Emoshin
So Long, and Thanks for All the Fish
This is a + thread
The intent of this + thread is to offer a psychologically-safe and efficient and effective option to discuss the basic premise described below.
By participating in this thread, please make positive contributions to the premise. If you don't agree with the below premise, that's totally valid. Just asking you to refrain from arguing about that here in this thread.
Last but not least, due to the sensitive nature of this topic, please don't make assertions about other people or their games or their moral code.
An insight from a small and humble poll
When asked "Which of these endgames do you like to see in every WoTC 5E adventure as written?", these have been among the popular answers:
This + thread treats this idea as an "invitation" to engage in some hypotheticals...
* albeit an estimated percentage is not possible to assert without robust data
But wait, what is heroically "good" and "morally correct" anyway?
When we run or (re)write adventures for our own group, chatGPT says:
And what if you are a writer at WoTC? If tasked with including a "good" ending with every adventure, how do you navigate the issue of every gaming table having different expectations and moral codes in the fiction?
This reminds me of a book called "How to Be Perfect: The Correct Answer to Every Moral Question" by Michael Schur. The author seemed to be in a somewhat analogous situation, trying to define good and bad in the fiction for the TV show "The Good Place". Here's an excerpt:
Now I have zilch experience at moral philosophy, so I found this book very interesting. For example, it describes The Trolley Problem -- in essence, is it OK to cause the death of one person in order to prevent a bunch of other people from not dying? And then goes about explaining ways of approaching this thought experiment.
The Trolley Problem reminds me of potential situations in D&D too, such as: is it "good" or "evil" to extrajudicially murder a handful of brainwashed cultists who are actively trying to summon the elder god from destroying the entire city full of innocent people? You may have your own, even trickier, example from a previous game.
One possibility is, since the fiction is never set in stone, the author could attempt to avoid writing the kind of story that expressly puts the PCs in morally ambiguous situations.
Another possibility is when the author writes the adventure story that sets up morally challenging scenario, but not really provide any suggested guidance of good and bad, which may obfuscate understanding of what exactly is the heroically "good" / morally correct outcome that some D&D gamers prefer to see in the adventure as written.
OK, what if...?
Hypothetically, what if every WoTC 5E adventure as-written examined & explored 2 or more suggested endings, including at least one heroically "good" ending where the PCs can achieve a morally correct outcome?
How would that affect your game?
On the flip side, if you worked at WoTC and were tasked with the above, how would you approach it? What kind of moral code/framework you would you draw from?
EDIT: updated the + section for clarity
The intent of this + thread is to offer a psychologically-safe and efficient and effective option to discuss the basic premise described below.
By participating in this thread, please make positive contributions to the premise. If you don't agree with the below premise, that's totally valid. Just asking you to refrain from arguing about that here in this thread.
Last but not least, due to the sensitive nature of this topic, please don't make assertions about other people or their games or their moral code.
An insight from a small and humble poll
When asked "Which of these endgames do you like to see in every WoTC 5E adventure as written?", these have been among the popular answers:
- At least one heroically "good" ending (PC can achieve a morally correct outcome)
- And I am good with [2 or more] possible endings examined & explored in the adventure as written
This + thread treats this idea as an "invitation" to engage in some hypotheticals...
* albeit an estimated percentage is not possible to assert without robust data
But wait, what is heroically "good" and "morally correct" anyway?
When we run or (re)write adventures for our own group, chatGPT says:
the specific setting and narrative created by the Dungeon Master may include their own laws and consequences for [certain] actions. Additionally, it is important to consider the social contract of the players at the table and what actions are considered acceptable within their game.
And what if you are a writer at WoTC? If tasked with including a "good" ending with every adventure, how do you navigate the issue of every gaming table having different expectations and moral codes in the fiction?
This reminds me of a book called "How to Be Perfect: The Correct Answer to Every Moral Question" by Michael Schur. The author seemed to be in a somewhat analogous situation, trying to define good and bad in the fiction for the TV show "The Good Place". Here's an excerpt:
The initial idea behind The Good Place was that a “bad” woman, who had lived a selfish and somewhat callous life, is admitted to an afterlife paradise due to a clerical error and finds herself ticketed for an idyllic eternity alongside the very best people who ever lived — people who’d spent their time removing landmines and eradicating poverty, whereas she’d spent her life littering, lying to everyone, and remorselessly selling fake medicine to frightened seniors. Scared she’s going to be discovered, she decides to try to become a “good” person in order to earn her spot.
I thought that was a fun idea, but I also quickly realized I had no idea what it really meant to be “good” or “bad.” I could describe actions as “good” or “bad”—
sharing goodmurder badhelping friends goodpunching friends in the face for no reason bad—but what was underlying those behaviors?
What’s an all-encompassing, unifying theory that explains “good” or “bad” people? I got lost trying to find it—which is what led me to moral philosophy, which then led me to producing the show, which eventually led me to writing a book where I spend twenty-two pages trying to explain why it’s not cool to randomly coldcock your buddy.
Now I have zilch experience at moral philosophy, so I found this book very interesting. For example, it describes The Trolley Problem -- in essence, is it OK to cause the death of one person in order to prevent a bunch of other people from not dying? And then goes about explaining ways of approaching this thought experiment.
The Trolley Problem reminds me of potential situations in D&D too, such as: is it "good" or "evil" to extrajudicially murder a handful of brainwashed cultists who are actively trying to summon the elder god from destroying the entire city full of innocent people? You may have your own, even trickier, example from a previous game.
One possibility is, since the fiction is never set in stone, the author could attempt to avoid writing the kind of story that expressly puts the PCs in morally ambiguous situations.
Another possibility is when the author writes the adventure story that sets up morally challenging scenario, but not really provide any suggested guidance of good and bad, which may obfuscate understanding of what exactly is the heroically "good" / morally correct outcome that some D&D gamers prefer to see in the adventure as written.
OK, what if...?
Hypothetically, what if every WoTC 5E adventure as-written examined & explored 2 or more suggested endings, including at least one heroically "good" ending where the PCs can achieve a morally correct outcome?
How would that affect your game?
On the flip side, if you worked at WoTC and were tasked with the above, how would you approach it? What kind of moral code/framework you would you draw from?
EDIT: updated the + section for clarity
Last edited: