3 Minor formatting/mistakes fixes
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First, you're off the hook offor "My Guy" syndrome - this is clearly a conflict the GM orchestrated. "My Guy" happens when a player decides to use his character to justify derailing the plot, but telling you that your lost love is working with the enemy means that this is the plot. You're being presented with a genuine challenge that hinges on your buy-in of this conflict, and I'm willing to bet this was exactly how the GM hoped things would play out.

Second, you need to start looking for the shades of grey between "slaughter the cultists" and "join the Abominations". She's worth a lot more as an ally than as a corpse, and having her working as a double-agent or informant will give your group a better chance of stopping the cult for good. Taking her out prematurely removes your best source of information, and you might never get the access you need from anyone else.

Furthermore, you said she wants out of the Cult, which means Redemption is a possibility. If the Inquisitor can't find mercy, compassion, or hope enough to treat her as anything other than an enemy (in which case, they should probably be Lawful Neutral) convince them that she deserves something other than summary execution. Take her into custody, let her face justice and shine the light of truth on the whole cult. As soon as we move from "shoot her on sight" to "demand her surrender", then we buy time to redeem her.

You should also look closely at that "really only there to help a friend" angle. If you can rescue this friend, or otherwise get them out of trouble, then the cult loses its leverage over her. At that point her motivations will become much more clear, and she should be able to become a reliable ally.

Of course, betrayal is always a possibility, but you're usually better off trusting and getting burned in an exciting plot twist rather than shutting down the story early to avoid the risk. Optimism is more fun.

First, you're off the hook of "My Guy" syndrome - this is clearly a conflict the GM orchestrated. "My Guy" happens when a player decides to use his character to justify derailing the plot, but telling you that your lost love is working with the enemy means that this is the plot. You're being presented with a genuine challenge that hinges on your buy-in of this conflict, and I'm willing to bet this was exactly how the GM hoped things would play out.

Second, you need to start looking for the shades of grey between "slaughter the cultists" and "join the Abominations". She's worth a lot more as an ally than as a corpse, and having her working as a double-agent or informant will give your group a better chance of stopping the cult for good. Taking her out prematurely removes your best source of information, and you might never get the access you need from anyone else.

Furthermore, you said she wants out of the Cult, which means Redemption is a possibility. If the Inquisitor can't find mercy, compassion, or hope enough to treat her as anything other than an enemy (in which case, they should probably be Lawful Neutral) convince them that she deserves something other than summary execution. Take her into custody, let her face justice and shine the light of truth on the whole cult. As soon as we move from "shoot her on sight" to "demand her surrender", then we buy time to redeem her.

You should also look closely at that "really only there to help a friend" angle. If you can rescue this friend, or otherwise get them out of trouble, then the cult loses its leverage over her. At that point her motivations will become much more clear, and she should be able to become a reliable ally.

Of course, betrayal is always a possibility, but you're usually better off trusting and getting burned in an exciting plot twist rather than shutting down the story early to avoid the risk. Optimism is more fun.

First, you're off the hook for "My Guy" syndrome - this is clearly a conflict the GM orchestrated. "My Guy" happens when a player decides to use his character to justify derailing the plot, but telling you that your lost love is working with the enemy means that this is the plot. You're being presented with a genuine challenge that hinges on your buy-in of this conflict, and I'm willing to bet this was exactly how the GM hoped things would play out.

Second, you need to start looking for the shades of grey between "slaughter the cultists" and "join the Abominations". She's worth a lot more as an ally than as a corpse, and having her working as a double-agent or informant will give your group a better chance of stopping the cult for good. Taking her out prematurely removes your best source of information, and you might never get the access you need from anyone else.

Furthermore, you said she wants out of the Cult, which means Redemption is a possibility. If the Inquisitor can't find mercy, compassion, or hope enough to treat her as anything other than an enemy (in which case, they should probably be Lawful Neutral) convince them that she deserves something other than summary execution. Take her into custody, let her face justice and shine the light of truth on the whole cult. As soon as we move from "shoot her on sight" to "demand her surrender", then we buy time to redeem her.

You should also look closely at that "really only there to help a friend" angle. If you can rescue this friend, or otherwise get them out of trouble, then the cult loses its leverage over her. At that point her motivations will become much more clear, and she should be able to become a reliable ally.

Of course, betrayal is always a possibility, but you're usually better off trusting and getting burned in an exciting plot twist rather than shutting down the story early to avoid the risk. Optimism is more fun.

2 Minor formatting/mistakes fixes
source | link

First, you're off the hook onof "My Guy" syndrome - this is clearly a conflict the GM orchestrated. "My Guy" happens when a player decides to use his character to justify derailing the plot, but telling you that your lost love is working with the enemy means that this is the plot. You're being presented with a genuine challenge that hinges on your buy-in of this conflict, and I'm willing to bet this was exactly how the GM hoped things would play out.

Second, you need to start looking for the shades of grey between "slaughter the cultists" and "join the Abominations". She's worth a lot more as an ally thenthan as a corpse, and having her working as a double-agent or informant will give your group a better chance of stopping the cult for good. TakingTaking her out prematurely removes your best source of information, and you might never get the access you need from anyone else.

