Bill there are some problems with your version of what happened. For one thing, your recounting of the events is not accurate. Let's go line-by-line.
billiv15 wrote:
Well, you have to look at it from my character's perspective. He's a bit of a privileged brat, and is used to getting his way. And now he has been forceably extracted from his luxury cruise and escorted onto a military vessel of which he has no idea what is going on.
1. You were not "forceably extracted." The ship was ordered abandoned so that the Republic could conduct an investigation without hinderance.
2. There was nothing going on to know about. Before I could tell you what was happening (events which happened anyway even though you are not aware of them), you guys decided to go to the armory.
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He followed the one of the only guys he trusts (Janx)
3. A guy he just met.... (coughmetagamingcough)
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who is a former security officer who wanted to go to the armory. The guards wouldn't listen to reason, and didn't respond to being mind tricked, so he had to fight. Simple as that.
Okay, stop.
4. This is what ACTUALLY happened. You guys walked down the deck to the armory. There were four guards. You (Bill) said, "Mind Trick." You made the roll on one target and succeeded. One of the other guards then said, "You don't have permission to be here." Dean tried to get you to Mind Trick the whole group, which is not possible in the game, and certainly not at level 5. So, you (Bill) decided to Force Grip the man who asked you - politely - to leave. There was never any real or serious attempt for reasonable discussion with the guards. You tried to make them do what you wanted, and right off the bat when it failed the killing began.
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He doesn't know what side anyone is on, so if you cross him, he is going to respond with violence. He also has little love for the republic (remember, he left Republic med school by choice, and despises his jedi side of the family).
5. Okay, the Jedi thing is different from what i remember us talking about (I thought he had respect for the Jedi because of his training, but that must have changed or I remember incorrectly). It also alters some of the stuff I had planned for your character to do. So I will grant you that one.
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Now, understandably whomever that JM was she was probably pissed that we killed a couple of guards and then droids. But let's be honest here, she came out of the turbolift swinging. I wasn't necessarily going to attack her, but she definately hit first, and tried no negotiations at all - other than demanding surrender.
6. Umm, no she didn't "come out swinging." She threw Janx against the wall. That was it. She initially started by trying to talk you guys down, but Dean kept going on about how he was going to shoot her, so I made a Use the Force check for her in secret and she realized Janx intended her harm, based on my roll. She reacted accordingly. It was when the Padawan and a couple of the guards turned on each other and on Rusala (the Jedi Master for those not in the game) that things turned ugly. And what did Janx do? Rather than try to figure it out, he killed the Padawan - who Rusala asked be stunned, NOT killed, so she could be questioned - and then everyone took sides either with Rusala or against her, without any interest in asking questions or trying to figure out what was going on.
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Why on earth would my character surrender to a jedi who attacked him? I tried Mindtricking her into telling me her intentions and who she was, and it failed. Next thing I know, I'm being hit by her and her guards. Game on
7. At this point, I agree - combat was the only course of action left. It's everything leading up to it that was the issue.
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And to add to it, two of the only other people he knows in this ship, who fought with him on the last ship, have turned coat and helped the people attacking him. That sure makes him willing to trust other jedi. He watched the Padawan turn on her master. And you wonder why he shoots first, and asks questions later?
Well for someone who doesn't trust Jedi, would your character really be surprised by that? It seems odd that you are so willing to trust them when their loyalties obviously lie somewhere other than with the group of PCs who seem bloodthirsty and vicious. That is the path to the dark side, and either the Jedi PCs know it and don't care, or they are going to have to take a stand against it.
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Now, consequences are all well and good, but perhaps we need a little more explanation some where. Are we supposed to be on the side of the Republic? And given our histories, I am not sure why I would be partial to them anyway. But we are interested in saving the Senators, I think that was decided last time by the group. I don't think my character would change, but perhaps with a little more information he wouldn't be as quick on the trigger (or grip as it were). Like why would my character want to help the Republic? Boris, you keep saying we should be investigating the murder of the captain, but why would I care about that? Bodemaw has no reason to care, so I am not sure why I should. I mean if there were at least a financial reward or a possibility of gaining more influence in the Senate I could see it. But right now, all I have to go on is some Senators are being plotted against - but knowing my character's history, instability in the Senate just means more bureaucracy, less power, and more room for me to maneuver. So you can see how I could even argue its a good thing for my character
Far be it for me as a GM to force my PCs to mold their characters to fit the game. Seriously.
I just don't play the game that way, and I give my PCs in every campaign I run (three in all so far) all the leeway they want, within reason. Does that mean that their actions are without consequence or that they can just have their way however they want? Absolutely not.
The bottom line is your characters killed a guard in the line of duty and the other guards on the ship - hell, in the entire Republic for that matter - aren't going to care too much about your motives, true or not. You guys are in more danger than you realize, danger of your own making I might add. It doesn't help matters that the person sent to negotiate a peaceful resolution was left for dead on the poison-filled armory deck while you guys made your escape into the turbolift.
I'm not saying you did anything wrong player-wise or character-wise, but that also doesn't mean tabula rasa, either.