Thagdal
Explorer
She is going to adapt the game further and not make the mistake of introducing anything else like this in the game.
Its a shame your GM sees it as thier mistake.
She is going to adapt the game further and not make the mistake of introducing anything else like this in the game.
Not at all certain what you are after here.
Clearly, there was a decision to destroy the artifacts.
Perhaps (depending upon how you look at it), there was a decision to betray the party.
But no decision is meaningful without both context and consequence.
If you have two choices and you want to explore the moral implications and how they influence the game world if you know that your PC won't face any consequence to their actions to me seems a cop out.
I think we are working here with different notions of consequences, and also a different understanding of the relationship between game and metagame.I agree.
And it isn't wrongbadfun, but it does seem to me rather weak sauce.
The board rules put limits on examples I can provide in response to this, but I would say that as a general rule this is not true.I don't understand how you can play a game where you want to delve into moral dilemmas without some kind of guideline. If everything is ambiguous then there is no dilemma.
Decisions about what elements to introduce into a fiction are meaningful, in my view, for the audience of that fiction. (Perhaps we could say that, within the fictional world, they have meaning for its fictional inhabitants. But as this meaning is purely fictional, I'm not all that interested in it.)It seems to me that you are trying to claim that context and consequence -- the things that make decisions meaningful -- are railroading. In fact, from your posts on this thread, I am at a loss how one can have a GM and not be railroading.....it seems as though depriving the players of any decision related to context or consequence is too much of a straight jacket for you.
I have nothing against GM-adjudicated RPGs. I run such a game, and can confidently assert that it is not a railroad. But I have a pretty clear conception of my role - namely, to introduce into play situations that give the players the opportunity to do interesting things with their PCs. What I do not do as a GM is tell my players what sorts of authorship decisions they should make via their PCs. I want to see what they think is worth introducing into the fiction. And I certainly do not want to reduce the pleasure they get from the game as a result of the decisions that they make.
I therefore take care to ensure that the ingame consequences - the fictional consequences - of what the players have their PCs do produce more opportunities for more interesting play. And in 4e, where treasure is basically part of the PC-build mechanics, material gain and loss is pretty orthogonal to that. For me, these days, the emphasis is on the changing relationships between PCs and the world's myth and history (and the various NPCs who represent that myth and history). (In the past I have run more politically-oriented campaigns, but I find that they are less well-suited to play focused on classic fantasy tropes that is intended to progress successfully into epic levels.)
Not really, no.So basically your players PCs murdered and betrayed another PC and joined forces with an evil god. One PC even profited from this and in doing so freed some slaves while condemning everyone else to live under the rule of an evil god. There is an old saying that under Mussolini's thumb the trains ran on time.
Is that a fair description of what happened?
Well, I put "bad guys" in inverted commas. The NPCs in question went from being the PCs' enemies to their allies (if not friends).I have no issue if my players want to join forces with the bad guys.
Again, board rules put limits on this sort of discussion. But "enslave your fellow man" is your interpolation - I didn't say that, and that is not what happened - and the question of the proper attitude of a politician to violence (and the PCs in this game were, among other things, politicians) is a complicated one. (I'm thinking particularly of Machiavelli's The Prince, Max Weber's Politics as a Vocation, and Michael Walzer's work on "dirty hands".) The game in question explored the question (among other things). In the real world, then, the morality of the use of political violence is something that is interesting and much-discussed (even here in Australia I note that it was a recurring theme in discussions of the Bush presidency, and continues to be discussed in relation to the Obama presidency). I have my own views on the matter, but won't express them here. But I certainly think it's a reasonable topic for investigation via fictional works, be they excellent movies (Hero) or much more pedestrian RPGs (the campaign I've been describing).The thing is what your PCs did was evil there is no way around that. What I guess I object to is trying to say well no murdering a fellow party member and joining forces with an evil god to enslave your fellow man is somehow a not an evil act. Even if some good things come from it.
I think the only thing I differ from in your post is the second and third sentences of this passage. I prefer a game in which the outline is jointly agreed (although, in practice, the GM is likely to be more proactive in respect of it), and in which the GM provides the backstory but the players provide most of the forward momentum. And as long as the backstory hasn't been revealed in play, I regard it as entirely provisional and malleable.I will cede that the game is a fictional work in progress and that the players are writing the story. However, they are writing from an outline provided by the DM. They are writing in a world built by the DM.
I really dislike 4E and the whole wealth level being part of the character build instead of being in the DM hands and allowing the DM to decide what kind of power level game they want to run.
Yeah, especially since if you follow the normal guidelines, due to the strongly exponential scaling of wealth by level the current deficit will soon be merely a blip. That's not to say equipment is irrelevant; in particular getting the right vs. wrong equipment really matters. But you're not going to mess that up with just one missed drop, even if it's a large one. And even with "useless" equipment, the game remains playable, just probably slightly more grindy.4e is really not nearly as bad as pemerton would have you believe. All 4e PCs need is an item +1 per 5 levels for their weapons & defenses; everything else is gravy. And that +1 can be provided as an inherent bonus if desired. And PCs can have up to 5 times (extra +1) or 1/5 (one +1 less) standard treasure for their level and it still works fine, so they can certainly pass up on a single large 'drop' without it hurting the game.
Whether or not a player choice will upset the other players is not an ingame matter - it is not an issue about the fiction or the gameworld. It is a metagame matter - an issue that effects the real people actually sitting around the table playing the game.
The WIS check, as a response to this sort of situation, is an attempt to turn what is a metagame matter into an ingame one (by reference to the fiction: namely, the content of a PC's mind).
So why make all this crucial information hostage to a die roll?
I think we are working here with different notions of consequences, and also a different understanding of the relationship between game and metagame.
On consequences - choices can have all sorts of consequences. Material gain and loss are only one of many possible ranges of consequence, and often not the most important. So even within the fiction of the gameworld, consequences can ensue even if treasure is not lost or foregone.
I don't think so. It may be that I misread the OP, but it didn't seem to me to be talking about characters being upset. It seemed to talk about players being upset, about the way the game has unfolded.No. Playing without your pants on upsets the other players. What you do, in game, with your character, in game, upsets the other players through the medium of upsetting their characters.
I'm not imputing motives. I'm offering my interpretation of certain fairly well-known game mechanical techniques. If I had to suggest a motive, I would opt for the fairly safe "We do it this way because this is the way we've always done it, and the way some reasonably canonical texts suggest to do it." My beef is primarily with those texts, which I think have a tendency to produce problems in play with no countervailing benefits.I wonder how it is that you think you know so much about the motives of others here?
Most of the others posters on this thread seem to be focusing on ingame consequences of choices, and primarily material gain and loss at that.how is this different than the way anyone else is using the term here?
Yet the notion that no good deed goes unrewarded is the mainstay of a huge chunk of folk and contemporarary popular fiction, including probably the bulk of American film. Good fiction, or even mediocre fiction, is not generally concerned with affirming the causal patterns of reality. I don't see that it is important for RPGs to be different in this respect.Do you imagine that, because there are other potential consequences, you're going to find your money back in your bank account?
Because, if you do imagine that, please send me a cheque.