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shadow master
3 July 2002, 11:38 PM
Hey, here is my situation, I'm running a Jedi campaign and currently my players (4-5 lvl)are escorting another Jedi on a dangerous quest. They didn't know how dangerous the mission was until they met the three main foes. One is lvl 15 (8 soldier/7 dark side marauder), lvl 7 (force adept 5/dark force witch 2), and lvl 7 (force adept 4/dark side marauder 3). They meet these people on a blimp. The witch casts an illusion to make the players believe that the people in the blimp are no longer there, then leaves out the window and climbs to the top of the blimp. The lvl 15 doesn't do much to cause any panic leaving it all up to the lvl 7 marauder.
Two of my players are Guardians and 1 is a consular. One of th guardians went defensive to protect the NPC Jedi. The other Guardian failed to dissipate 3 blaster bolts so he was near to out of Vitality so he didn't want to enter combat. Leaving the (at the time, they leveled after it) 4 Jedi Consular to ward off a lvl 7 Dark Side Marauder (who has been given much dark energy because I can). They had entered conflict with him once before and nearly beat him, but the latter of the Jedi Guardians ran to their ship and shot at him from the ship and missed horribly.
My problem comes as this. The lvl 4 got the Jedi Consular got upset and used a Force point to call upon the Dark Side and did 4 points of wound damage to the face (critical hit), giving him 1 DSP. Then after a power attack by the Marauder missed, the JC called upon the Dark Side again and used Force Lightning, rolling yet another 20 and getting a total score of 34. Giving him 2 more DSPs. This put the dude unconscious but not dead. Also my consular was suffering from it, he had taken much damage before. To put the icing on the cake, the JC attacked in anger at the lvl 9 DSM to cut the guys head off. His master stopped this from happening, but he still attacked so another DSP (the player actually suggested getting it). He has 4 DSPs, in one battle. To put the cherry on top, he took 4 ranks in Force Lightning.
My question, this Jedi doesn't seem to care about taking DSPs, so how would I role-play it out. i know the guy and he is VERY hard to diswad from any idea.
Also, he has influenced the lower level Jedi Guardian, who has verbally said after I had called session that he wanted to try that in battle.
Any and all help appreciated.

daedalron
4 July 2002, 01:28 AM
He wants to be a Dark Sider ? In a Jedi group ?

If he wants to use the Dark Side, then fine, let him do (you can't do anything against, so...). But his master won't teach him anything until he has atoned, so no more Force skills (I don't really know how it works in D20, but in D6, increasing Force skills without a master cost twice the normal cost).
As I said, I don't know about the real rules, but I would not let him gain Force levels without a teacher, or it would cost him twice as much experience.

For the other Jedi in the group, I think their masters would be VERY cautious they don't follow this one in his fall.

More, if he turns to the Dark Side, the Jedi characters would make sure not to let this evil cause any damage. I don't remember where it is said, but it is said somewhere that if a Jedi turns to the Dark Side, it is his former master who'll be in charge of returning him to the light, or ensure that he'll not cause any harm if he won't turn back.
As he is looking for the Dark Side (and make sure everybody knows it, with the lightning), I don't think he would turn back.

Wedge in Red2
4 July 2002, 02:44 AM
Hmmm. This is a tough one.

First thing, I'd try to talk to your player. Make sure he's really keen on this course of action. If he is, you have a couple of options.

The first is somewhat harsh on the player: you can just rule once he goes to the dark side that he's now an NPC. The old D6 rules used to say that (although I ran a couple of games where I let players continue for a bit once they turned, but eventually they became NPCs). PC's gone bad make great villians, as there's a real personal grudge. However, it means the player has to put together another character, and whose to say he won't try the same thing again.

The other option is to turn the campaign into a dark side campaign. It seems some of your players might be keen (given a couple have expressed interest). This might not be satisfying for you, though, if you've got a particular story you want to tell. But remember, the game is about everyone having fun and contributing to a story...if one of the players ain't going with it, you might need to try and incorporate his needs.

Finally, if you can't resolve it (he doesn't want to change the character, and you don't want to change the story), you might be forced to ask him to quit the game. If he's de-railing the story, you've got to think about the other players (and your own) enjoyment.

That's my 2 credits worth. Hope it helps.

Jon

shadow master
4 July 2002, 02:50 AM
First thing, I'd try to talk to your player. --Wedge in Red2

I've thought of reminding him of the tainted character rule, roll your Fort save vs. DC 10+DSPs or lose 1 in Str, Dex, or Con and his ain't great to begin with, so that might just help. Thanx.

Anyone else?

Wedge in Red2
4 July 2002, 03:51 AM
Originally posted by shadow master
I've thought of reminding him of the tainted character rule, roll your Fort save vs. DC 10+DSPs or lose 1 in Str, Dex, or Con and his ain't great to begin with, so that might just help. Thanx.


