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About Morally Correct Outcomes in D&D Adventures [+]
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<blockquote data-quote="Enrahim2" data-source="post: 8936448" data-attributes="member: 7039850"><p>Thank you! I think these are great examples of endings that would work great for a tailored adventures. However I think all of these would be very dubious to put as the only "good" ending in a published adventure. While it is easy to see some players that would <em>highly</em> enjoy these outcomes, I also can as easily envision players tooth and nail working against these outcomes. I have some additional thoughts on each.</p><p></p><p>1) I think is a strong potential second best possible outcome of an adventure, while the adventure should make it hard, but not impossible to get the bad person based on the actual crimes.</p><p>2) I think a huge reason oceans 11 work, is that they are robbing a casino. Corrupt governments, criminal gangs and businesses that profit from people's vices are popular heist locations, because it is morally defendable - hence the focus on the win for the gang is the focus, while the loss for the previous owner easily fade into the background. I think an adventure about a heist on the orphanage donation box would likely have a very niche audience..</p><p>3) The more vile the two nations, and all members of them you can portray, the more likely you are that the players actually come out of it with a feel good notion. My gut feeling though is that most parties would be more of congratulating themselves about a "job well done", but not really feel very celebratory about it. Again a strong contender for a second best outcome of an adventure, where the best perhaps might have been to be able to assassin the heads of the nations?</p><p>4) Evil campaigns is a weird beast. In particular the assumption that player joy and character joy is tightly interlinked can quickly fall apart. Players feeling joy on seeing their characters fail can often be the case. FIASCO as an rpg is an example that spesifically caters to such tastes. It could also be an indication of players wanting to explore more morally problematic issues in the game - in which case they likely fall outside the scope of this thread, and aren't really looking for a feel good experience either.</p><p>5) This one is one where I struggle to see how the outcome can be "feel good" at all? It is a closure, and a possible ending to a scenario - but it sound very much like the kind of adventure that do not really have any "good" ending. If indeed there should be a good ending to the adventure, it would have involved the resurrection happening without any moral cost?</p><p></p><p>So I still think the moral component is essential to modify the level of "feel good" for all these cases. I still hence fail to see how these concerns could be considered "orthogonal".</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8936448, member: 7039850"] Thank you! I think these are great examples of endings that would work great for a tailored adventures. However I think all of these would be very dubious to put as the only "good" ending in a published adventure. While it is easy to see some players that would [I]highly[/I] enjoy these outcomes, I also can as easily envision players tooth and nail working against these outcomes. I have some additional thoughts on each. 1) I think is a strong potential second best possible outcome of an adventure, while the adventure should make it hard, but not impossible to get the bad person based on the actual crimes. 2) I think a huge reason oceans 11 work, is that they are robbing a casino. Corrupt governments, criminal gangs and businesses that profit from people's vices are popular heist locations, because it is morally defendable - hence the focus on the win for the gang is the focus, while the loss for the previous owner easily fade into the background. I think an adventure about a heist on the orphanage donation box would likely have a very niche audience.. 3) The more vile the two nations, and all members of them you can portray, the more likely you are that the players actually come out of it with a feel good notion. My gut feeling though is that most parties would be more of congratulating themselves about a "job well done", but not really feel very celebratory about it. Again a strong contender for a second best outcome of an adventure, where the best perhaps might have been to be able to assassin the heads of the nations? 4) Evil campaigns is a weird beast. In particular the assumption that player joy and character joy is tightly interlinked can quickly fall apart. Players feeling joy on seeing their characters fail can often be the case. FIASCO as an rpg is an example that spesifically caters to such tastes. It could also be an indication of players wanting to explore more morally problematic issues in the game - in which case they likely fall outside the scope of this thread, and aren't really looking for a feel good experience either. 5) This one is one where I struggle to see how the outcome can be "feel good" at all? It is a closure, and a possible ending to a scenario - but it sound very much like the kind of adventure that do not really have any "good" ending. If indeed there should be a good ending to the adventure, it would have involved the resurrection happening without any moral cost? So I still think the moral component is essential to modify the level of "feel good" for all these cases. I still hence fail to see how these concerns could be considered "orthogonal". [/QUOTE]
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