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When modern ethics collide with medieval ethics

This is the same group, and campaign, as the one with the dwarf PC who thought necromancy was evil (even though the GM said it wasn't) isn't it? To me it seems like you guys are having the same problem over and over. Nothing is changing.

On the internet, just as on Jerry Springer, the nuclear option - ditch the loser, girlfriend! - is recommended way too often. But in this case I really think it's the right one.

The answer to the question of whether a group can handle non-21st century Western ethics varies from group to group. Some players are totally cool with it and some aren't. I wouldn't try it down my way, and I don't think it's working with your group either.
 

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In some D&D worlds, that's not true. Not only are some races born "evil", but people in the good races are born into various levels of superiority over others. Someone born to a peasant family is "less" than someone born to a noble family. It's not just a matter of being born to the wrong parents and how much money they have, their actual DNA and game stats says they are not as good as a noble borrn.
Isn't that equally true in our world? It seems to me undeniable that some people are born with better 'game stats' than others - stronger, smarter, better looking, etc.

Therefore, within the "good" society of humans, a hierarchical structure of governance and social norms can be established by station of birth.
It is "wrong" to disrespect, disobey or assault your betters.
People in superior positions have the responsibility to care for their lessors and to punish wrong doing.
This then is also an argument for a hierarchical system in our world too. Though some people may say that's exactly what we have!
 

Rape, as far as I know, has never been acceptable behavior in any historical period, in any country. All my posts in this thread relate to historical comparisons with ethics of times past. While some historic precedence suggest that some cultures were less punishing of the act, it was never acceptable behavior.
Marital rape

"The husband cannot be guilty of a rape committed by himself upon his lawful wife, for by their mutual consent and contract the wife hath given up herself in this kind unto her husband, which she cannot retract" - William Hale, The History of the Pleas of the Crown, published in 1736
 

Marital rape

"The husband cannot be guilty of a rape committed by himself upon his lawful wife, for by their mutual consent and contract the wife hath given up herself in this kind unto her husband, which she cannot retract" - William Hale, The History of the Pleas of the Crown, published in 1736

There may be states in the US where that is still true today.

Something similar, courtship rape, was somewhat condoned in Heian Era Japan among noble daughters, with prospective husbands in confidence with the parents of the daughter to be courted.

All abhorrent instances where it was at least legal. Still that doesn't mean the behavior was approved by the greater community, despite precedence to law. I'm sure there were people of the time, that did not approve.

Again, rape is real, but it shouldn't be represented in an RPG. There are plenty of grisly things in real life than still can be included in game. Nobody has to go to the far extreme of simulationism.
 


Ugh, nonsense like that makes me glad I don't read fantasy novels. I doubt I could have restrained the urge to throw the book reading something like that. . .or if I saw it in a game to restrain the urge to shift the entire PC plot to assassinating the King in the name of justice and not care what the DM thought about derailing the campaign. If the book did not end with that tyrant king being deposed and preferably dead, I don't think I could read it.

One thing I have noticed about a lot of fantasy literature, including gaming settings, is that they exaggerate the powers of the nobility well beyond what they were in reality. Or more accurately, assume their de jure power was their de facto power and don't take into account that it's a big difference from granting somebody power on paper and them actually getting away with using that power and the common people accepting that they have that power.

One example I can think of is the Rokugan setting for the Legend of the Five Rings RPG & CCG. It's an Asian pastiche strongly based on feudal Japan with some elements of China and other Asian cultures thrown in.

In this setting, one right every Samurai (and most PCs are all samurai caste, if they aren't monks) has in that setting is to kill any commoner at their discretion, no trial or appeal, or even warning. A samurai legally can just be walking by, decide at a whim to kill a peasant, and pull out his sword and kill him and keep right on walking. It's been almost a decade since I've played, I think maybe they might have to pay a token sum to their lord if the peasant wasn't one of their own vassals.

