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*TTRPGs General
Does D&D provide a decent moral compass?
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<blockquote data-quote="takyris" data-source="post: 464414" data-attributes="member: 5171"><p>Buttercup: That's a good point, regardless of the fact that you were agreeing with me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>At least with a good DM, you can introduce moral ambiguity. I differentiate pretty strongly in my games between "person who has a family and is doing a job" and "creature summoned from other plane of existence". In most cases, the party can easily tell when they're faced with a person, and when they're faced with an alignment with legs. In a jailbreak session (they're CG, trying to break someone out of an LN prison built to hold magic-users), they were going out of their way not to kill people, and got REALLY angry at the person in the party who finally shrugged and started laying fireballs at the guards' feet.</p><p></p><p>With a computer game, you know immediately whether or not you're supposed to fight the monsters because either:</p><p></p><p>a) You fight everything in the game except the doctors in lab coats or blue-uniformed security guards, both of whom give you stuff.</p><p></p><p>or</p><p></p><p>b) Any monster you're supposed to fight has a red circle under its feet, and any monster you're NOT supposed to fight has a blue circle under its feet. </p><p></p><p>In both cases, all moral ambiguity, thoughts of seeing things from the perspective of the enemy, and potential attempts to minimize bloodshed are out the window. And in my opinion, you don't want to teach people to NOT see things from other people's perspectives.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 464414, member: 5171"] Buttercup: That's a good point, regardless of the fact that you were agreeing with me. :) At least with a good DM, you can introduce moral ambiguity. I differentiate pretty strongly in my games between "person who has a family and is doing a job" and "creature summoned from other plane of existence". In most cases, the party can easily tell when they're faced with a person, and when they're faced with an alignment with legs. In a jailbreak session (they're CG, trying to break someone out of an LN prison built to hold magic-users), they were going out of their way not to kill people, and got REALLY angry at the person in the party who finally shrugged and started laying fireballs at the guards' feet. With a computer game, you know immediately whether or not you're supposed to fight the monsters because either: a) You fight everything in the game except the doctors in lab coats or blue-uniformed security guards, both of whom give you stuff. or b) Any monster you're supposed to fight has a red circle under its feet, and any monster you're NOT supposed to fight has a blue circle under its feet. In both cases, all moral ambiguity, thoughts of seeing things from the perspective of the enemy, and potential attempts to minimize bloodshed are out the window. And in my opinion, you don't want to teach people to NOT see things from other people's perspectives. -Tacky [/QUOTE]
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