with life.
#26

pyromancer2k

Jul 24, 2009 7:17:16
Have the DM kill off the evil sorcerer -- assassin was just pretending to fail the save. Boom, backstab, next, reroll a new non-evil non-asshat.

WTH! Why is it people seem to be against the sorcerer. The post clearly indicates he had his "pet" assassin for a while and the party was fine with it. It wasn't until the 'new player' joined that it became an issue. He's the one being the asshat.

If you join a group then start picking fights with players who have been in the group then your the one being the asshat. It doesn't matter that he convinced 2 of the other players in the group to go along with it. Because the fact remains that he joined a group and then got the group to gang up on a player who had been their before doing what he had been doing up to that point.

Now it would be a completely different issue if the party had all said no we won't accept that when he first tried to do it. And he then stood his ground and refused to listen to the rest of the party.

But seeing that he's been allowed to have his 'pet' for a while now it's become a part of his character. You might as well have a new person join the group and say I don't think you should use that magic item because I don't approve of it now go give it away to charity. That assassin has become just another tool or weapon in his arsenal which he's come to depend on and you can be sure he'll be hella mad if he has to give it up.
#27

Oni-Tekki-Maru

Jul 24, 2009 12:16:27
Well, I'm glad to announce the situation has been resolved. The sorcerer agreed to let us "deal with" the Assassin once we left the dungeon (I'm not sure what that meant). It was a good compromise, though.

However, when our party came across your typical Undead Variety Pack(TM) the sorcerer made a tactical error and left the assassin open to some fortitude saves. As you can imagine, his soul was consumed.

Funny how things turn out, eh?

(P.S. The "member since 2005" thing made me laugh pretty hard. However, WotC forums does host several other games like Magic, which I played, and somewhat still do.)
#28

johnnyslick

Jul 25, 2009 4:07:53
If I were the DM, that assassin's soul would totally be coming back to haunt the party. I can only imagine how horrifying being dominated by someone else for an extended period of time would be.

Also, I think it's possible the Duskblade might have RPed a little improperly. Is this town known for meting out strong justice that fits the crime? This is a guy who kills people for a living, and not just bad people and goblins who deserve it. I think that if I were in the Duskblade's shoes, the only way I'd be taking the assassin back to that town is in pieces. Maybe if the town had a hanging sheriff or something, but either way the assassin would know what was coming to him. A quick death might be merciful.
#29

pres_man

Jul 30, 2009 6:54:56
(P.S. The "member since 2005" thing made me laugh pretty hard. However, WotC forums does host several other games like Magic, which I played, and somewhat still do.)

Ok, how about, I find it surprising that someone wouldn't realize that a Red faction and a White faction might have some differences. There. Better?
#30

pyromancer2k

Jul 30, 2009 22:13:43
Ok, how about, I find it surprising that someone wouldn't realize that a Red faction and a White faction might have some differences. There. Better?

They should get together and be friends by forming the new Pink Faction.