The setting materials, and the GM I played under, played this as completely normal and accepted by the peasants and a right that Samurai were very willing to use if they felt even the slightest bit disrespected or bloodthirsty. Peasants were reverent and fearful of even the lowliest samurai because they knew that they could die in the blink of an eye if that samurai had even a whim to do so, and there was nothing they or anybody they knew could do to stop it.

The problem is, historically, it was nothing like that. Yeah, samurai had a similar right by law, on paper, but that law ran into all kinds of problems called human nature.

Samurai who just arbitrarily killed peasants tended to be mobbed by that peasants friends and family, and in a realistic setting one lone armored warrior versus a few dozen commoners with pitchforks and hammers, that samurai would probably lose (unlike D&D except for a very low level Samurai). . .and to prevent further retribution from the next samurai or Imperial representative that came by, their swords would be broken and melted down at a local forge and the body hidden and buried.

Also, the control of the people wasn't as absolute as fantasy materials would make you think. Using the Japanese/Rokugan example, in Rokugan the Emperor's will is absolute and rebellion would be utterly unthinkable and the forces of the six great clans would be so strong that no peasant revolt could possibly end in anything but bloody failure.

In the real world, for 78 years, from 1488 to 1564 the Kaga province, as well as a portion of Okawa, Ise and Mikawa provinces were in open rebellion against the Shogunate as an alliance of peasants who were fed up with abusive behavior and monks who championed the idea of all humans being equal (and thus opposed special rights for the Samurai and nobility). You'd never see anything like that in a fantasy RPG, except maybe portrayed as ignorant and insolent peasants who would be quickly and brutally crushed.

In the Katherine Kurtz book the incident was what spurred the Deryni Duke of that area to help put a human King back on the throne. Which he and his family did accomplish. Of course once the humans had power they turned on the Deryni and butchered them and passed laws that prevented them from becoming priests and other restrictions.

It took 200 years since the humans came back to power for the abuses of the Deryni to stop and that was because the new King is half Deryni through his mother.

They are excellent novels with a lot of historical accuracy on the weapons and armor and how the Catholic church operated.

The reason the nobility often had more power was because they were the ones that had the brute force they had the knights and the edged weapons while the serfs did not nor were the serfs trained in combat.

In my roommate's game while the nobility have more power then the peasants not all the nobility treat their peasants as subhuman but have a more outlook of they are responsible for their people's well being. Nobility who mistreat their people are considered tyrants and if the party wanted to go after them she would be fine with that.

The settings though requires you to realize if you play a commoner you don't have the freedom to just mouth off to a noble born and expect to get away with it. If you want to do something to this noble you need to use cunning and guile to accomplish it especially at lower levels.

I think the biggest mistake is when people try and use well it is not historically accurate as an argument for things like this. Once you add magic both divine and arcane into the world there is no real world historical culture to base it on.

What is cool about a fantasy setting is the ability to add things to it like Kings who really do rule from divine right as the gods who are very real granted them that right.
 

This is the same group, and campaign, as the one with the dwarf PC who thought necromancy was evil (even though the GM said it wasn't) isn't it? To me it seems like you guys are having the same problem over and over. Nothing is changing.

On the internet, just as on Jerry Springer, the nuclear option - ditch the loser, girlfriend! - is recommended way too often. But in this case I really think it's the right one.

The answer to the question of whether a group can handle non-21st century Western ethics varies from group to group. Some players are totally cool with it and some aren't. I wouldn't try it down my way, and I don't think it's working with your group either.

Yes it is. Though that situatiom did not cause the ruckus this one did. He ended up in prison for it and the rest of us had to take a mission that lead to the whole cleric killing evil clerics bit. Though if the player who was playing the dwarf had been there he would have slit their throats before the cleric had the chance to.

For him it is not so much a matter of modern VS fantasy ethics it is more of what is the best tactical way to handle something in game terms. He has no issue with breaking into homes and killing NPCs because that is what PC rogues do. Killing prisoners is fine because if they are evil you kill them take their stuff and get XP. He has issues when you turn things like this around.

