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Killing is bad: how to establish morality
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<blockquote data-quote="Xeviat" data-source="post: 6931064" data-attributes="member: 57494"><p>I want to clarify that this more of a thought exercise, a possibility for a future more story driven game. Yes, there are other systems that would suit it more, but my group likes D&D.</p><p></p><p></p><p></p><p>This is the kind of thing that actually has me desiring a setting utilizing taint and madness rules. Truly evil creatures are tainted, and people who fall to even are maddened. Killing tainted things is okay, and in fact necessary. Goblins and orcs and ogres spread taint where they go. They're not people. They're evil personified. When a person succumbs to evil, it drives them mad (and I'm talking about fantastic madness, not real madness). This creates a setting where the players don't want to do evil, as it will drive them mad. This kind of stark black and white morality could be the key.</p><p></p><p>Super deadly fights also does it. D&D would need to have a different recovery structure (long rests as a multiple day affair in a civilized location most likely). I know in L5R, we didn't want to fight very often because a good hit could take you out (and our combat skills were often used to keep people from attacking).</p><p></p><p>I also like World of Darkness's Virtues and Vices for encouraging roleplaying the "warm fuzzies" of doing good and the temptations of doing evil.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 6931064, member: 57494"] I want to clarify that this more of a thought exercise, a possibility for a future more story driven game. Yes, there are other systems that would suit it more, but my group likes D&D. This is the kind of thing that actually has me desiring a setting utilizing taint and madness rules. Truly evil creatures are tainted, and people who fall to even are maddened. Killing tainted things is okay, and in fact necessary. Goblins and orcs and ogres spread taint where they go. They're not people. They're evil personified. When a person succumbs to evil, it drives them mad (and I'm talking about fantastic madness, not real madness). This creates a setting where the players don't want to do evil, as it will drive them mad. This kind of stark black and white morality could be the key. Super deadly fights also does it. D&D would need to have a different recovery structure (long rests as a multiple day affair in a civilized location most likely). I know in L5R, we didn't want to fight very often because a good hit could take you out (and our combat skills were often used to keep people from attacking). I also like World of Darkness's Virtues and Vices for encouraging roleplaying the "warm fuzzies" of doing good and the temptations of doing evil. [/QUOTE]
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Killing is bad: how to establish morality
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