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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="Jmarso" data-source="post: 8442934" data-attributes="member: 7032066"><p>Personally, at age 53, I'm not experiencing this at all. I still love a good old 'hack n slash', 'kill monsters and take their stuff' DND campaign. For me it is entertainment, an escape, like watching an action movie or something like that. It doesn't make me feel violent IRL or want to do violence to others, and since it's a game, there's no moral line being cross in terms of actual killing, or anything like that. One thing that does concern me, and I discourage, is younger players wanting to play actively evil characters. I'm not sure why that bothers me when the other stuff doesn't, but that's how it is for me. Kind of weird.</p><p></p><p></p><p>This sort of thing needs to be addressed before starting a campaign, especially with younger players. They need to understand that it's a game, and sometimes characters die in DnD. It's never wise to get too attached to a character in DnD style RPG's, because they can go suddenly at just about any time. This is why I don't encourage deep backstories at the start of a campaign- keep it light, because there's no point in wasting the time on a deeply involved backstory for squishy first level characters. In earlier versions of the game it was smart to have your next character rolled up and ready to go, because attrition could be quite high. A kid who has trouble dealing with this at the table probably shouldn't be playing the game.</p><p></p><p></p><p>If you are a Star Trek fan, a Trek game would offer all sorts of chances for non-violent resolution of adventures and puzzles. For the crew of a Federation starship, such resolutions are their stock in trade.</p><p></p><p></p><p>Nevah!</p><p></p><p>Possibly, but it's hard. DnD evolved directly from miniature wargames and much of that is still ingrained in its DNA. Payn had a lot of good advice to offer.</p></blockquote><p></p>
[QUOTE="Jmarso, post: 8442934, member: 7032066"] Personally, at age 53, I'm not experiencing this at all. I still love a good old 'hack n slash', 'kill monsters and take their stuff' DND campaign. For me it is entertainment, an escape, like watching an action movie or something like that. It doesn't make me feel violent IRL or want to do violence to others, and since it's a game, there's no moral line being cross in terms of actual killing, or anything like that. One thing that does concern me, and I discourage, is younger players wanting to play actively evil characters. I'm not sure why that bothers me when the other stuff doesn't, but that's how it is for me. Kind of weird. This sort of thing needs to be addressed before starting a campaign, especially with younger players. They need to understand that it's a game, and sometimes characters die in DnD. It's never wise to get too attached to a character in DnD style RPG's, because they can go suddenly at just about any time. This is why I don't encourage deep backstories at the start of a campaign- keep it light, because there's no point in wasting the time on a deeply involved backstory for squishy first level characters. In earlier versions of the game it was smart to have your next character rolled up and ready to go, because attrition could be quite high. A kid who has trouble dealing with this at the table probably shouldn't be playing the game. If you are a Star Trek fan, a Trek game would offer all sorts of chances for non-violent resolution of adventures and puzzles. For the crew of a Federation starship, such resolutions are their stock in trade. Nevah! Possibly, but it's hard. DnD evolved directly from miniature wargames and much of that is still ingrained in its DNA. Payn had a lot of good advice to offer. [/QUOTE]
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