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As a player, do you enjoy moral dilemmas and no-win situations?

Odhanan said:
Moral dilemmas yes, very much.

No-win situations, absolutely not.

I agree with this, with a couple of caveats.

A no-win situation is acceptable if it eventually leads to a situation where victory can be achieved. I.e. the "no-win" is a setback, not the final end to the situation/plotline that brought it up.

And I like moral dilemmas as long as they're wel done, not too common, and don't force a mechanical change down the players' throats. (That is, a moral dilemma that makes a paladin regret he had to make his choice is fine. One that causes him to lose his paladin status no matter what he does is unacceptable.)
 

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I used to enjoy them, but I enjoy them much less as I enter my twilight years. It may have something to do with my choice of games: in my salad days, I used to play White Wolf games much more, and those are games that lend themselves very well to moral dilemmas and no-win situations (Wraith has a stat called Angst, fercryinoutloud!) D&D, I think, isn't nearly so friendly toward such situations.

It may also have something to do with my day-to-day life: these days I work for an animal shelter, and there are already plenty of no-win situations all around me. Gaming, for me, is a chance for heroics, quips, and spectacle; heaviness doesn't really do it for me today.

But as in all things, it's a matter of individual preference. As long as the DM and the players are in agreement on the level of angst, everything is peachy.

Daniel
 

Moral dilemmas are fun with a role-play-heavy group.

No win situations are ok on a rare occasion. I played in a campaign that every adventure was a no win situation. It was not fun.
 


Moral dilemas, yeah. The harder the choice the character has to make, the more memorable the session.

No win situations, absolutely not. I play the game to have fun. IMNSHO no win situations are not fun!
 

There are a few discussions here that seem to be about the "theory" of no-win situations. They sound like GMs justifying their use (whether they are or aren't trying to do that). I'm really curious about it solely from a player POV. When you are put in that situation, did it add to the game.

As for the moral dilemma, I was mostly trying to use it as a qualifier to the no-win situation. I wanted to make it clear that sometimes the no-win situation is a moral dilemma.
 

Glyfair said:
The situations I'm discussing are situations where there are a very limited number of options (often just two main ones) and all of them have serious drawbacks to the character. The classic example is putting a paladin in a situation where any choices allow evil to flourish because of his actions.
This is not a moral dilemma, although far too many folks seem to believe it is. This is one of those no-win situations you mention. Evil flourishes either way. A moral dilemma is one in which the PC (and player) are forced to figure out which choice is the moral one to make, not one in which there are no moral choices to make.

To provide my own "classic moral dilemma" (huge, massive spoilers for the graphic novel The Watchmen, read at your own risk):

[sblock] In the graphic novel The Watchmen, a group of superheroes fight an archvillain. In the end they fail to prevent him from carrying out his scheme. Essentially, the archvillain kills a large, populated city in order to trick the world into backing down from World War III. When the heroes learn of this, they are faced with a terrible moral quandary, because as evil as the act was, the archvillain's plan is working. So they have a choice. They can reveal the archvillain's plot to the world and see him pay for his crime, in which case the world starts heading back toward WWIII once more...or they can remain silent, allowing a murderer of millions to remain free, but also allowing the world to avoid the dangers of a thermonuclear holocaust.

The answer to the quandary lies in one's own sense of right and wrong, of justice, of priorities. And depending on your beliefs, there is a right answer.[/sblock]

Now that kind of moral quandary I love, but of course they're hard to build. ;) (Incidentally I recommend that graphic novel to anyone.)
A recent example had a paladin placed into a situation where he could allow an evil wizard to go free, because he was the only one stopping a town from being destroyed. Either he allowed an obviously evil person to go free, or he allowed a town to be destroyed (ignore any other side issues with this one about these being the only options, because this is the way the dilemma was presented by the DM in question). The hint was that the paladin should stop being a paladin (at least requiring atonement) no matter which choice he had.

My question is, as a player, do you find that being put in such a situation adds to the game and makes it more enjoyable and fun? Even if it's not fun at the moment, does it add to your overall enjoyment of the game because it makes the world seem more "realistic"?
There is nothing realistic about providing a paladin with only two choices and vetoing whatever other solutions he may come up with. That's one of my biggest problems with many DMs' idea of a "moral dilemma." They set up scenarios like a philosophy course in college, providing only two answers and forcing--sometimes through DM-fiat with no constructed in-game reasoning at all--the player/PC to choose only one of those two options. Philosophy is the way it is because in the real world, there are hardly ever only two answers. So we create them theoretically to analyze our own moral values. But in real life, it's far messier. Creating the "only two options" scenario in the game is a break from realism, not a strengthening of it.

IMO any paladin worth his salt would find a way, or try to find a way, to save the city and neutralize the wizard. Or die trying. Paladins don't accept defeat before they've even started to fight.

To answer your straight-up question, the kind of situation you've outlined most certainly does NOT add to the game from me. Quite the opposite.
 

Mouseferatu said:
I agree with this, with a couple of caveats.

A no-win situation is acceptable if it eventually leads to a situation where victory can be achieved. I.e. the "no-win" is a setback, not the final end to the situation/plotline that brought it up.

And I like moral dilemmas as long as they're wel done, not too common, and don't force a mechanical change down the players' throats. (That is, a moral dilemma that makes a paladin regret he had to make his choice is fine. One that causes him to lose his paladin status no matter what he does is unacceptable.)

This sums it up for me as well.
 

I guess I am different in that I believe everything is a no-win situation - at least there are negative consequences to just about every big decision you make in life (and in games meant to emulate a life) - so maybe not specifically "no-win", but even if the PCs defeat the evil wizard who were enslaving people and animating their ancestors out of the local graveyard - I like to make a point to explaining how common people are displaced by the fighting, maybe how charmed or undead-animated relatives of the townsfolk having to be killed to defeat the wizard left orphans, or left a town without an important guardian or craftsman, etc. . .

Sure, it robs them of a little bit of the taste of victory, but it also helps the sense of immersion in the setting and the verisimilitude, and it is a great source of plot hooks for future adventures or NPC interactions.

Edit to Say: Since these are the kinds of games I run as DM, it should go without saying that that is what I prefer as a player. . . (just to stick to topic)
 
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Absolutely not in both counts.

I game for escapism, to get away from the shades of grey, morally relative real world. So I don't want those kind of "lesser of two evil" choices in my game. I want absolutes. I want to be the birght shiny knight of legend. When I play superheroes, I want Silver age supers in the mold of Superman and Captain America - not bronze or iron age characters like Wolverine or Cable. I feel the same in fantasy. Let me play someone who overcomes his obstacles with panache and ease... because lord knows I don't get enough of a chance to do that in real life.
 

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