jim pinto
First Post
The trouble with the notion that moral dilemmas create dramatic action is that in fact they produce indecisive inaction, which is intrinsically uninteresting. People tend quickly to develop sorting and prioritizing rules to get past boring stasis to the engaging particulars of doing something. Conflict between people with different hierarchies of values is something else altogether.
Interesting.
For me, characters overcome with moral dilemmas is half of roleplaying. If every decision is a simple cut and dry pragmatic assessment of all the components, then you're talking about a puzzle. Not a game (short of the dice not falling in your favor). But isn't that what makes a game like RISK different from a game like CHESS (despite the hundred other variations).
Many new rpgs deal with what is called CONFLICT resolution and not TASK resolution. I think Dogs in the Vineyard is the best example of a game that makes moral arguments vastly entertaining to both play and watch.
ASIDE: Among it's many flaws, D&D 3.x suffers from the combat-crawl of rolling a dice for every single swing of a sword. And this can be part of the uninteresting process. No one wants to watch Bob sit there and wonder if killing more goblins is really answer. "Cripes. Just roll the dice, man." If board games took this approach, Settlers of Catan would have turns dedicated to wagons carrying wood back to your village before you could ever trade it for sheep.