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About Morally Correct Outcomes in D&D Adventures [+]
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<blockquote data-quote="S'mon" data-source="post: 8936997" data-attributes="member: 463"><p>I like video games, and RPGs, where you get to make moral choices. This requires some degree of inherent moral ambiguity, Stormcloak v Imperial perhaps, not Alduin vs World Not Ending. To do well it requires some degree of moral maturity from the writers.</p><p></p><p><em>"What if every WoTC 5E adventure <strong><em>as-written</em></strong> examined & explored 2 or more suggested endings, including at least one heroically "good" ending where the PCs can achieve a morally correct outcome?"</em></p><p></p><p>This sounds like supporting (a) clearly good ending, eg save the world from the demon cultists, and also (b) Don't save world from demon cultists. So not really a moral choice as such. Sometimes players like to join the bad guys, but it's normally obvious who the bad guys are. This would be like the choice between joining the Dawnguard vs joining the Skyrim Vampires. I think supporting both is very good for world building, and the complete absence of support for the 'evil choice' leads to modern WoTC adventures where the Good side is apparently completely defenceless if not for the PCs.</p><p></p><p>So I'm in favour of choices, moral or not. They usually make for better campaigns.</p></blockquote><p></p>
[QUOTE="S'mon, post: 8936997, member: 463"] I like video games, and RPGs, where you get to make moral choices. This requires some degree of inherent moral ambiguity, Stormcloak v Imperial perhaps, not Alduin vs World Not Ending. To do well it requires some degree of moral maturity from the writers. [I]"What if every WoTC 5E adventure [B][I]as-written[/I][/B] examined & explored 2 or more suggested endings, including at least one heroically "good" ending where the PCs can achieve a morally correct outcome?"[/I] This sounds like supporting (a) clearly good ending, eg save the world from the demon cultists, and also (b) Don't save world from demon cultists. So not really a moral choice as such. Sometimes players like to join the bad guys, but it's normally obvious who the bad guys are. This would be like the choice between joining the Dawnguard vs joining the Skyrim Vampires. I think supporting both is very good for world building, and the complete absence of support for the 'evil choice' leads to modern WoTC adventures where the Good side is apparently completely defenceless if not for the PCs. So I'm in favour of choices, moral or not. They usually make for better campaigns. [/QUOTE]
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