Thanks! I wish I could've stayed in your campaign, but Twill was really taking off in my imagination, and diverging badly from the Twill in the campaign and the campaign world, and it was just getting confusing and frustrating for me to keep them separate.
Huh. I hadn't really been aware of that. I wonder if there's something we could've done to bring the two back into alignment? I know that's something I've had to do for some of the other players; figure out how they actually want the character to work and change things until it actually works that way.
It is, after all, a freeform game in the end, for all that I insist on some kind of character sheet.
Hm. I'd actually be kinda interested to discuss those differences sometime; see if it's even something I could have fixed, or if the flaw was inherent to the setting, rather than to any definition of character abilities.
From what I can tell, it was an incompatibility (I wouldn't call it a flaw) between the character and the setting. Twill simply does not work in a world where there is such a thing as elemental evil. For Twill, not that he's thought it through to this depth, sentience is equivalent to the ability to make moral choices. If you can talk, then you might choose at some future point to be good, and therefore killing you is wrong.
The demons, on the other hand, could talk, but were nonetheless always and without exception evil. Their very existence was slowly draining the world's life. Twill would be utterly paralyzed by that. If he doesn't kill them, he's killing everyone else. If he does kill them, he's opened Pandora's box, and will now be able to find all sorts of excuses to take the easy way out and kill his opponents. He'd be utterly paralyzed, and paralyzed characters are not fun to play. They can be interesting to write, but not to play
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There is a case to be made that the lead pipes used to carry water from the aqueducts to the towns were a factor in the downfall of Rome. It's not a strong case, mind you, but one I find amusing.
Randomly, there is strong evidence of a Precambrian (more specifically, Mesoproterozoic, ~1.5 billion years ago), naturally occurring nuclear reactor in what is now Oklo, Gabon (in central Africa). I find this immensely amusing for no particular reason.
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Because you're one of the folks who could make a character actually do that.
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It is, after all, a freeform game in the end, for all that I insist on some kind of character sheet.
Hm. I'd actually be kinda interested to discuss those differences sometime; see if it's even something I could have fixed, or if the flaw was inherent to the setting, rather than to any definition of character abilities.
Reply
The demons, on the other hand, could talk, but were nonetheless always and without exception evil. Their very existence was slowly draining the world's life. Twill would be utterly paralyzed by that. If he doesn't kill them, he's killing everyone else. If he does kill them, he's opened Pandora's box, and will now be able to find all sorts of excuses to take the easy way out and kill his opponents. He'd be utterly paralyzed, and paralyzed characters are not fun to play. They can be interesting to write, but not to play ( ... )
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Randomly, there is strong evidence of a Precambrian (more specifically, Mesoproterozoic, ~1.5 billion years ago), naturally occurring nuclear reactor in what is now Oklo, Gabon (in central Africa). I find this immensely amusing for no particular reason.
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( ... )
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