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Moral Choices in RPGs
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<blockquote data-quote="MGibster" data-source="post: 8505940" data-attributes="member: 4534"><p>I've had campaigns end early for one reason or another and I usually talk about the direction we were going in and possible scenarios we might have run. And the "what if" at the end isn't supposed to be a report card, surviving is the best measure of success. I just thought it'd be a nice way to review the campaign as a whole and give them an idea of the long term ramifications of the PC's choices. </p><p></p><p></p><p>And I think that might be fun to explore. </p><p></p><p>I can imagine the confusion at the beginning of the campaign. PCs running across Polish soldiers with both sides trying to figure out if they're supposed to be killing each other, just trying to figure out where their next meal will come from, and trying to decide what their next step might be. It's all well and good to say their goal is to get back to the United States, but there's a lot of little steps between where you start in Poland and getting to the US. And as you mentioned, they can only get so far on their own. They're going to have to form bonds with civilians and probably some of the Warsaw Pact soldiers they were shooting at just last week. </p><p></p><p></p><p>That is something I definitely want to avoid and it's not something I generally do. I don't mind presenting situations where it isn't clear what the best course of action to take is, but I don't like setting up got'cha situations. Especially in games like D&D or superheroes where it's expected the PCs are white hats. </p><p></p><p></p><p>That's pretty much how I see it. But that's okay, because I plan my campaigns to end after certain goals are reached.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8505940, member: 4534"] I've had campaigns end early for one reason or another and I usually talk about the direction we were going in and possible scenarios we might have run. And the "what if" at the end isn't supposed to be a report card, surviving is the best measure of success. I just thought it'd be a nice way to review the campaign as a whole and give them an idea of the long term ramifications of the PC's choices. And I think that might be fun to explore. I can imagine the confusion at the beginning of the campaign. PCs running across Polish soldiers with both sides trying to figure out if they're supposed to be killing each other, just trying to figure out where their next meal will come from, and trying to decide what their next step might be. It's all well and good to say their goal is to get back to the United States, but there's a lot of little steps between where you start in Poland and getting to the US. And as you mentioned, they can only get so far on their own. They're going to have to form bonds with civilians and probably some of the Warsaw Pact soldiers they were shooting at just last week. That is something I definitely want to avoid and it's not something I generally do. I don't mind presenting situations where it isn't clear what the best course of action to take is, but I don't like setting up got'cha situations. Especially in games like D&D or superheroes where it's expected the PCs are white hats. That's pretty much how I see it. But that's okay, because I plan my campaigns to end after certain goals are reached. [/QUOTE]
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