IN> Rebels of the Sacred Heart
Moe Lane
maurice.lane at gmail.com
Wed Jan 16 21:13:49 CST 2008
On Jan 16, 2008 9:50 PM, William Keith <wjk26 at drexel.edu> wrote:
> (and thus the problem of
> evil, which the various Rebels all generally answer with a "huh, good
> point")
I figure that a lot of them would be happy to get beyond a good/evil
dichotomy; they're not Redemption material, but being a Rebel means
that you can conceptualize a system that lets you stay precisely the
way that you are while still keeping the angels sweet. If that means
coming up with clear zones of influence, or voluntary segregation and
noninterference, or agreeing to disagree, or just plain bootlicking,
well, that's what it means.
Whether it would *work* is up to the campaign. This might be the only
way that you could let a Dark, low-contrast game end on anything like
a happy note, for example. :)
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