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<blockquote data-quote="Mercurius" data-source="post: 9571376" data-attributes="member: 59082"><p>I basically agree, at least starting with "determined by..." - given recent...events (not to mention, history).</p><p></p><p>But a setting about domain management, conquest and rulership isn't inherently a bad thing or inappropriate - just as a game about combat and treasure-hunting isn't inherently bad. One could even argue that pretending to be something that you're not, even if it is bad, could be a healthy outlet - or, at least, a valuable way to imagine into a mentality that one doesn't espouse in real life. I mean, isn't that part of the point?</p><p></p><p>The underlying principles of Monopoly are predatory capitalism and a zero-sum game that usually ends up with someone crying. To each their own, I guess! But it is a mutually agreed upon premise: Let's pretend we're capitalist thugs and try to make each other cry! In truth, I believe the game itself was designed to illustrate the problems of capitalism.</p><p></p><p>My point being, Monopoly doesn't reflect my morals or any ethos that I personally align with. In truth, I find it a rather despicable paradigm. Not only is that kind of the point, but the game is kind of fun, and me playing it is a temporary, "what if" experience that doesn't translate to how I live my life. I mean, playing pirates could be seen as problematic by some, but should we excise that option from a game of make believe that already emphasizes violence and generally has some degree of taking from others? </p><p></p><p>This begs the question: Where is the line? I'm asking these questions not to imply a specific answer; or rather, my answer (such as it is) is that these are open-ended questions, usually with no clear answer. Putting out a game about conquest based on bloodlines <em>right now </em>is iffy (to say the least) - or at least might cause more kerfuffle than its worth. But is it it a what if scenario that is inherently bad to play? This, again, is where I think general outlines and maybe example settings are a better approach than "This is the setting you use to play this way." And of course the answer for WotC--with a customer base of tens of millions--might be different from a much smaller publisher.</p><p></p><p>The rules could offer multiple options for the "determined by" part that don't need to reflect any particular ethos or ideology, or it can be left rather vague and general, with maybe a default setting that has something less overtly unsavory. But I don't think it is always bad to...make believe that you're bad. It usually isn't my cup o tea, at least in extremes (the few times I've played an evil character weren't really all that fun), but I don't think it should necessarily be frowned upon or actively dissuaded.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 9571376, member: 59082"] I basically agree, at least starting with "determined by..." - given recent...events (not to mention, history). But a setting about domain management, conquest and rulership isn't inherently a bad thing or inappropriate - just as a game about combat and treasure-hunting isn't inherently bad. One could even argue that pretending to be something that you're not, even if it is bad, could be a healthy outlet - or, at least, a valuable way to imagine into a mentality that one doesn't espouse in real life. I mean, isn't that part of the point? The underlying principles of Monopoly are predatory capitalism and a zero-sum game that usually ends up with someone crying. To each their own, I guess! But it is a mutually agreed upon premise: Let's pretend we're capitalist thugs and try to make each other cry! In truth, I believe the game itself was designed to illustrate the problems of capitalism. My point being, Monopoly doesn't reflect my morals or any ethos that I personally align with. In truth, I find it a rather despicable paradigm. Not only is that kind of the point, but the game is kind of fun, and me playing it is a temporary, "what if" experience that doesn't translate to how I live my life. I mean, playing pirates could be seen as problematic by some, but should we excise that option from a game of make believe that already emphasizes violence and generally has some degree of taking from others? This begs the question: Where is the line? I'm asking these questions not to imply a specific answer; or rather, my answer (such as it is) is that these are open-ended questions, usually with no clear answer. Putting out a game about conquest based on bloodlines [I]right now [/I]is iffy (to say the least) - or at least might cause more kerfuffle than its worth. But is it it a what if scenario that is inherently bad to play? This, again, is where I think general outlines and maybe example settings are a better approach than "This is the setting you use to play this way." And of course the answer for WotC--with a customer base of tens of millions--might be different from a much smaller publisher. The rules could offer multiple options for the "determined by" part that don't need to reflect any particular ethos or ideology, or it can be left rather vague and general, with maybe a default setting that has something less overtly unsavory. But I don't think it is always bad to...make believe that you're bad. It usually isn't my cup o tea, at least in extremes (the few times I've played an evil character weren't really all that fun), but I don't think it should necessarily be frowned upon or actively dissuaded. [/QUOTE]
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