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Killing is Wrong: Adding Theme to a Campaign
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<blockquote data-quote="dropbear8mybaby" data-source="post: 7145646" data-attributes="member: 6863518"><p>I honestly don't think it can be done. One of my biggest issues with running D&D and with D&D players is their seeming total lack of morality in play. Even when I set out from the beginning that evil characters are not allowed and have given point-by-point explanations of what I consider to be evil acts, I get people committing evil left, right and centre to the point where I have to threaten to stop DM'ing if it continues. Only then do players start policing their own actions and even then, it's a constant, "Are you sure?" fight.</p><p></p><p>And it's not a thing with new or experienced players, either, it's just a core behaviour of people, I think. Take away consequences and most people are just plain nasty. I don't understand the desire to be a murderous psychopath who goes around raping and pillaging but it's so prevalent in gamer behaviour that I've given up trying to understand it.</p><p></p><p>So IMO the only way to do it in an RPG is to use an RPG system that hews closer to reality than D&D does. Sure, you can make town guards 20th-level who are backed up by pet tarrasques, but that kind of "control" is just that, an artifice designed to control player behaviour. In an RPG system that is closer to reality, the consequences for player actions are more organic.</p></blockquote><p></p>
[QUOTE="dropbear8mybaby, post: 7145646, member: 6863518"] I honestly don't think it can be done. One of my biggest issues with running D&D and with D&D players is their seeming total lack of morality in play. Even when I set out from the beginning that evil characters are not allowed and have given point-by-point explanations of what I consider to be evil acts, I get people committing evil left, right and centre to the point where I have to threaten to stop DM'ing if it continues. Only then do players start policing their own actions and even then, it's a constant, "Are you sure?" fight. And it's not a thing with new or experienced players, either, it's just a core behaviour of people, I think. Take away consequences and most people are just plain nasty. I don't understand the desire to be a murderous psychopath who goes around raping and pillaging but it's so prevalent in gamer behaviour that I've given up trying to understand it. So IMO the only way to do it in an RPG is to use an RPG system that hews closer to reality than D&D does. Sure, you can make town guards 20th-level who are backed up by pet tarrasques, but that kind of "control" is just that, an artifice designed to control player behaviour. In an RPG system that is closer to reality, the consequences for player actions are more organic. [/QUOTE]
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