Furthermore, you said she wants out of the Cult, which means Redemption is a possibility. If the Inquisitor can't find mercy, compassion, or hope enough to treat her as anything other than an enemy (in which case, they should probably be Lawful Neutral) convince them that she deserves something other than summary execution. TakeTake her into custody, let her face justice and shine the light of truth on the whole cult. As soon as we move from "shoot her on sight" to "demand her surrender", then we buy time to redeem her.

You should also look closely at that "really only there to help a friend" angle. IfIf you can rescue this friend, or otherwise get them out of trouble, then the cult loses its leverage over her. AtAt that point her motivations will become much more clear, and she should be able to become a reliable ally.  

(Of Of course, betrayal is always a possibility, but you're usually better off trusting and getting burned in an exciting plot twist rather than shutting down the story early to avoid the risk. Optimism is more fun.)

First, you're off the hook on "My Guy" syndrome - this is clearly a conflict the GM orchestrated. "My Guy" happens when a player decides to use his character to justify derailing the plot, but telling you that your lost love is working with the enemy means that this is the plot. You're being presented with a genuine challenge that hinges on your buy-in of this conflict, and I'm willing to bet this was exactly how the GM hoped things would play out.

Second, you need to start looking for the shades of grey between "slaughter the cultists" and "join the Abominations". She's worth a lot more as an ally then as a corpse, and having her working as a double-agent or informant will give your group a better chance of stopping the cult for good. Taking her out prematurely removes your best source of information, and you might never get the access you need from anyone else.

Furthermore, you said she wants out of the Cult, which means Redemption is a possibility. If the Inquisitor can't find mercy, compassion, or hope enough to treat her as anything other than an enemy (in which case, they should probably be Lawful Neutral) convince them that she deserves something other than summary execution. Take her into custody, let her face justice and shine the light of truth on the whole cult. As soon as we move from "shoot her on sight" to "demand her surrender" then we buy time to redeem her.

You should also look closely at that "really only there to help a friend" angle. If you can rescue this friend, or otherwise get them out of trouble, then the cult loses its leverage over her. At that point her motivations will become much more clear, and she should be able to become a reliable ally.  

(Of course, betrayal is always a possibility, but you're usually better off trusting and getting burned in an exciting plot twist rather than shutting down the story early to avoid the risk. Optimism is more fun.)

First, you're off the hook of "My Guy" syndrome - this is clearly a conflict the GM orchestrated. "My Guy" happens when a player decides to use his character to justify derailing the plot, but telling you that your lost love is working with the enemy means that this is the plot. You're being presented with a genuine challenge that hinges on your buy-in of this conflict, and I'm willing to bet this was exactly how the GM hoped things would play out.

Second, you need to start looking for the shades of grey between "slaughter the cultists" and "join the Abominations". She's worth a lot more as an ally than as a corpse, and having her working as a double-agent or informant will give your group a better chance of stopping the cult for good. Taking her out prematurely removes your best source of information, and you might never get the access you need from anyone else.

Furthermore, you said she wants out of the Cult, which means Redemption is a possibility. If the Inquisitor can't find mercy, compassion, or hope enough to treat her as anything other than an enemy (in which case, they should probably be Lawful Neutral) convince them that she deserves something other than summary execution. Take her into custody, let her face justice and shine the light of truth on the whole cult. As soon as we move from "shoot her on sight" to "demand her surrender", then we buy time to redeem her.

You should also look closely at that "really only there to help a friend" angle. If you can rescue this friend, or otherwise get them out of trouble, then the cult loses its leverage over her. At that point her motivations will become much more clear, and she should be able to become a reliable ally.

Of course, betrayal is always a possibility, but you're usually better off trusting and getting burned in an exciting plot twist rather than shutting down the story early to avoid the risk. Optimism is more fun.

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First, you're off the hook on "My Guy" syndrome - this is clearly a conflict the GM orchestrated. "My Guy" happens when a player decides to use his character to justify derailing the plot, but telling you that your lost love is working with the enemy means that this is the plot. You're being presented with a genuine challenge that hinges on your buy-in of this conflict, and I'm willing to bet this was exactly how the GM hoped things would play out.

Second, you need to start looking for the shades of grey between "slaughter the cultists" and "join the Abominations". She's worth a lot more as an ally then as a corpse, and having her working as a double-agent or informant will give your group a better chance of stopping the cult for good. Taking her out prematurely removes your best source of information, and you might never get the access you need from anyone else.

Furthermore, you said she wants out of the Cult, which means Redemption is a possibility. If the Inquisitor can't find mercy, compassion, or hope enough to treat her as anything other than an enemy (in which case, they should probably be Lawful Neutral) convince them that she deserves something other than summary execution. Take her into custody, let her face justice and shine the light of truth on the whole cult. As soon as we move from "shoot her on sight" to "demand her surrender" then we buy time to redeem her.

You should also look closely at that "really only there to help a friend" angle. If you can rescue this friend, or otherwise get them out of trouble, then the cult loses its leverage over her. At that point her motivations will become much more clear, and she should be able to become a reliable ally.

(Of course, betrayal is always a possibility, but you're usually better off trusting and getting burned in an exciting plot twist rather than shutting down the story early to avoid the risk. Optimism is more fun.)