The Dresden Files > DFRPG

Characters with a powerful 'Dark Side'

<< < (2/2)

PapaBear:
Another point, though this might be minor: How will you have him revert to his normal side after he's gone Dark? I doubt the character himself would willingly seal his persona, and no one on the team will probably know about the dark side much less how to seal/release it, right?

Actually, now that I think about it, you could just give the dark side a time limit. Or have him go dark only under specific (and temporary) circumstances.

kytanos:
Dont weaken his good side and give him a dark side to deal with.

That a double negative, no carrot. all stick, Unless you want to punish the player. It seems like a great way to alienate him
"Hey, your weaker then everyone else, and part evil. Enjoy."

dont compel the hell out of his aspect either, that's just cheesy. and will lose it's "Flavor and interestingness" quick. and by session 2 or 3 the eye rolling will start

Tempt the character and player, in roleplay. Give them little boons and on occasion larger bonus's, Think of it as compelling the players aspect's instead of the characters. If you be rude to this shop owner, next roll you get a +1. If you take the dark spellbook for yourself, You will be able to get the juice to break the curse on elza....(okay, bad examples, but you get the gist)

Dont make it a on off evil switch, Lead him bit by bit over to the darkside. Evil isnt just the big temptation's. it's the small ones too. remember that ^_^

Erifnogard:

--- Quote from: PapaBear on February 05, 2010, 04:27:55 AM ---Another point, though this might be minor: How will you have him revert to his normal side after he's gone Dark? I doubt the character himself would willingly seal his persona, and no one on the team will probably know about the dark side much less how to seal/release it, right?

Actually, now that I think about it, you could just give the dark side a time limit. Or have him go dark only under specific (and temporary) circumstances.

--- End quote ---

Or compel a different aspect to 'break him out of it'.  To  borrow an example from a different universe, Xander gets Willow to come down from her 'Dark Willow' rampage in season six of Buffy by compelling her Friends Forever with Xander aspect (Yeah, I know lousy name for the Aspect, work with me here).

Ihadris:
Thanks everyone for the suggestions, theyre a really big help!


--- Quote ---Another point, though this might be minor: How will you have him revert to his normal side after he's gone Dark?
--- End quote ---

From what he has said he seem to want the inhibiting magic in question to be in the form of an echanted item such as a pendant and even if one of the characters doesnt share a common history with his, which knowing the way he and some of the others play seems likely, the time limit, specific circumstances and aspect compell all seem to be sound options.


--- Quote ---dont compel the hell out of his aspect either, that's just cheesy. and will lose it's "Flavor and interestingness" quick. and by session 2 or 3 the eye rolling will start
--- End quote ---

I havn't ever run a game before even though I bought the rules for SotC. It was my impression though that these sorts of aspects were the ones you were meant to compell often? Hooks into the story, drive the action foreward etc?

I certainly dont want to making things predictable and boring could you give more examples of other ways around it like bonus rolls you mentioned. I didnt even know I could do things like that!


iago:
The suggestions here are great. Let me also say this: the whole implementation of the Laws of Magic in the system will help you out a bunch.  Breaking the Laws *will change the character* over time, gradually but critically for the worse.  He'll need to be careful not to go so far that he falls into losing control of himself, and becoming that monstrous Warlock that the White Council was created to prevent.

Navigation

[0] Message Index

[*] Previous page

Go to full version