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About Morally Correct Outcomes in D&D Adventures [+]
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<blockquote data-quote="Enrahim2" data-source="post: 8936347" data-attributes="member: 7039850"><p>I think perhaps an ilaminating take on this issue might be rather than focus on the highly charged word "morality" rather try to use the more positively charged term "feel good".</p><p></p><p>In various entertainment it is often easy to identify works that is clearly "feel good", and others that very clearly do not fit this label. If you take a random well regarded work of any medium, I think the chances are much higher for it to be at best ambiguitly "feel good".</p><p></p><p>However the way I read the poll is that most people playing D&D want to have at least the chamce of achieving a "feel good" ending. After all I believe many players (including me) basically tend to have that as a "win condition" for the game, and being presented by a scenario where you cannot win is generally not considered much fun.</p><p></p><p>What do this have to do with morality? Well, it is tightly coupled, as outcomes of obvious moral ambiguity is generally preventing the good feeling. Even if you saved the 100 people on the train track, the death of your friend sours the experience, no matter if the scenario writer considered this the "morally superior" outcome.</p><p></p><p>And this bring me to the answer to the question. The adventure should have a feel good ending. And the only way to get a feel good ending is if all obvious elements of the ending are "universaly" accepted as morally "good". As an adventure writer, if you are simply chasing the goal of a "feel good" ending, you will automatically also put effort into making a "morally good" ending.</p><p></p><p>And my guess is that it is the feel good ending most of those asking for a "morally good" ending want. That is having a morally good ending is a necessary, but not sufficient condition to give them the kind of ending they want.</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8936347, member: 7039850"] I think perhaps an ilaminating take on this issue might be rather than focus on the highly charged word "morality" rather try to use the more positively charged term "feel good". In various entertainment it is often easy to identify works that is clearly "feel good", and others that very clearly do not fit this label. If you take a random well regarded work of any medium, I think the chances are much higher for it to be at best ambiguitly "feel good". However the way I read the poll is that most people playing D&D want to have at least the chamce of achieving a "feel good" ending. After all I believe many players (including me) basically tend to have that as a "win condition" for the game, and being presented by a scenario where you cannot win is generally not considered much fun. What do this have to do with morality? Well, it is tightly coupled, as outcomes of obvious moral ambiguity is generally preventing the good feeling. Even if you saved the 100 people on the train track, the death of your friend sours the experience, no matter if the scenario writer considered this the "morally superior" outcome. And this bring me to the answer to the question. The adventure should have a feel good ending. And the only way to get a feel good ending is if all obvious elements of the ending are "universaly" accepted as morally "good". As an adventure writer, if you are simply chasing the goal of a "feel good" ending, you will automatically also put effort into making a "morally good" ending. And my guess is that it is the feel good ending most of those asking for a "morally good" ending want. That is having a morally good ending is a necessary, but not sufficient condition to give them the kind of ending they want. [/QUOTE]
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