Killing as fun and games: a question for the Good Guys

Rats!

Curses!

Nuts!

The Good Guys can't get away with enjoying killing as fun and games.
No fair.

You know what that means, don't you?

It means that ...

I can conclude this thread.

But beware. Beware. If you are in my game, and your good characters behave like evil characters, they just *might* fall throught a Portal into that Greyhawk setting where clerics resurrect everyone, and everyone kills each other, then clerics resurrect everyone, then everyone kills each other, and clerics resurrect them, and ...
 

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Edena_of_Neith said:
But let's say the 'people around the table' are running Medegian characters, and these characters cannot flee Medegia. Ivid's juggernaut is coming in 100 years, as I cited. What to do? How to make pathetic Medegia able to withstand such a colossal assault?
This question lies outside the standard thinking or classic approaches.
I'd say find a massive treasure horse, ala the Goonies. You get XP for treasure found. ;)
 

Nifft said:
We don't. Instead, create GOOD people who view battle as deadly serious, and train and fight with each other to practice, not to kill each other.

Then, introduce EVIL people & things what need killing. The killing isn't fun, it's necessary. (The risk of dying isn't fun either.)

Why do you care if the people in the game are having fun? It's the people around the table who matter!

Indeed. With this second post, I wonder why there was need for 100+ more.

To quote a PC Lawful Good monk (god of knowledge, reason, & peace) in my email game, faced with the prospect of finding and stopping an apparent orcish invasion force:

<<Finneas eats his meal quietly, but the presence of his halberd propped up against the wall behind him provides an ominous backdrop for the events to come. "So, it is back to the hard road again for us it seems? May Rao provide us all with the knowledge to persevere through the day's coming events. May Rao grant us and our enemies the wisdom to seek peacful resolution in the face of arms. Let us seek the information we need to understand what we are up against before blindly charging in.">>
 

Edena_of_Neith said:
Will the people of Medegia, then, turn to evil, in order to obtain the strength they need to defend their country?
Or can the people of Medegia, while still neutral and even good aligned, find a way, within the game mechanics (even though they know nothing of the game mechanics) to obtain the strength necessary?

Which leads again to the question I posed: Is there a way for a good (or in this case neutral) aligned people to learn to view killing as fun and games?
Because, within the game mechanics, that is the *only way* for the people of Medegia, to survive Ivid's assault!!

Why in the world would the survival need to learn to fight and to become withered veterans be viewed as "fun and games"?

I seriously doubt most members of the Israeli Defence Forces view their job as "fun and games". Instead, it's surely a duty necessary for personal and societal survival.

In a more political correct answer with the same idea, do people think boot camp or Hell Week for SEALs is "fun and games"? I assume most treat it as deadly serious business to be endured.
 

Edena_of_Neith said:
Unfortunately, the evil guys did enjoy killing ... and the evil guys killed almost every last person in Medegia.

Medegia had a capable military, despite Osson's assault (see the History of the Greyhawk Wars.) They could even have allied with Osson.
Medegia's army and Osson's army put together, could not have saved Medegia. They were militarily overwhelmed.
The question now is: given 100 years to prepare, how could they have prepared a military strong enough to withstand Ivid's juggernaut?
Be they bloodthirsty or not, they must find some answer, or face annihilation.

Well, they could just ignore From the As*ses, since it's crap anyhow. :p

Arkhandus said:
Yet the only reason Medegia was crushed so thoroughly in canon is because the authors felt like it, as an example and a sign of just how evil Ivid and his forces had become. And you continue to deny every possibility as though the authors had not, in fact, chosen to destroy Medegia purely on narrative whim. And yet that's exactly what they did. There was no in-game reason for Medegia to have been doomed. They could have seen the signs of Ivid's corruption and made secret preparations just in case. They could have done something. Ivid was not omniscient.

If Medegia's fate had been determined by actual PC-influenced events, it would've managed to ward off Ivid through all kinds of plans and tricks and alliances, building up enough power and sowing enough discord in Ivid's forces that, when the time came, Medegia would be able to turn Ivid's army aside with bolstered military forces and an extra-large number of mages and clerics on-hand. Because PCs, being clever and resourceful usually, would have done what was needed to forge alliances between Medegia and others, send out Medegians to learn magic and bring in loot from slain monsters to fund the escalating military and magic training in Medegia, etc.

So true. FtA was not well based on the pre-existing Greyhawk reality and did not take into account the tons of adventures scooting around that world. Instead, the changes it brought are a series of ad hoc deus ex machina changes made only because they seems kewl. Compare the Greyhawk boxed set cover with the FtA boxed set cover: undead riders on undead horses is wai kewler than knights on chargers.

