Xeviat
Dungeon Mistress, she/her
Hi everyone.
I was wondering what advice others could give on running a more city based, civilized game, especially one where killing outside of true self defense or battlefield combat would be looked down at as wrong. A game where stopping the villain means bringing them in to justice. A game where the heroes grapple with the notion that killing their enemy would be easier, but also wrong.
Obviously, this sort of thing could be discussed before hand and roleplayed by the players, but I've always liked it when a game's theme was supported mechanically as well (for instance, I really like corruption/sanity rules in horror genre games). I've considered using a form of Sanity, or cribbing a bit from WoD's morality system.
Also, how would such a game affect your choice of character classes? If killing was to be avoided, would you still play a fighter, or would the ability to defend your allies and subdue your opponents with a good punch to the face still be desirable?
Thanks for your input.
I was wondering what advice others could give on running a more city based, civilized game, especially one where killing outside of true self defense or battlefield combat would be looked down at as wrong. A game where stopping the villain means bringing them in to justice. A game where the heroes grapple with the notion that killing their enemy would be easier, but also wrong.
Obviously, this sort of thing could be discussed before hand and roleplayed by the players, but I've always liked it when a game's theme was supported mechanically as well (for instance, I really like corruption/sanity rules in horror genre games). I've considered using a form of Sanity, or cribbing a bit from WoD's morality system.
Also, how would such a game affect your choice of character classes? If killing was to be avoided, would you still play a fighter, or would the ability to defend your allies and subdue your opponents with a good punch to the face still be desirable?
Thanks for your input.