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Ethics of Killing POWs
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<blockquote data-quote="Elf Witch" data-source="post: 4050965" data-attributes="member: 9037"><p>If that works for your gaming group that's great. I like the whole idea of good VS evil. I have considered getting rid of the whole law VS chaos I find that to cause more issues than good vs evil. I found players who think that chaos means rebelling against authority just for the sake of rebelling. They remind of little kids who are tired and really want to go to bed until an authority figured tells them to and then they of course fight it.</p><p></p><p>I don't run alignment as a straight jacket . I don't believe in unchanging absolutes. I look at the situation and the motivation. For example in this situation with the prisoner. If my players were in this situation behind enemy lines on a mission to stop evil cultist then I would not judge them killing a prisoner who could give them away as evil. Now if the prisoner did everything he said he would do and then the PCs killed him then that would be evil and there would be major repercussions.</p><p></p><p>It is the same with the use of poison. I do not see it as an evil act to coat your weapon with a strength sabbing poison when going up against a stronger foe in battle. But sneaking in and posioning a botle of wine that is evil. I know the RAW says poison is evil but not in my game poison is a tool like a sword or a spell it is how you use it that makes the act evil.</p><p></p><p>I think it is important when you plan your campaign to figure out how things work and let your players know it. For example I had a country that was ruled by the churches and paladins were judge, jury and the deliverer of punishment. Under the law they could take a person who registered evil in for questioning and place them under truth spells and then decidce if they warranted some kind of punishment. And you did not have to breaking the law to be arrested just ping as evil on a paladin's detect evil radar. Now I know a lot of people here will say that is an evil act they should lose their paladin powers and they will base this on modern 21 thinking about legal rights. </p><p></p><p>I think the issue comes in because people either try and bring in modern ethics in a campaign that is based more on historical ethics or vice versa. The players and DM just need to be on the same page. </p><p></p><p>As I said I like exploring what makes heroes tick and how far is someone willing to go to stop the spread of evil.</p><p></p><p>If I want a game without this then I usually play Shadowrun. Though even in Shadowrun most of the characters I play have some kind of code a line that they will not cross.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 4050965, member: 9037"] If that works for your gaming group that's great. I like the whole idea of good VS evil. I have considered getting rid of the whole law VS chaos I find that to cause more issues than good vs evil. I found players who think that chaos means rebelling against authority just for the sake of rebelling. They remind of little kids who are tired and really want to go to bed until an authority figured tells them to and then they of course fight it. I don't run alignment as a straight jacket . I don't believe in unchanging absolutes. I look at the situation and the motivation. For example in this situation with the prisoner. If my players were in this situation behind enemy lines on a mission to stop evil cultist then I would not judge them killing a prisoner who could give them away as evil. Now if the prisoner did everything he said he would do and then the PCs killed him then that would be evil and there would be major repercussions. It is the same with the use of poison. I do not see it as an evil act to coat your weapon with a strength sabbing poison when going up against a stronger foe in battle. But sneaking in and posioning a botle of wine that is evil. I know the RAW says poison is evil but not in my game poison is a tool like a sword or a spell it is how you use it that makes the act evil. I think it is important when you plan your campaign to figure out how things work and let your players know it. For example I had a country that was ruled by the churches and paladins were judge, jury and the deliverer of punishment. Under the law they could take a person who registered evil in for questioning and place them under truth spells and then decidce if they warranted some kind of punishment. And you did not have to breaking the law to be arrested just ping as evil on a paladin's detect evil radar. Now I know a lot of people here will say that is an evil act they should lose their paladin powers and they will base this on modern 21 thinking about legal rights. I think the issue comes in because people either try and bring in modern ethics in a campaign that is based more on historical ethics or vice versa. The players and DM just need to be on the same page. As I said I like exploring what makes heroes tick and how far is someone willing to go to stop the spread of evil. If I want a game without this then I usually play Shadowrun. Though even in Shadowrun most of the characters I play have some kind of code a line that they will not cross. [/QUOTE]
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