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*Dungeons & Dragons
Killing is bad: how to establish morality
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<blockquote data-quote="Fanaelialae" data-source="post: 6931258" data-attributes="member: 53980"><p>Inspiration is one way to go, although not the best way IMO. For starters, if your players embrace the campaigns' ideals you'll be handing out inspiration like candy.</p><p></p><p>I would just explain the campaign expectations at the start of the campaign. If you want the players to play heroes who don't kill people (be sure to define what exactly people does and doesn't encompass) then just ask them to make characters who embrace those values. I've played a number of campaigns where my character refused to kill (although I draw a line at telling other characters what they can or can't do; my characters tried to lead by example). I've even played in a few campaigns where we all adopted a largely non-violent approach because that's what our characters would do (these were horror-themed D&D campaigns where we were basically playing extraordinary "normal" people). In my opinion, the best way to do this is with player buy-in.</p><p></p><p>Of course, it's important to avoid punishing the players for behaving morally. If the players sneak/talk/something-else their way past an enemy, they should get the same xp as if they fought their way past. If the players feel like they have to resort to violence in order to get xp, they're probably going to resort to violence more often than not. Also, don't punish them for letting their enemies live. While it's basically inevitable that a villain they spared will come back to haunt them, it should be the exception rather than the rule. If you let the bad guy live and he goes on to kill a PC's close friend, it's a lot less likely that the PC is going to let enemies live in the future. There's good opportunity for RP in that, but don't be surprised if the heroes decide to sacrifice their moral high ground for the health and safety of the people they protect. That is after all, in its own tragic way, heroic.</p><p></p><p>There was recently a Kickstarter for a non-violent RPG, Lotus Path, so giving that a go might be an option to consider. </p><p><a href="http://www.neatorama.com/neatogeek/2016/09/25/A-New-Roleplaying-Game-Where-Characters-Must-Solve-Conflicts-Without-Violence/" target="_blank">http://www.neatorama.com/neatogeek/2016/09/25/A-New-Roleplaying-Game-Where-Characters-Must-Solve-Conflicts-Without-Violence/</a></p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6931258, member: 53980"] Inspiration is one way to go, although not the best way IMO. For starters, if your players embrace the campaigns' ideals you'll be handing out inspiration like candy. I would just explain the campaign expectations at the start of the campaign. If you want the players to play heroes who don't kill people (be sure to define what exactly people does and doesn't encompass) then just ask them to make characters who embrace those values. I've played a number of campaigns where my character refused to kill (although I draw a line at telling other characters what they can or can't do; my characters tried to lead by example). I've even played in a few campaigns where we all adopted a largely non-violent approach because that's what our characters would do (these were horror-themed D&D campaigns where we were basically playing extraordinary "normal" people). In my opinion, the best way to do this is with player buy-in. Of course, it's important to avoid punishing the players for behaving morally. If the players sneak/talk/something-else their way past an enemy, they should get the same xp as if they fought their way past. If the players feel like they have to resort to violence in order to get xp, they're probably going to resort to violence more often than not. Also, don't punish them for letting their enemies live. While it's basically inevitable that a villain they spared will come back to haunt them, it should be the exception rather than the rule. If you let the bad guy live and he goes on to kill a PC's close friend, it's a lot less likely that the PC is going to let enemies live in the future. There's good opportunity for RP in that, but don't be surprised if the heroes decide to sacrifice their moral high ground for the health and safety of the people they protect. That is after all, in its own tragic way, heroic. There was recently a Kickstarter for a non-violent RPG, Lotus Path, so giving that a go might be an option to consider. [url]http://www.neatorama.com/neatogeek/2016/09/25/A-New-Roleplaying-Game-Where-Characters-Must-Solve-Conflicts-Without-Violence/[/url] [/QUOTE]
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