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General Tabletop Discussion
*TTRPGs General
Limits of morality in the game?
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<blockquote data-quote="William Ronald" data-source="post: 3454683" data-attributes="member: 426"><p>Moral dilemmas can make a game more interesting, but I think it is only fair for DMs to give players an idea of the world that they will be in. For example, servants of a deity or an ethos should have a good idea of what is right or wrong in their ethos. This can create dilemmas when people following similar deities or ethos come into conflict. For example, the paladin of a war god might be able to slaughter defenseless humanoids in some circumstances while the paladin of a god of peace might not be able to do so. (In this case, the DM should determine if the humanoids have free will and define the tenets of faiths.)</p><p></p><p>Sexism, racism, and other ills can exist in societies, even good societies. So, these can be things that players have to overcome, perhaps working to change attitudes through their words and deeds. </p><p></p><p>The key guideline should be whether the players will enjoy moral ambiguity in their games. So, communication is key -- as it is in so many other areas of running a game.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 3454683, member: 426"] Moral dilemmas can make a game more interesting, but I think it is only fair for DMs to give players an idea of the world that they will be in. For example, servants of a deity or an ethos should have a good idea of what is right or wrong in their ethos. This can create dilemmas when people following similar deities or ethos come into conflict. For example, the paladin of a war god might be able to slaughter defenseless humanoids in some circumstances while the paladin of a god of peace might not be able to do so. (In this case, the DM should determine if the humanoids have free will and define the tenets of faiths.) Sexism, racism, and other ills can exist in societies, even good societies. So, these can be things that players have to overcome, perhaps working to change attitudes through their words and deeds. The key guideline should be whether the players will enjoy moral ambiguity in their games. So, communication is key -- as it is in so many other areas of running a game. [/QUOTE]
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Limits of morality in the game?
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