He is upset because in his opinion it is not smart for PCs to go around casting spells on city guards or in public in a big city because it draws attention to the party and that is something you should never do just like you never split the party. Or it is wrong for the party cleric not to heal you just because you offended his god.

He does not enjoy inter party conflict or dealing with any sort of moral dilemma in game. He likes cool abilities and killings things and taking their stuff. he will tolerate to some extent moral dilemma and heavier role playing because others like it. You have to balance it with what he enjoys.

If he gets upset he usually lets it go very fast and he does not carry a grudge he has already apologized for Sunday and at this point just wants to let it go. Though he did ask the DM to remind him if he forgets stuff again.

It is the other player who has the biggest issues with modern VS fantasy thinking he also is one to have issues not letting things go.

My table have really no issues when dealing with having different moral views in the game settings. I just make sure to keep the communication open and if I notice an issue I stop and discuss it.

Broken Druid is learning how to DM and this is one area she admits she needs to become better at she tends to get wrapped up in with what the NPCs are doing that she doesn't notice that things are going sidewise until it has in a big way.

I don't think we need to ditch them I think that the DM needs to take a break for awhile because I see signs of burn out.

Like I said we have been playing with the one guy for 16 years and I can count on one hand where there have been issues.

I think the other guy is someone I am beginning to realize that I don't want to play DnD with I would rather play Shadowrun or a modern setting where this kind of thing does not come up.
 

I was wondering if any other people have had this issue where our modern ethics on things like slavery, treatment of prisoners, all people created equal come into conflict with a game set using a more medieval culture?

In the game I play in this has caused a little conflict between players and the DM. Some of the players have no issue getting into this mindset others can't seem to do it as easily.

The DM made it clear when she started her game that it was medieval style world.

<snip scenario>

The DM supported the player saying in no way did he violated his lawful good alignment. That as a good character he stopped an evil and as a cleric of a good god he followed his code and the law that allows him to act as judge, jury and executioner.

Some of the players disagreed and called it murder and dishonorable. It has changed the way the cleric gets treated by some of them.

<snip more scenario>

At this point the DM backed me up saying that she had the guards mouth off to me as a clue that something was hinky and that I had acted totally in character and I was right that even if they had been city guards because of the way they talked to me they would have been in trouble.

In these discussions/arguments one things seems to be the cause of it all and that is the players who have the most issue seems not to be able to let go of their modern ethics.

<snip>

I am just curious if other groups have had this kind of issue. Also how you handle modern ethics VS more medieval ethics in your games?
It's one thing to run a medieval world in which slavery, extrajudicial execution, torture for heresy, status-based law, etc, are the norm.

But it's another thing to expect the players to embrace that norm. The GM can invite them to, but I don't see how she can oblige them to. And if they don't, and there is no compromise, then the sorts of experiences you are describing will occur.

For example, if a player in fact thinks that extrajudicial execution is tantamount to murder, and is not interested in pretending otherwise, no amount of the GM yelling "But what the cleric did was lawful good" is going to help. The player isn't objecting to the use of a bit of game terminology (although the player may express her/his point that way - yet another reason why I think alignment is a huge headache that the game would be better off without). The player is refuding to endorse the proposition that murder is permissible, even in a pretending sense.

Mabye the player is being too precious. Maybe not. I mean, everyone has their limits. I can't imagine many people would want to play a game set in 1930s Ukraine where they are expected to pretend that murdering middle class peasants is lawful good. Maybe your player sees extrajudicial execution of heretics by a priest in a similar way.

The issue comes in with people not liking prisoners to be killed or for wizards to get to cast spells like dominate or baleful polymorph on people who annoy them and get away with it as long as those people are not high rankings member of society.
And I find it hard to say that there is anything wrong with people not liking such things.

In my current 4e game, which is not very gritty, we tend just not to focus play on this sort of stuff (although the PCs are somewhat committed to redeeming and ransoming slaves). In an earlier campaign, one of the PCs was a freed slave who was committed to fighting against slavery, and also against racial prejudice in the wizard's guild. In another campaign, the PCs (who included samurai, priests and a fallen god) led a secret mission against the gods (allying with a dead god and an exiled god in the process) in order to change the gods' plans for the world, because they thought the gods were too hung up on propriety and status and order and didn't care enough for the suffering of ordinary people.

