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Monotheistic Religion - How to?
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<blockquote data-quote="prosfilaes" data-source="post: 3881905" data-attributes="member: 40166"><p>We "know" how to measure right and wrong because every animal makes choices, knows that there are somethings that it should do (right) and that it shouldn't (wrong). When we're talking about a social creature with an excessive amount of brainpower, these concepts of what we should do and shouldn't do get the added complication of morality. There's enough differences in human beliefs, even about simple things like when it's okay to kill the outsiders, to say we don't know how to measure right and wrong as absolutes.</p><p></p><p>The more you lock the human concept of right and wrong to the universal concept of Good and Evil, the more bizzare and unplayable the setting will be. Even in D&D, people aren't always guided by Good; even Good characters get away with rough approximations, and the normal neutral humans at best play lipservice to the idea. But everyone is guided by their internal ideas of what's right, whether that demands always serving self first or taking care of family and friends or serving their country or world, or more likely some mixture. You start changing that arrow of what drives us, and you start changing what it means to be human.</p><p></p><p>Which is why In Nomine, for one example, doesn't make right or Good obvious; it makes for a much more interesting game if the PCs and their bosses can disagree among themselves about what's right.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 3881905, member: 40166"] We "know" how to measure right and wrong because every animal makes choices, knows that there are somethings that it should do (right) and that it shouldn't (wrong). When we're talking about a social creature with an excessive amount of brainpower, these concepts of what we should do and shouldn't do get the added complication of morality. There's enough differences in human beliefs, even about simple things like when it's okay to kill the outsiders, to say we don't know how to measure right and wrong as absolutes. The more you lock the human concept of right and wrong to the universal concept of Good and Evil, the more bizzare and unplayable the setting will be. Even in D&D, people aren't always guided by Good; even Good characters get away with rough approximations, and the normal neutral humans at best play lipservice to the idea. But everyone is guided by their internal ideas of what's right, whether that demands always serving self first or taking care of family and friends or serving their country or world, or more likely some mixture. You start changing that arrow of what drives us, and you start changing what it means to be human. Which is why In Nomine, for one example, doesn't make right or Good obvious; it makes for a much more interesting game if the PCs and their bosses can disagree among themselves about what's right. [/QUOTE]
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