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<blockquote data-quote="Voadam" data-source="post: 8443838" data-attributes="member: 2209"><p>I don't think the idea is that these are things to always be avoided, I think the general idea is that tying mechanical game penalties to not playing a certain way is generally a bad idea. Separately some issues are so hot button for specific people that it is either avoid them or expect it to blow up things.</p><p></p><p>You can have cool morality discussions and arguments in character or out of character with lots of people about killing genocide animals, but attaching xp penalties to picking one side of the argument or the other sets up dynamics and pressures to either do things that one specific way or take a mechanical hit.</p><p></p><p>For the classic case of the paladin it is particularly galling to think you are playing heroic good and have someone judge your actions as not so in a way you disagree with, and then they hit you with a loss of powers to represent that you are wrong on morality to the point that heavenly forces reject you. If you want to play a moral hero it is annoying to have your choice be to conform your play to a view of morality you disagree with or be penalized for playing your view of a heroic character.</p><p></p><p>Some find that the tough external moral standard that is hard to meet and the risk of falling are the cool parts of the paladin concept, and some like playing through a falling scenario or falling and redemption scenario that is backed up by mechanics, but for many it leads to unpleasant dynamics for D&D play.</p><p></p><p>As for people finding some things unacceptable to the point of quitting a game, while some issues are more likely to be hot button issues than others and should be approached with that in mind, it is going to be an individual and context specific thing in general.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8443838, member: 2209"] I don't think the idea is that these are things to always be avoided, I think the general idea is that tying mechanical game penalties to not playing a certain way is generally a bad idea. Separately some issues are so hot button for specific people that it is either avoid them or expect it to blow up things. You can have cool morality discussions and arguments in character or out of character with lots of people about killing genocide animals, but attaching xp penalties to picking one side of the argument or the other sets up dynamics and pressures to either do things that one specific way or take a mechanical hit. For the classic case of the paladin it is particularly galling to think you are playing heroic good and have someone judge your actions as not so in a way you disagree with, and then they hit you with a loss of powers to represent that you are wrong on morality to the point that heavenly forces reject you. If you want to play a moral hero it is annoying to have your choice be to conform your play to a view of morality you disagree with or be penalized for playing your view of a heroic character. Some find that the tough external moral standard that is hard to meet and the risk of falling are the cool parts of the paladin concept, and some like playing through a falling scenario or falling and redemption scenario that is backed up by mechanics, but for many it leads to unpleasant dynamics for D&D play. As for people finding some things unacceptable to the point of quitting a game, while some issues are more likely to be hot button issues than others and should be approached with that in mind, it is going to be an individual and context specific thing in general. [/QUOTE]
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