Silvercat Moonpaw
Adventurer
From anecdotal experience, I'd say it's a popular take.Anyway, I'm sure this isn't a popular take, but I'm ok with that.
From anecdotal experience, I'd say it's a popular take.Anyway, I'm sure this isn't a popular take, but I'm ok with that.
I don't really think too much about this kind of ethics when it comes to RPGs. Real life is one thing, RPGs are another, and I'm happy to keep them separate. Much like reading a whole lot of Stephen King doesn't make me a psycho killer. Anyway, I'm sure this isn't a popular take, but I'm ok with that.
I don't usually think about it either which is why I'm fine with always evil orcs, mowing down storm troopers in Star Wars, or blowing up fascist while digging for biblical loot in 1930s Egypt. Just like I don't think of the lives of all the little white pieces I crush in chess, the damage my armies must be doing to the countries I invade in Risk, or the diseases my incompetence allows to turn into a pandemic in, uh, Pandemic. I don't think anyone is a psychopath because they like horror movies or play RPGs.
I'm pretty sure nobody's saying killing things in a game makes you killer in real life. In this thread at least. God knows we went through that enough with video games. And while I do think some people are reaching when it comes to real life comparisons of fictional monsters (key word some), I don't think anybody is going to complain about your group fighting Nazi-analogues in your game besides, you know, actual Nazis.From anecdotal experience, I'd say it's a popular take.
@uzirath , if you want to see FitD play in action and then you can ask questions later to clarify play structure/rules et al, let me know and I can get you invited to watch. Game is later this evening.
If uptake via watching and asking isn’t your thing, I’ve got a lot of play excerpts around. You can check those out or just ask questions.
This makes me very happy, but also nervous!
It actually wasn't the same soldier but so many people think it was I suppose it might as well have been. The truth is that D&D doesn’t encourage taking prisoners because looking after them isn’t much from from a gaming perspective.Maybe too many Millennials grew up with Saving Private Ryan, where the released German soldier comes back and kills tons of Americans.
I simply cannot abide that level of emotional immaturity.
Maybe too many Millennials grew up with Saving Private Ryan, where the released German soldier comes back and kills tons of Americans.
I've done that once, with a particularly nasty ogre; but normally IMCs enemies who flee aren't keen on a rematch, and surrendered enemies are often recruitable - my son is particularly keen on doing this, and it's extremely Gygax/Arneson Old School, much moreso than always killing everything IMO. There are various ways to make enemies worth more alive than dead, eg ransom, which is standard in Runequest and should be standard in medievalesque settings with feuding nobles. The more you get away from 'hostile races locked in a war of extermination', the more not-killing can be normalised.
Edit: Killing is ubiquitous in computer games because it's a lot easier to code than enemies who surrender. This is definitely an advantage of TTRPGs.
Here's an honest question for you, though: What happens in the game if the Nazis surrender, and now the PCs have to deal with that?I have enough grey moral morass in real life, I don't want it in my elf games.![]()
The short answer to this question is that I would expect the players to handle the situation within the context of their characters, whatever that looks like. If the players are doing their jobs what happens next will flow naturally, whatever that thing is. What I don't do is go out of my way to insert this sort of situation into a game, nor try to manage what the characters' response might be outside of what the players decide to do within the confines of the established fiction. I have no interest in examining larger moral issues as a specific part of my gaming experience, although I'll freely admit that it does come up with some regularity regardless.Here's an honest question for you, though: What happens in the game if the Nazis surrender, and now the PCs have to deal with that?
Would that be the GM, in this case, derailing things by killing everyone's buzz with a moral and ethical dilemma? Should they instead play the Nazis fully cartoonish, fighting to the death even when the last of them is completely alone and outgunned? Or is it a potentially interesting moment and decision?
If this is a game where people are mowing down Nazis left and right I'm guessing the immediate solution would be equally pulpy or cinematic--knock out the prisoner(s) with a swift rifle butt to the head (no need to roll to hit and such), and press on, trusting that the GM isn't the punitive, petty type. But not all GMs or games are that clear about tone and genre, and the dreaded specter of realism (as interpreted by whomever) can creep into a session at any time, without warning. Well, actually some people regain consciousness very quickly, and so forth.
And if players decide to gun down some surrendered Nazis, that, to me, is narratively interesting too. Maybe the GM doesn't editorialize in that moment, or even apply consequences later or bring it up again. It's still something they've done, and does it mean they're now more likely to do it again? Will that one day result in a narrative impact, like their own captors realizing that, Hey, these are the guys that always execute our guys!
I'm not saying anyone should be dealing with the Big Questions every session, or maybe ever. Just saying that these issues aren't totally cut and dry, even when it seems like the general tone and genre and premise of a game have this one covered.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.