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Alignment of enemies in modules
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<blockquote data-quote="redrick" data-source="post: 7066444" data-attributes="member: 6777696"><p>I'd take the inverse of this. For me, presenting swaths of characters as de facto evil and therefor fair game for slaughter presents a real world moral quandary, in a way that two non-evil characters potentially killing each other over conflicting interests does not. I don't need every session of D&D to include a cut-scene flashback to the family, life and aspirations of every opponent killed in an encounter, but I'd rather the game be populated by characters understood to be acting on specific interests than simply My Role in Life is to Do Evil Things, So Killing Me and My Mother and My Kids Would Be the Morally Righteous Thing to Do.</p><p></p><p>I know there's a lot of the latter in D&D, but I do think RPGs are better when there is more of the former. That doesn't mean that you have to lay it out in bold letters every encounter, but it should be there in the subtext if player characters choose to engage it.</p></blockquote><p></p>
[QUOTE="redrick, post: 7066444, member: 6777696"] I'd take the inverse of this. For me, presenting swaths of characters as de facto evil and therefor fair game for slaughter presents a real world moral quandary, in a way that two non-evil characters potentially killing each other over conflicting interests does not. I don't need every session of D&D to include a cut-scene flashback to the family, life and aspirations of every opponent killed in an encounter, but I'd rather the game be populated by characters understood to be acting on specific interests than simply My Role in Life is to Do Evil Things, So Killing Me and My Mother and My Kids Would Be the Morally Righteous Thing to Do. I know there's a lot of the latter in D&D, but I do think RPGs are better when there is more of the former. That doesn't mean that you have to lay it out in bold letters every encounter, but it should be there in the subtext if player characters choose to engage it. [/QUOTE]
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