Hailing the Book of Vile Darkness which has guidelines for an evil campaign, I was wondering...
Say the PCs have destroyed an outpost of evil giants that were planning to overrun a nearby village. The heroes find a girl giant, plus many orcs and goblins in chains and slave collars working the ore mines. If the PCs ignore the girl giant, she will flee. If the PCs ignore the goblinoid slaves, they will probably starve to death in their chains. If the PCs kill the slaves, it will be a nasty bloodbath. If the PCs free the slaves, the orcs and goblins will be helpless and cringing and skulk away. Either way, the PCs then scoot off to their next quest in a land far away.
Possible future: If left alive, the orcs will bully and eventually eat the goblins, regroup and rearm, and raid/slaughter/rape the nearby villagers (that the PCs were originally intending to protect from the giants) for food, resources and human slaves. Meanwhile, the girl giant returns to the main giant lair, who may choose to send a giant raiding party to restore honor and blood veangance, killing and enslaving any humans or goblinoids still standing.
Possible clarification: One PC hails from that village and his entire extended family would be killed or enslaved by orcs or giants.
The above predictions may or may not unfold exactly as stated, but when the PCs had to make a choice, they don't know either way.
In your good campaign, is it fair to put the players in this kind of dilemma? Should moral grey areas be absent from adventure design? What if they pop up inadvertently in the course of play? Should modern sensibilities and modern ethics (Geneva convention, etc.) be applied to a world of chaos, danger, and innately evil creatures?
In your evil campaign, would Evil be Easy & Cool, or would it be a reverse exploration of good and evil? Should players internalize the consequences of evil PC actions, or is it just a non-immersive game where anything goes? Is an evil campaign a less or more appropriate sandbox vs a good campaign to explore moral issues?
Say the PCs have destroyed an outpost of evil giants that were planning to overrun a nearby village. The heroes find a girl giant, plus many orcs and goblins in chains and slave collars working the ore mines. If the PCs ignore the girl giant, she will flee. If the PCs ignore the goblinoid slaves, they will probably starve to death in their chains. If the PCs kill the slaves, it will be a nasty bloodbath. If the PCs free the slaves, the orcs and goblins will be helpless and cringing and skulk away. Either way, the PCs then scoot off to their next quest in a land far away.
Possible future: If left alive, the orcs will bully and eventually eat the goblins, regroup and rearm, and raid/slaughter/rape the nearby villagers (that the PCs were originally intending to protect from the giants) for food, resources and human slaves. Meanwhile, the girl giant returns to the main giant lair, who may choose to send a giant raiding party to restore honor and blood veangance, killing and enslaving any humans or goblinoids still standing.
Possible clarification: One PC hails from that village and his entire extended family would be killed or enslaved by orcs or giants.
The above predictions may or may not unfold exactly as stated, but when the PCs had to make a choice, they don't know either way.
In your good campaign, is it fair to put the players in this kind of dilemma? Should moral grey areas be absent from adventure design? What if they pop up inadvertently in the course of play? Should modern sensibilities and modern ethics (Geneva convention, etc.) be applied to a world of chaos, danger, and innately evil creatures?
In your evil campaign, would Evil be Easy & Cool, or would it be a reverse exploration of good and evil? Should players internalize the consequences of evil PC actions, or is it just a non-immersive game where anything goes? Is an evil campaign a less or more appropriate sandbox vs a good campaign to explore moral issues?