Tuesday, April 27, 2010

After Action Report

So another interesting night of Wild Talents. It looks like that this is going to be our last week running it for now (PCs are slavering for the new adventure path).

Observation from last night: How do you handle an off-kilt moral compass for the party?

Not to imply that the GM should be the behavior police for the party (unless it's somehow a factor in the story/characters), but what do you do when part of the party is clearly more ready for evil deeds than others in the party. Case in point - the group catches up with a set of individuals who have what they need. They overpower them and get the plot device. One of the players simply states, "Alright - we got what we need, space 'em." This was clearly not the intention of one of the players as he left out a shocked "BWA!?" and the group was then forced to re-work a plan of action or draw lines in the sand.

As the DM do you offer a set of non-lethal compromises? Do you just let the players fight it out? It was an interesting dilemma and luckily for me the PCs settled without resorting to murdering each other....for now..

1 comment:

  1. It's definitely something you have to tackle as a group mentality. I mean, no one in the group wants to go to sleep around their compatriots with one eye open. I think you can skirt that line between being corrupt but also having honor among thieves.

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