Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/17/84; site mhuxt.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!js2j From: js2j@mhuxt.UUCP (sonntag) Newsgroups: net.games.frp Subject: Re: Tempting Choices. Message-ID: <1016@mhuxt.UUCP> Date: Thu, 18-Jul-85 13:00:12 EDT Article-I.D.: mhuxt.1016 Posted: Thu Jul 18 13:00:12 1985 Date-Received: Sat, 20-Jul-85 02:53:28 EDT References: <438@busch.UUCP> <1453@shark.UUCP> <2145@sdcrdcf.UUCP> <15790@watmath.UUCP> Organization: AT&T Bell Laboratories, Murray Hill Lines: 25 > In the campaigns I've run whenever an alignment change was forced > (lycanthropy, curse, etc.) the characters tend to act out of their NEW > character in trying to get corrective measures performed and get their > level(s) back (either this or commit Hari Kari in a unique way). So all > this alignment change did was cause a hassle for the players and DM. > I've seen this problem before too, and the cause is rather simple. Characters whose alignments have been changed (and DMs apparently, too) sometimes seem to think that their character still wants to be of the old alignment, and that the alignment 'change' which they have undergone is merely cosmetic. Not so! If some powerful magic item or curse truly changed their alignment, then the character should be quite happy in their new alignment, truly resisting the well-intentioned efforts of their former compatriots to change them back. If a player is unsuited to play a character of the new alignment, or if the character can no longer fit into the party with the new alignment, then the DM has made a serious mistake in forcing the change. Under no circumstances, however, should the DM allow the newly evil character, for example, to rush into a good church to try and switch back. -- Jeff Sonntag ihnp4!mhuxt!js2j "Well I've been burned before, and I know the score, so you won't hear me complain. Are you willing to risk it all, or is your love in vain?"-Dylan