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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="Umbran" data-source="post: 8442920" data-attributes="member: 177"><p>A few years ago, when asked to run a game to introduce a couple 13-year-olds to the game, brought this up in my mind. The kids were no strangers to beating up enemies in battle - media is loaded with it. However, in their media, violence is generally used only with justification, and the bad guys do not usually explicitly die. </p><p></p><p>And while I, as an adult, have no issue with folks who want a game in which life is cheap, I, as a GM, was not going to set that precedent for 13 year olds. So, I made it very clear when bad guys were really bad, by making their actions clear, not relying on labels. And even then, the default was that humanoid opponents were "down, out of the fight" and not explicitly dead. </p><p></p><p></p><p></p><p></p><p>So, there are two coming out soon that might be of interest - <em>Avatar Legends: The Role Playing Game</em> had one of the biggest kickstarters recently. It is built to model Avatar: The Last Airbender and Legend of Korra series, so while there's lot of possible fighting, actually dying is expected to be less of an issue. This is sceduled to come out in Feburary 2022, iirc.</p><p></p><p>Also in development - <em>Tales of Xadia</em>, an RPG based on <em>The Dragon Prince</em> animated series. There is a playable set of rules and a couple of adventures out, if you want to give it a try. And the game mirrors the series in trying to make character who are not combat-oriented still be effective, and it is very, very hard for PCs to die.</p><p></p><p>As others have noted, Fate-based games are also good with non-combat resolution, or effective non-violent actions within combat. And by and large, characters are "taken out" or concede a fight, rather than necessarily killed outright.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8442920, member: 177"] A few years ago, when asked to run a game to introduce a couple 13-year-olds to the game, brought this up in my mind. The kids were no strangers to beating up enemies in battle - media is loaded with it. However, in their media, violence is generally used only with justification, and the bad guys do not usually explicitly die. And while I, as an adult, have no issue with folks who want a game in which life is cheap, I, as a GM, was not going to set that precedent for 13 year olds. So, I made it very clear when bad guys were really bad, by making their actions clear, not relying on labels. And even then, the default was that humanoid opponents were "down, out of the fight" and not explicitly dead. So, there are two coming out soon that might be of interest - [I]Avatar Legends: The Role Playing Game[/I] had one of the biggest kickstarters recently. It is built to model Avatar: The Last Airbender and Legend of Korra series, so while there's lot of possible fighting, actually dying is expected to be less of an issue. This is sceduled to come out in Feburary 2022, iirc. Also in development - [I]Tales of Xadia[/I], an RPG based on [I]The Dragon Prince[/I] animated series. There is a playable set of rules and a couple of adventures out, if you want to give it a try. And the game mirrors the series in trying to make character who are not combat-oriented still be effective, and it is very, very hard for PCs to die. As others have noted, Fate-based games are also good with non-combat resolution, or effective non-violent actions within combat. And by and large, characters are "taken out" or concede a fight, rather than necessarily killed outright. [/QUOTE]
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