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Re: [HoE] Templar Bad Behavior?
Don Schniepp wrote:
>
> He starts crying, saying that they were just hungry and wanted the
> posse's food supply. A little later, the Templar (with his
> Bloodthirsty Hinderance) Quickdraws his sword and runs him through.
> The Savage gets a Critical to the Guts and collapses.
Ouch... that was.. severe.. Reminds me of a time in my Deadlands
game when the rest of the group was trying to "save" a werewolf, and
one player just put a gun to the werewolf's head and.. BOOM!
> The Templar says that since the boy doesn't want their help and
> isn't willing to help himself, he is on his own and that they should
> leave him.
Hmm... <GRIM HUMOUR>Sounds like the child was trying to "help himself"
when the encounter begann..</GRIM>
> The Doomsayer of the party (who has run out of Strain)
> stops the Savage's bleedin' but agrees to leave him, hoping that the
> other Savages will come back for him.
Surprised no one felt guilty, but that depends entirely on the
description at the moment and the party.
> What are your thoughts on this? The Doomsayer wanted me to jot
> down a "bad checkmark" on the Templar in the "How to Become a
> Servitor of War" column of the character sheet.
I don't know much about this (I'm not a HoE Marshall, I'm a HoE player
and Deadlands Marshall), but I know something I certainly would jot
down, at least in secret, and probably for the whole party:
Enemy.
The Templar would probably be the focus of the Enemy, but the whole
party would be implicated. No, it doesn't matter if the Templar or
anyone else was "right" or "wrong"; no, it doesn't have anything to
do with Manitou or the Reckoners (except as being "facilitators" in
fueling the boy's anger). It has everything to do with the boy's
perception.
The boy lived, right? That means that he will grow up, will tell
others about the one who stabbed him. Maybe that anger (and the
permanent scar in his stomach) will fuel his desire for revenge,
perhaps even bringing him further than he would have otherwise; he
now has a purpose, if a dark one...
Depending on how long the campaign goes, you could even have this
person become someone of note that they have to deal with later...
The boy my grow up to be a tyrant or a bully, trying to compensate
for the "wrong" that was put upon him...
Of course, maybe the boy *did* die... and his dying anger has opened
a doorway for something... *evil* to creep in...
Just some thoughts..
If the player continues to drive his character towards the darkness,
let him. It will affect characters around him much more than himself,
until one day he looks up, the black cloud of bloodthirstiness which
darkened his vision has lifted, and he can see the destruction he
has wrought...
MK
--
LIVE! from minbar!
Mark K. <kilfoilm@nbnet.nb.ca>