If PC's had been allowed to intervene in these world changing re-writes, the various ways they could have saved Medegia (if anyone cared to):
-- Return to the Isle of the Apes, get the Crook of Rao, banish the Deux Ex Machina demon hordes from the armies of Iuz and Ivid
-- Assassinate or "save" Ivid
-- Cause a civil war between Rauxes, Ahlissa, the North Kingdom, and Rel Astra. Not too hard, it would seem.
-- Bring Medegia into alliance with:
--- The Iron League. Rebels against the crown of the Great Kingdom. This probably wouldn't have worked out well.
--- Almor and Nyrond. Enemies of the Great Kingdom, just outside its borders.
--- Rel Astra. Nobody ever messes with Rel Astra.
--- The Scarlet Brotherhood & the Lordship of the Isles. This could be a very bad idea, but it sounds far more interesting than what happened in FtA. And if you think this sort of thing never happens, nice little social democratic Finland allied with the Nazis to hold off the Soviets in WWII. If you think that's just an odd example of strange bedfellows, the Nazis and Nationalist Chinese were pals (the German general in charge of the Netherlands during the war trained the KMT army), until the Nazis and Imperial Japan allied. Evil is often flexible.
-- Run away! Lead the people into the Vast Swamp and worship the lich there. In a fight of Acererak versus Ivid, nobody would bet on boring Ivid.
 
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I know of a fantasy place where the Good Guys do indeed fight and kill ... and view fighting as (truly) fun and games ... and they are resurrected (but not by clerics) ... and they resume fighting and killing for fun and games ... and apparently, will continue to go on doing so forever.

But this famous place is not a place we adults or our D&D character creations can ever travel to.

Second Star to the Right, and Straight On Til Morning.

Neverland.

-

For the third time, I am conceding that we Gamers cannot create a good aligned people (who are good aligned as per the RAW) who enjoy killing as fun and games.
 

Edena_of_Neith said:
For the third time, I am conceding that we Gamers cannot create a good aligned people (who are good aligned as per the RAW) who enjoy killing as fun and games.

For the umpteenth time, you're ignoring the fact (pointed out multiple times in this thread) that there is absolutely no need to create a good aligned people in a D&D game who enjoy killing as fun and games. If the aim is to create a good aligned people who are fully capable of defending their country, it's very easy to do that without them enjoying killing, period, leave alone as fun and games.
 

Doug McCrae said:
Most heroes in adventure fiction, for example James Bond, the Three Musketeers or anyone played by Erol Flynn, don't seem to take killing too seriously. And yet they are not evil. Maybe from a modern, angsty psychoanalytical perspective they are all sociopaths, but in their own universes they are the good guys.
I completely disagree. They take killing extremely seriously, they are just good at it.
As a former Soldier, you are trainined to kill without remorse. Guess what, you cannot kill without remorse or regret; but you can still do so with a clear conscience. This is the focus of a good guy. To kill as required, not out of fun, but out of necessity. The quips and wisecracks may mask the horror involved, but do not take that to mean that it isn't serious.

You use humor as a release valve so that you don't come back a psycho. Those that can't cope, come back a 'nut-job' and need help afterwards. Though it is very hard to prove, one reason that 'combat fatigue' is so high in modern troops compared to their predecors of only 50 years ago is relationships. In another thread there was a discussion about each person only having 1 or 2 close friends, if that's all you have and they die, you are screwed psychologically. Someone that can shunt that mind-numbing horror and deal with it is much more able to get on with life afterwards. So the best heroes will be 'non-chalant' with the quip and try to keep the brain detached from the heart in matters of war. Humorous, possibly. Serious, extremely!
 

Somewhere between Neverland and Shining Sanity (you probably would call it Grim Reality) lay the fantasy settings of our Hobby.

I concede that, within the RAW for the good alignment (and especially, the RAW from the Book of Exalted Deeds), the good aligned people cannot enjoy killing as fun and games.

Now, if only everyone I knew had not been forced to play good characters by the DM when they really wanted to play evil characters, and so their good characters enjoyed killing as fun and games anyways ... lol ...

You speak of people with a normal mentality. That's reasonable, fine and well.
But if you look at the Ivid the Undying supplement, you'll see that there is no place for people with a normal mentality within the old lands of Aerdi (except, of course, for heroic good characters there to clean up the mess! :) )
The poor peasants must cope with situations no normal, sane person can cope with (consider the plight of the people of the city of Rinloru.)
Just becoming grim and hard and tough isn't enough. No amount of 'normal' toughness, innurment to horror and pain, or whatever ... can enable them to cope with the insane situation.

More drastic measures are needed. Fantasy measures, for a fantasy situation!

Edena_of_Neith
 

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