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Killing as fun and games: a question for the Good Guys
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<blockquote data-quote="Arkhandus" data-source="post: 3615378" data-attributes="member: 13966"><p>......Non sequitur.</p><p></p><p>And you're painting them into a corner again, just saying that, for no apparent reason, they have no other choices. No way to forge alliances with the knowledge that they <em>must</em> do so or be wiped out in the future. No way to build an escape route and make preparations for a clever escape.</p><p></p><p>And you're saying that they must slaughter themselves to become stronger, that they must be evil to grow stronger. Which is false.</p><p></p><p>They can choose to fight evil, and grow stronger that way. Or they can find some way to avoid their eventual fate. Their nation does not exist in a void; there are others they can go to for aid, and others they can try to fight if they must to grow stronger. And they do not necessarily have to go attacking decent people for that to happen; they can grow stronger without being evil. It's just less conveniant and requires more traveling.</p><p></p><p></p><p>Knowing of their imminent destruction (and how can it be that their situation could be avoided in the future thanks to this knowledge, yet the 'lack of alliances and means of escape' that they suffer in the future cannot also be avoided thanks to this future-knowledge?), the people of Medegia can try to fight the forces of evil and hopefully put the evil humanoids they'd be facing later into submission, reducing the forces they would have to fight in the future (though not likely, since they're not likely to develop enough strength to crush Ivid's humanoid forces, but they could certainly start driving them back before that point). At the very least they can make a living of exterminating goblinoids and such, carving out some territory in the mountains or whatnot as they try to grow stronger.</p><p></p><p></p><p>There is no way to enjoy slaughter as fun and games and NOT be evil. Most people in ancient Rome would be described as Neutral or Evil in D&D terms. Blood sport was their preferred entertainment. Though at least, to the knowledge of the average citizen watching the Games, many of the people fighting and dying in the arena were criminals, so they weren't necessarily going to see the slaughter of decent people.</p><p></p><p></p><p>Also, just because the RAW of 2nd Edition didn't give you XP for stuff besides killing (and I can't really remember right now if it specifically said defeating stuff, or killing stuff, as the means of acquiring XP), does not mean that you're expected to assume that people only gain XP from killing stuff. The RAW of 2nd Edition didn't cover everything, to be certain, and left plenty up to DM adjudication or extrapolation. I'm pretty sure my 2E DMs gave the party XP when we managed to force an enemy to surrender or flee, as we 'defeated' them even though we didn't end their lives in the process.</p><p></p><p>Earlier editions gave you XP primarily for accumulating treasure. And 3rd Edition's core rules include story awards in the DMG, among other things, even though it only gives a vague set of ideas for how to judge them; because there is no way to quantify <em>roleplay</em> with <em>rules</em>. You <em>have</em> to use ad hoc rewards for roleplay, and can only really have some vague guidelines for it.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3615378, member: 13966"] ......Non sequitur. And you're painting them into a corner again, just saying that, for no apparent reason, they have no other choices. No way to forge alliances with the knowledge that they [I]must[/I] do so or be wiped out in the future. No way to build an escape route and make preparations for a clever escape. And you're saying that they must slaughter themselves to become stronger, that they must be evil to grow stronger. Which is false. They can choose to fight evil, and grow stronger that way. Or they can find some way to avoid their eventual fate. Their nation does not exist in a void; there are others they can go to for aid, and others they can try to fight if they must to grow stronger. And they do not necessarily have to go attacking decent people for that to happen; they can grow stronger without being evil. It's just less conveniant and requires more traveling. Knowing of their imminent destruction (and how can it be that their situation could be avoided in the future thanks to this knowledge, yet the 'lack of alliances and means of escape' that they suffer in the future cannot also be avoided thanks to this future-knowledge?), the people of Medegia can try to fight the forces of evil and hopefully put the evil humanoids they'd be facing later into submission, reducing the forces they would have to fight in the future (though not likely, since they're not likely to develop enough strength to crush Ivid's humanoid forces, but they could certainly start driving them back before that point). At the very least they can make a living of exterminating goblinoids and such, carving out some territory in the mountains or whatnot as they try to grow stronger. There is no way to enjoy slaughter as fun and games and NOT be evil. Most people in ancient Rome would be described as Neutral or Evil in D&D terms. Blood sport was their preferred entertainment. Though at least, to the knowledge of the average citizen watching the Games, many of the people fighting and dying in the arena were criminals, so they weren't necessarily going to see the slaughter of decent people. Also, just because the RAW of 2nd Edition didn't give you XP for stuff besides killing (and I can't really remember right now if it specifically said defeating stuff, or killing stuff, as the means of acquiring XP), does not mean that you're expected to assume that people only gain XP from killing stuff. The RAW of 2nd Edition didn't cover everything, to be certain, and left plenty up to DM adjudication or extrapolation. I'm pretty sure my 2E DMs gave the party XP when we managed to force an enemy to surrender or flee, as we 'defeated' them even though we didn't end their lives in the process. Earlier editions gave you XP primarily for accumulating treasure. And 3rd Edition's core rules include story awards in the DMG, among other things, even though it only gives a vague set of ideas for how to judge them; because there is no way to quantify [I]roleplay[/I] with [I]rules[/I]. You [I]have[/I] to use ad hoc rewards for roleplay, and can only really have some vague guidelines for it. [/QUOTE]
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