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Divine Invasion: A Proposal for an Anti-Colonialist D&D Setting
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<blockquote data-quote="Michael Linke" data-source="post: 8397686" data-attributes="member: 6873682"><p>I didn't suggest we shouldn't address colonialism, just that we shouldn't glorify it. My take on adventure design is to just present the situation, and the opinions of the NPCs involved at face value. There may be characters in the setting engaged in colonialism, genocide, slavery, murder, etc, but I don't artificially encourage the players' characters to go along with it or especially reward them for making value decisions (unless it's a campaign where we've agreed beforehand that certain value based decisions are rewarded).</p><p></p><p>Take B2 as an example, that ruleset rewards the players for coming home with treasure. All the drama about the beleaguered keep and the marauding humanoids is just the opinion of the NPCs they meet in the keep. There's no inherent mechanical reward for helping the Keep, or betraying the keep, or ignoring the keep and exploring the area for the hell of it, or opening a dialogue between the keep and the humanoids so they can live in harmony. Putting hands on gold is the only action that's rewarded (and perhaps glorified). Everything else you do on the way to that goal is your choice.</p><p></p><p>Edit: i meant to also say I don't think you should be glorifying murder and theft either. You get XP for acquiring treasure and defeating monsters that have HD. If you want to kill the kobolds and take their lair treasure, that's one way to do that. If you want to find a way to get those kobolds to willingly part with enough treasure for you to level up, you can do that too.</p></blockquote><p></p>
[QUOTE="Michael Linke, post: 8397686, member: 6873682"] I didn't suggest we shouldn't address colonialism, just that we shouldn't glorify it. My take on adventure design is to just present the situation, and the opinions of the NPCs involved at face value. There may be characters in the setting engaged in colonialism, genocide, slavery, murder, etc, but I don't artificially encourage the players' characters to go along with it or especially reward them for making value decisions (unless it's a campaign where we've agreed beforehand that certain value based decisions are rewarded). Take B2 as an example, that ruleset rewards the players for coming home with treasure. All the drama about the beleaguered keep and the marauding humanoids is just the opinion of the NPCs they meet in the keep. There's no inherent mechanical reward for helping the Keep, or betraying the keep, or ignoring the keep and exploring the area for the hell of it, or opening a dialogue between the keep and the humanoids so they can live in harmony. Putting hands on gold is the only action that's rewarded (and perhaps glorified). Everything else you do on the way to that goal is your choice. Edit: i meant to also say I don't think you should be glorifying murder and theft either. You get XP for acquiring treasure and defeating monsters that have HD. If you want to kill the kobolds and take their lair treasure, that's one way to do that. If you want to find a way to get those kobolds to willingly part with enough treasure for you to level up, you can do that too. [/QUOTE]
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Divine Invasion: A Proposal for an Anti-Colonialist D&D Setting
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