Group and personal narrative within the games setting is always a focus for me in tabletop RPGs, or nearly always. Sometimes you just let the moment take you where it will, just like in real life. What happens when in game cues lead your character down a strong personal narrative path but really start to erode the group narrative?
Case in point. Televon, if he were smart and playing it safe, would remove Wolf and Adessa from the party, as they have some how been corrupted and their souls are now rife with evil! Certainly he wouldn't kill them, He couldn't physically, nor could he philosophically justify their deaths. He could however, drug them and put them on a boat to Stygia. If Televon were a character in a story, he would try that. his other option would be to re-enter the dungeon and try to convince them they needed to return to the alignment changing room and switch back to good. This doesn't seem wise. Two evil characters, in a dungeon, not happy to cooperate, alone with a cleric. Seems like it could go south real quick with no where to run to!
So, if Televon drugged them, he would also take all their stuff. Why? They would just use it to pay the crew to turn the boat around! or fight their way off. Far too dangerous. Within the confines of the story, Televon is more than justified in doing this. In player view, I'd be a huge bastard if I did this! I'd be pissed as a player if someone did this to me! Of course I'd be trying my darndest to get back to the alignment switching room in the first place. Sure it would be contrived but much better than getting into brawls with other characters or robbing them or just walking off, never to be seen again.
Its a precarious balancing act between being focused on personal narrative and making sure that your personal narrative complements or adds to the group narrative. Do whatever makes the story more compelling, complete or thought provoking. I think it can be done and figuring out that balance is the best part of RPGs, no matter what system you are playing in.
Case in point. Televon, if he were smart and playing it safe, would remove Wolf and Adessa from the party, as they have some how been corrupted and their souls are now rife with evil! Certainly he wouldn't kill them, He couldn't physically, nor could he philosophically justify their deaths. He could however, drug them and put them on a boat to Stygia. If Televon were a character in a story, he would try that. his other option would be to re-enter the dungeon and try to convince them they needed to return to the alignment changing room and switch back to good. This doesn't seem wise. Two evil characters, in a dungeon, not happy to cooperate, alone with a cleric. Seems like it could go south real quick with no where to run to!
So, if Televon drugged them, he would also take all their stuff. Why? They would just use it to pay the crew to turn the boat around! or fight their way off. Far too dangerous. Within the confines of the story, Televon is more than justified in doing this. In player view, I'd be a huge bastard if I did this! I'd be pissed as a player if someone did this to me! Of course I'd be trying my darndest to get back to the alignment switching room in the first place. Sure it would be contrived but much better than getting into brawls with other characters or robbing them or just walking off, never to be seen again.
Its a precarious balancing act between being focused on personal narrative and making sure that your personal narrative complements or adds to the group narrative. Do whatever makes the story more compelling, complete or thought provoking. I think it can be done and figuring out that balance is the best part of RPGs, no matter what system you are playing in.