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Yes, the Drizzt thing. Argh. I l,iked the initial idea, then I got frustrated
with it as a reader and a gm. Still...that was a good thing anyway.

Your story there, Tim, is great! I am very much in favor of stuff like that,
so long as it does not get personal. With that in mind, I wnat to say that is
the kind of roleplaying I enjoy. Not where it happens everytime, but when it
does, that the players really roleplay. Adds some depth and texture to the
game. I tend to think of roleplaying as continuing, evolving books that do not
truly end. I think that BR is perfect for such things, being a deeply textured
world with many conflicts and numerous opportunities to roleplay some very
good events with far-reaching consequences.

Characters in BR, especially regents or others in positions of rulership in
some manner, that have such impacting events occur to them can then have
depth that expalins why they do some of things have done.


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From: "Tim Nutting"
Subject: Re: [BIRTHRIGHT] - Evil Humanoids
Date: Sun, 18 Oct 1998 14:55:51 -0700
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Well, one of the most classic examples in D&D of this stereotype bending i=
Drizzt Do'Urden. Salvatore managed in the space of one book to give every=
massive headache as fully 3/4 of his players then wanted to be good drow.

Sure, I like evil humanoids too, but let me share with you all a little ev=
in a Greyhawk game I have been playing.

The DM, very good at his job, has been compiling a large collection of old=
edition adventures. We were playing one who's title eludes me at the mome=
but the events do not, in essence our characters were hired by the neighbo=
lord of Hochoch to go to the town of Oerlane and reopen the trade routes t=
Bissel through the Dim Forest.

Tehre were a great many troglydytes in this adventure, and in many cases w=
were attacked on sight by them. Our leader was a paladin of St. Cuthbert,
while I, being nearly his second in command, played a CG ranger from the
Welkwood. The stuff of our debates in camp was fantastic and tremendous f=
We really clashed heads over what happened in the dungeon.

In the midst of a swamp we found a carefully dried section surrounded by a
dyke. The thought was that after we finished inside we would break the dy=
and allow the swamp to come in and destroy the dungeon forever. Yet in th=
midst of the game I was faced with what I felt to be a moral crisis. I di=
feel that killing the young of the trogs was the right thing to do, it was
murder, and yet, as we had killed their parents and left the eggs defensel=
we had allready killed them.

The argument spawned that these things would just grow up to be evil and s=
o we
should just let the swamp kill them. I asked if we were going to kill the=
why not face the facts and kill them, and yet these folks were too lilly
livered to do the deed. Either way we would kill perhaps 25 trog young th=
would die with or without our further action. In my rage at their cowardi=
or rather their willingness to commit murder if they didn't have to get me=
doing it, compelled me to make it messy for them, and I proceeded to crush=
few eggs, much to the outrage of the paladin. We had engaged the trogs
they served a power that was using innocent folks for food and servitude, =
had they chose to flee I would probably have let them, but they chose to s=
and fight when we came to rescue the people of the village. That made the=
enemies. That they tried to take our lives made them dead. When someone
attacks you with intent to kill, you either wind up looking at a dead corp=
being the dead corpse.

In short, we moved on and never solved the issue. Having not found any wa=
y to
justify the deed satisfactoraly, I turned my back whilst the party busily
demolished the dyke.

Now, while we all got a little upset with one another, in the end result t=
added role-play made the game all that much more enjoyable. The event has
become a major character building point in this ranger's life.

Tim Nutting
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