Yeah, also the tainted "-4 to using light side force skills". Sure, he gets some cool combat powers like Force Lightning and Fear, but suddenly Battlemind, Heal Self, etc, are harder to do (even harder once he actually turns to the dark side and gets -8). That's one of the main drawbacks...suddenly you're left with some cool combat skills, but lack the rounded ability of a Jedi.

Jon

sabremaster
4 July 2002, 08:18 PM
Another alternative, (concidering that you talk to the player and that he approves) is to create a mission, entirely based on his grapple with the darkside. Since your group is all Jedi, they should be interested in saving someone from the brink of corruption. Also, you could have the characters meet a person whom the darkside has physicaly corrupted and, let them see first hand the cost of the darkside to the body and the soul. Perhaps this could discourage the other darkside hopeful from traveling down that path.

Also, that mission could provide a good starting points for adventures in the future, perhaps some of the corrupted darkside charactors that they meet could return and try to corrupt them as aprentices or destroy them, as threats, since the heros would know that they exist.

Lord Diggori
5 July 2002, 05:34 AM
Shadowmaster,

I think that running an adventure focusing on the player's darkness, as Sabremaster suggested, is a great idea. It'll give you a chance to express your GM's opinion on the darkside in character has his master. Master/padwan heart to hearts make good scenes, IMHO.

Another option is to lower the encounter difficulty. The NPC villains you describe seem way too powerful versus the party. I'm not saying dont challenge them but if you scale it down some the players wont feel so hopeless and they'll do less desperate things.

Ravager_of_worlds
5 July 2002, 06:37 AM
Wedge in Red2
Yeah, also the tainted "-4 to using light side force skills". Sure, he gets some cool combat powers like Force Lightning and Fear, but suddenly Battlemind, Heal Self, etc, are harder to do (even harder once he actually turns to the dark side and gets -8). That's one of the main drawbacks...suddenly you're left with some cool combat skills, but lack the rounded ability of a Jedi.

Um, i thought battlemind wasn't a light side skill? that's the point of the sith warrior- he has certain prerequisites, including battlemind in d20. Not to poke a hole in your balloon or nothing... but until the Power of the Jedi comes out, i'm pretty sure the only light side skill is "Heal Another". Just a clarification.

As a GM who is running a light/dark side campaign, with the players in equal sides against each other (they are in the same group for survival, but the players are in 2 distinct camps, where they even fly different ships). I don't know why the previous GMs think it is such a bad idea to have dark side heroes. We're supposed to be arbitrary adjudicators, not biased storytellers. It may 'mess up' the story arc we had envisioned, but that's why players are allowed to play- our story arcs change according to the group, often for the better in my judgement.

Having a 'dark character' in the group is awesome for 2 reasons- a jedi runs into a dark npc, they attack. when that dark character is a fellow player... and friend of the jedi, that jedi won't attack- it will be more 'real' for their character.

I agree- express what the dark side sickness is (the -1 to physical attribute at each level), which is a good deterrant, but if your player wants to pay the price, by all means, sell him the ticket to the Dark Side Rollercoaster. :D

shadow master
5 July 2002, 07:19 AM
Yeah, I had that thought running through my mind at the beginning of the encounter, that is why I only had one person attacking at a time. They didn't know that I was only going to have one person attack, so they all backed off.
That and they thought that not fighting was the Jedi way until the one that got Force Lightninged started taunting them with brief Force Grips.:D

Wedge in Red2
7 July 2002, 12:35 PM
Originally posted by Ravager_of_worlds


Um, i thought battlemind wasn't a light side skill? that's the point of the sith warrior- he has certain prerequisites, including battlemind in d20. Not to poke a hole in your balloon or nothing... but until the Power of the Jedi comes out, i'm pretty sure the only light side skill is "Heal Another". Just a clarification.


8o Holy sh**!

Let me just start by saying I haven't played many games with Jedi in them, but I just assumed at all skills not noted as Dark Side (Fear, Force Grip Etc.) were light side. Only now, going back, I see you're right Ravager_of_worlds. My bad. Man, that totally changes my perception of how wicked Dark Siders are...I wanna be a Sith.

Thanks for the clarification, Ravager_of_worlds :) !

Jon

Ravager_of_worlds
8 July 2002, 07:21 AM
well, if you are the GM Wedge in Red2... you can make it black and white. have every skill that isn't dark be a light side skill. The book encourages us to change the rules...

but if you don't want to do that, than no sweat about it. I've often made grevious errors by expecting an answer to be right. I've jumped conclusions many a time- mostly to my personal detriment.

But yeah, i agree, right now, being a Sith totally rocks... unless the Power of the Jedi book equals the DSS in terms of prestige, skills, artifacts, etc.- which may bring balance to the RPG. :)