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Re: [HoE] Templars and Anti-Templars
In a message dated 7/30/99 4:10:32 PM Pacific Daylight Time,
scott_henry@hotmail.com writes:
> And I think Anti-Templars can definitley be "good". but I see them as the
> anti-hero kind of good. Its like trying to use the dark side for good if
> someone was playing Star Wars. Can it be done? Theorictialy yes it can.
its
> just hard and you will have to repent a lot and watch when and how you use
> your powers. But its not impossible.
Basically the problem is that EVENTUALLY, this character is doomed to
go to the "dark side." Sooner or later something big and nasty enough is going
to come along and the Anti-Templar is going to tap the dark side "just this
once"
since its such a good cause and all. Once you start using the dark side of the
force or the reckoners' power, you want to use it more and next thing you know
you're one evil bastich.
I do agree that as written in Last Crusade the Anti-Templars will appeal to a
lot
more players than the Templars will. Gee, I can have all those neat powers
and none of the restrictions? Sounds good. And the player can simply decide
not to call upon the dark side to keep himself clean.
As a GM, I doubt I'd ever allow an AT in the game, it just goes too far
against
the grain (they should not have been written up as characters in the first
place,
but that's another issue). Assuming I somehow got stuck with one, I'd require
some kind of roll now and then to resist calling upon the reckoners power.
An AT should be a doomed character who will eventually succumb. Its just a
matter of when.
Andrew Ross (draxus@aol.com)