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General Tabletop Discussion
*TTRPGs General
Limits of morality in the game?
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<blockquote data-quote="Sleeping Dragon" data-source="post: 3453704" data-attributes="member: 10019"><p>I'm not sure where any problem would be...a huge number of fantasy RPGs feature plots wherein diabolical mages summon demons to take over/destroy the world or similar things. Compared to this, elements of racism/sexism/whateverism are fairly minor, I'd have thought.</p><p></p><p>I've always tried to insert moral ambiguities into my campaigns, they generally make for the best roleplaying, and I can just sit back and relax while my players debate what to do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> My current campaign's featured (among other things) incest, pedophilia, murder, torture, and rape as fairly significant plot points, but my players know me well enough to know that what occurs in game and what my NPCs do and say is not a reflection on my own beliefs. And by the same token, when I cook up situations where my PCs have to answer questions like 'do the ends justify the means?' and the ever-recurrent 'what do we do with people who surrender?', I know that whatever they do is simply them playing their character. </p><p></p><p>The latter's resulted in some very amusing moments - in one short campaign, my character resolved the issue of surrendering opponents quite well. As none of us were comfortable with simply killing them out of hand, but we didn't want them to be able to run off with information about where we were and what we were doing, so my PC (with very high Bluff) would pump the prisoner full of misinformation by asking questions about things we didn't actually care about, giving them false impressions of our goals and what we were going to do next, and then we would release them. This solved our moral quandary, fulfilled a tactical goal, and forced the GM to insert interesting campaign details as my character asked about villages and people we had no intention of ever having anything to do with.</p></blockquote><p></p>
[QUOTE="Sleeping Dragon, post: 3453704, member: 10019"] I'm not sure where any problem would be...a huge number of fantasy RPGs feature plots wherein diabolical mages summon demons to take over/destroy the world or similar things. Compared to this, elements of racism/sexism/whateverism are fairly minor, I'd have thought. I've always tried to insert moral ambiguities into my campaigns, they generally make for the best roleplaying, and I can just sit back and relax while my players debate what to do :D My current campaign's featured (among other things) incest, pedophilia, murder, torture, and rape as fairly significant plot points, but my players know me well enough to know that what occurs in game and what my NPCs do and say is not a reflection on my own beliefs. And by the same token, when I cook up situations where my PCs have to answer questions like 'do the ends justify the means?' and the ever-recurrent 'what do we do with people who surrender?', I know that whatever they do is simply them playing their character. The latter's resulted in some very amusing moments - in one short campaign, my character resolved the issue of surrendering opponents quite well. As none of us were comfortable with simply killing them out of hand, but we didn't want them to be able to run off with information about where we were and what we were doing, so my PC (with very high Bluff) would pump the prisoner full of misinformation by asking questions about things we didn't actually care about, giving them false impressions of our goals and what we were going to do next, and then we would release them. This solved our moral quandary, fulfilled a tactical goal, and forced the GM to insert interesting campaign details as my character asked about villages and people we had no intention of ever having anything to do with. [/QUOTE]
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