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General Tabletop Discussion
*Dungeons & Dragons
Killing is bad: how to establish morality
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<blockquote data-quote="Tony Vargas" data-source="post: 6933132" data-attributes="member: 996"><p>Yeah, and it doesn't always make sense. Especially that odd reluctance to kill the BBEG, especially after blithely murdering a horde of his minions - possibly all-un-witting hirelings - or even though it'll mean a lot more people getting killed as a result.</p><p></p><p>Sometimes I think part of the appeal of RPGs is that it lets us questionably-socialized nerds thumb our noses at societal and literary conventions and 'do it right' (logically/pragmatically/whatever - if amorally) - including ruthlessly & dishonorably murdering the 'bad' guys, nuking the site from orbit, or whatever. F 'heroism' there's usually a safer, more effective way. Often involving creative abuse of a spell.</p><p></p><p>Part of it, in classic D&D, specifically, is the 'life is cheap' message of fragile first level characters. When it takes you a number of dead PCs to finally get a decent character going, you've learned that living vs dying is not that big a deal in context.</p><p></p><p>In 5e, Inspiration. I don't much care for it (or any other carrot/stick RP-enforcement), but it's there.</p><p></p><p>Developing NPCs and making the players care about them is a lot harder, but could also work - you have to engage their empathy (and they have to have it to begin with - and there's that gamers-are-unempathic stereotype). Nothing much to do with mechanics, though.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6933132, member: 996"] Yeah, and it doesn't always make sense. Especially that odd reluctance to kill the BBEG, especially after blithely murdering a horde of his minions - possibly all-un-witting hirelings - or even though it'll mean a lot more people getting killed as a result. Sometimes I think part of the appeal of RPGs is that it lets us questionably-socialized nerds thumb our noses at societal and literary conventions and 'do it right' (logically/pragmatically/whatever - if amorally) - including ruthlessly & dishonorably murdering the 'bad' guys, nuking the site from orbit, or whatever. F 'heroism' there's usually a safer, more effective way. Often involving creative abuse of a spell. Part of it, in classic D&D, specifically, is the 'life is cheap' message of fragile first level characters. When it takes you a number of dead PCs to finally get a decent character going, you've learned that living vs dying is not that big a deal in context. In 5e, Inspiration. I don't much care for it (or any other carrot/stick RP-enforcement), but it's there. Developing NPCs and making the players care about them is a lot harder, but could also work - you have to engage their empathy (and they have to have it to begin with - and there's that gamers-are-unempathic stereotype). Nothing much to do with mechanics, though. [/QUOTE]
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Killing is bad: how to establish morality
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