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<blockquote data-quote="DarkKestral" data-source="post: 3170868" data-attributes="member: 40100"><p>OK, there ARE a few D&D settings out there with some philosophical bents: Planescape, for one, is classically part existential philosophy, part quasi-Renaissance urban fantasy, part linkage for every campaign setting, and part general trippiness.</p><p></p><p>Heck, in the most common 'sub-setting' for Planescape, Sigil, (almost every PS campaign ends up there at SOME point) the city is actively controlled and ran by a groups that are defined by their philosophical worldviews and that sometimes actively try to remake the multiverse to conform to their personal ones. Granted, they don't actually have complete control, that being in the hands of the Lady, but it's enough to render the Factions not a non-entity, gamewise.</p><p></p><p>It also acts as a springboard for deepening the impact of alignment in play; other defining conflicts, ones that actively shape the multiverse, are the conflicts between Law and Chaos and between Good and Evil, and the meta-story actually has had a few subsections of planes appear/disappear or shift places due to shifts in that balance.</p><p></p><p>Obviously, not all groups are incredibly interested in those bits of the setting. But for those that are, it can certainly make for a very philosophy heavy game, despite the general tendency of "kill things and loot their stuff" to be the REAL sub-plot of most D&D games, and it does so with remarkably few actual rules that need to be implemented in the game mechanics, and many of those simply clarify rules that have often pre-existed about the non-Material planes.</p><p></p><p>Certainly, there are other systems more designed for philosophical introspection, but there can be a decently high level in stock D&D too. I agree with the other posters that it needs to come up naturally, but I don't think that an intentionally serious philosophical discussion should be outright avoided entirely, if the players are willing to go ahead with them.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 3170868, member: 40100"] OK, there ARE a few D&D settings out there with some philosophical bents: Planescape, for one, is classically part existential philosophy, part quasi-Renaissance urban fantasy, part linkage for every campaign setting, and part general trippiness. Heck, in the most common 'sub-setting' for Planescape, Sigil, (almost every PS campaign ends up there at SOME point) the city is actively controlled and ran by a groups that are defined by their philosophical worldviews and that sometimes actively try to remake the multiverse to conform to their personal ones. Granted, they don't actually have complete control, that being in the hands of the Lady, but it's enough to render the Factions not a non-entity, gamewise. It also acts as a springboard for deepening the impact of alignment in play; other defining conflicts, ones that actively shape the multiverse, are the conflicts between Law and Chaos and between Good and Evil, and the meta-story actually has had a few subsections of planes appear/disappear or shift places due to shifts in that balance. Obviously, not all groups are incredibly interested in those bits of the setting. But for those that are, it can certainly make for a very philosophy heavy game, despite the general tendency of "kill things and loot their stuff" to be the REAL sub-plot of most D&D games, and it does so with remarkably few actual rules that need to be implemented in the game mechanics, and many of those simply clarify rules that have often pre-existed about the non-Material planes. Certainly, there are other systems more designed for philosophical introspection, but there can be a decently high level in stock D&D too. I agree with the other posters that it needs to come up naturally, but I don't think that an intentionally serious philosophical discussion should be outright avoided entirely, if the players are willing to go ahead with them. [/QUOTE]
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