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As a player, do you enjoy moral dilemmas and no-win situations?
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<blockquote data-quote="Lord Pendragon" data-source="post: 2792549" data-attributes="member: 707"><p>This is <em><strong>not</strong></em> 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 <em>are no moral choices to make</em>.</p><p></p><p>To provide my own "classic moral dilemma" (huge, massive spoilers for the graphic novel <em>The Watchmen</em>, read at your own risk):</p><p></p><p>[sblock] In the graphic novel <em>The Watchmen</em>, 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 <em>working</em>. 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.</p><p></p><p>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 <em>is</em> a right answer.[/sblock]</p><p></p><p>Now that kind of moral quandary I love, but of course they're hard to build. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (Incidentally I recommend that graphic novel to anyone.)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 <em>only</em> one of those two options. Philosophy is the way it is because in the real world, there are hardly <em>ever</em> 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 <em>break</em> from realism, not a strengthening of it.</p><p></p><p>IMO any paladin worth his salt would find a way, or try to find a way, to save the city <em>and</em> neutralize the wizard. Or die trying. Paladins don't accept defeat before they've even started to fight.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 2792549, member: 707"] This is [i][b]not[/b][/i] 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 [i]are no moral choices to make[/i]. To provide my own "classic moral dilemma" (huge, massive spoilers for the graphic novel [i]The Watchmen[/i], read at your own risk): [sblock] In the graphic novel [i]The Watchmen[/i], 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 [i]working[/i]. 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 [i]is[/i] 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.)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 [i]only[/i] one of those two options. Philosophy is the way it is because in the real world, there are hardly [i]ever[/i] 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 [i]break[/i] 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 [i]and[/i] 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. [/QUOTE]
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As a player, do you enjoy moral dilemmas and no-win situations?
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