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Moral Choices in RPGs
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<blockquote data-quote="MGibster" data-source="post: 8505573" data-attributes="member: 4534"><p>I fear bean counting and resource management might be the bugbear of many post-apocalyptic settings. And truth be told, as I've grown older I've come to despise resource management and bean counting. I don't have Twilight 2000 yet, but in Alien, which uses a similar system, they abstract resources like air, food, and even ammunition. </p><p></p><p>I'm hoping to make it about people. And probably the best thing to do is to talk about the campaign during session zero. (It's amazing how much session zero can do for people.) We can discuss expectations, what they'd like to do, and given the grim setting establish anything they don't want to see in the campaign. Out of my six regular players, only one of them would be happy with a campaign where he gets to run around shooting everyone he meets in the face. </p><p></p><p></p><p>I'm with you on that. In character debates can be a lot of fun though. </p><p></p><p></p><p>We had a problem in the last Hell on Earth campaign I ran like that. Out of six players, there was only one with a character who was motivated to do any real good in the setting. He would often be disappointed when he wanted to investigate something and the others said, "No. We don't have any reason to do it." </p><p></p><p></p><p>That make sense. I want to present situations where, yeah, if they do the morally questionable thing they might come out way ahead in something they want. And still others where if they do the wrong thing maybe it has a long term negative effect on them. And the same with good actions. I want it to be more about how their characters act versus treating their characters like game pieces.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8505573, member: 4534"] I fear bean counting and resource management might be the bugbear of many post-apocalyptic settings. And truth be told, as I've grown older I've come to despise resource management and bean counting. I don't have Twilight 2000 yet, but in Alien, which uses a similar system, they abstract resources like air, food, and even ammunition. I'm hoping to make it about people. And probably the best thing to do is to talk about the campaign during session zero. (It's amazing how much session zero can do for people.) We can discuss expectations, what they'd like to do, and given the grim setting establish anything they don't want to see in the campaign. Out of my six regular players, only one of them would be happy with a campaign where he gets to run around shooting everyone he meets in the face. I'm with you on that. In character debates can be a lot of fun though. We had a problem in the last Hell on Earth campaign I ran like that. Out of six players, there was only one with a character who was motivated to do any real good in the setting. He would often be disappointed when he wanted to investigate something and the others said, "No. We don't have any reason to do it." That make sense. I want to present situations where, yeah, if they do the morally questionable thing they might come out way ahead in something they want. And still others where if they do the wrong thing maybe it has a long term negative effect on them. And the same with good actions. I want it to be more about how their characters act versus treating their characters like game pieces. [/QUOTE]
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