LostSoul said:
If the only choices that the players can make are heroic ones, are they really heroic?
LostSoul, I don't expect my
players to be heroic. If I give the players the option between saving the innocent virgin or selling her body to the death cult, and they pick saving the girl, that doesn't make
them any more heroic than a child reading a
Choose Your Own Adventure novel. There aren't any real heroics involved.
The heroics I'm interested in are
in-game. And in-game, the hero always has the choice of just walking away. But if he does so, then he's no longer a hero. Basically, when a group of players accepts me as a DM, they are accepting that they'll be RPing heroes. Heroes that may struggle with difficult choices, but in the end will always prove themselves heroes.
You seem to be trying to make the point that if there is no choice involved, there can be no real heroics. I agree with that. But there are two points to consider. The first is that the choices here are PC choices, not player choices. And the second is that, by putting my players on notice that I will be DMing a heroic game, I am already telling them which choices I expect their characters to make.
I am not a simulationist. I do not enjoy running a "virtual world" for the players to do whatever they please within. If there are players who are unwilling to roleplay the kinds of characters that would make heroic choices, they are welcome to their opinion, but not to my game.
[I guess that would be the difference between simulationist (we want to play heroes) and narrativist (we want to struggle with the choice) play. I could be wrong about that.]
I am not entirely sure, but I would swap the definitions. A simulationist may want to have free reign to struggle with his own choices in the confines of a neutral virtual world. A narrativist is more interested in the story. In my case, a heroic story.
Then again, I've never been too concerned with the whole G/N/S deal, so I could be the one who has it wrong.
So let's say that, in the example above, going to the clocktower would be heroic, but the PCs won't face death. Going to save the village will probably result in at least one PC death, but it is the more heroic action.
As a DM, I wouldn't mind either choice. I give my players the opportunity to take their PCs in any direction they can imagine, provided it's a heroic one. Some PCs may be more self-sacrificing than others. Some may want to do good, but still get paid if at all possible. There are a myriad possible characters that can be created with a heroic mein.
Clueless said:
We expect dynamic characters in my gaming group.
We do as well. There are a thousand different ways for a character to be dynamic, other than Good-->Evil or Evil-->Good.