I think if you want a successful campaign in which the moral practices and commitments of the past are going to be front and centre, then it is better to let the players work out their own attitudes towards and responses to those things, and then play their PCs accordingly. If this produces some conflict between PCs, in my experience that is not a problem among mature players who are otherwise friends and willing to compromise. If conflict among the PCs will be a problem, then I think the only solution is not to put the controversy-inducing material front and centre.

In my Kingdoms of Kalamar campaign, one of the players was a noble and threw away thousands of years of cultural upbringing and social acceptance to do things like "power to the little people" and so on.

Essentially, the player was playing their character with a modernist vision when in reality such envisionment didn't exist.
I guess I don't really see the problem in players playing their moral vision.

It's very challenging to enforce a "cultural viewpoint" onto players who 1. don't understand it, or 2. don't want to understand it, or 3. think they understand it, but differ with the DM's understanding of it.
Yes, this is a perennial problem with RPGs.

"The past is a foreign country: they do things differently there." - L.P.Hartly

This is usually due to ignorance on the part of the players.
I don't think it's about ignorance at all. It's about repugnance.

I tend to agree with Bernard Lewis that there can be a type of pointlessness in morally judging the distant past. (Although in some cases, the past - even the quite distant past - lives on, and then moral judgement may well make sense.) But it's one thing not to judge the past; it's another thing to be expected to pretend, in play, that in fact it was all OK.

You might have a perfect and complete understanding of a medieval mindset and be uncomfortable or unwilling to assume one while in character because it may be simply repugnat and evil to your sensabilities.

<snip>

I find it best, in circumstances like that, to find a sympathetic goal for or facet to such a charatcer that will let me ease into thier shoes without vomitting.
Even if one's grasp of the past is only partial, you might feel repugnance. And the problem the OP has is not in identifying with one's repugnant PC. It is in tolerating the repugnant behaviour of another character in the game.
 

I guess I don't really see the problem in players playing their moral vision.

I think the problem with that is, to some people, that isn't role-playing.

If you are playing a historically accurate 12th century RPG, it's metagaming to bring in science and other modern concepts into the game.

If you were truly playing a 12th century noble, he cannot have modern ideas about morality. Properly role-played, he must act and believe as a 12th century noble does, not a 30-something computer analyst from Boise.

Here's the classic example of this disconnect, that I bet every gamer has experienced:

New gamer has a PC of lowish level that is brought under good terms to meet the King (or some other high noble). He's told to kneel. he says "I kneel before no man." and promptly gets into a meta-game argument with the GM or his PC is executed/jailed.

If the player is running a PC that is a member of the society (not some wildling from beyond the king's realm), it is expected that he knows his place in society and the minimal expectations that one bows or kneels before the king.

The crux of the matter is portrayal of a fictional character versus remote-controlling an avatar ina game space as a PC.

I my game, my expectation is that you are protraying a fictional character who acts and believes as a person who lives in the game world, and not as yourself. I'm fine with somebody basically "playing themselves" as that character's personality. But it still has to be consistent with the fictional character fitting in with the world. If the player trumps that, they are failing to portray a fictional character.
 

My only real point of disagreement, Janx, is that I do believe that there have always been folk whose morality mirrors that of the general public today. It's how society moved to this morality...few people felt that way, eventually more felt that way...

There have also always been folk who bucked the system, but yes, the majority of those did not go on to continue with their status (or in some/many cases, their lives) intact.

If there weren't people who bucked the system (we often call them heroes, even in our own history), then we wouldn't have our modern viewpoint. I'm not saying that you should allow the PCs to abolish slavery in a setting that embraces it, but I don't think you should punish the player or character for finding it abhorrant.

I do think, though, that putting players at odds, let alone their characters, is something that needs to be handled properly.
 

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