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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="overgeeked" data-source="post: 8443041" data-attributes="member: 86653"><p>I see it as no different that killing things in video games or reading about killing things in novels or watching things get killed on TV or in movies. It's all fiction. None of the dead things are real.</p><p></p><p>Personal growth is always good, even if it's sometimes hard.</p><p></p><p>That seems like an immature overreaction to character death on the player's part.</p><p></p><p>It really is kind of incredibly to experience these kinds of things vicariously through RPGs. That's probably why D&D is experiencing such a boom and players tend to stick with the hobby so long. We get to say and do and experience things that are not only unwanted in broader society, but things that are impossible in the real world. That's thrilling and amazing.</p><p></p><p>Older editions of D&D were laser focused on exploration and out thinking adversaries rather than simply murdering everything in your path. XP for gold and no XP for killing monsters goes a long way to solve that problem. As does using unbalanced encounters. If all the DM presents is level-appropriate monsters that the PCs can easily slaughter, then that's makes combat the easiest path forward.</p><p></p><p>I wouldn't say so. Just find games and groups that want to do the same things you want to do in the hobby. It might take some doing, but it's not impossible.</p><p></p><p>Absolutely. But you have to work at it. Not giving XP for murder is a start. Not using balanced encounters is another. Using rules like parley and morale checks help a lot, too. Using alternate win conditions for combats is also a great help. Setting 0 hp as defeated rather than dead might help.</p><p></p><p>Most RPGs are about action-adventure stories, so violence is a large part of a large swathe of RPGs, but there are some. Call of Cthulhu was mentioned. It's investigation heavy and shies away from most combat. Doctor Who RPG is also light on combat, but it's still there. Similar advice (alternate win conditions, XP for exploration, no XP for murder, etc) will apply to any game you run. Most will have combat.</p><p></p><p>Some other games: Chuubo's Marvelous Wish-Granting Engine. Do Flying Temple. Golden Sky Stories. Mouse Guard. Most horror games. Generic systems that can do anything, such as Fate, Risus, Cortex Prime, Cypher, etc. Most Powered by the Apocalypse games are not focused on combat. The Extraordinary Adventures Of Baron Munchausen...is a game of competitive lying. Blades in the Dark is a game about heists. Blue Rose is a romantic fantasy game in the vein of Mercedes Lackey books. Bubblegumeshoe is a kids investigation game. The new Dune RPG is about...well, Dune and byzantine politics. Star Trek RPGs tend to include combat but certainly aren't focused on combat. Faery's Tale Deluxe is a game about playing fairfolk on adventures. Misspent Youth is a rebellious punk game in a near-future dystopia. Numenera is a science fantasy game about exploration and discovery. Once Upon a Time is a fairy tale storytelling card game. Over the Edge is a weird conspiracy game. Unknown Armies is much the same. As is Conspiracy X. Shock is an amazing social science fiction game, think Philip K Dick sci-fi. Tales from the Loop is a science fiction RPG. The One Ring is a Lord of the Rings RPG that's more about fellowship and journeys than fighting. Toon: The Cartoon RPG has combat and fighting but no one dies.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8443041, member: 86653"] I see it as no different that killing things in video games or reading about killing things in novels or watching things get killed on TV or in movies. It's all fiction. None of the dead things are real. Personal growth is always good, even if it's sometimes hard. That seems like an immature overreaction to character death on the player's part. It really is kind of incredibly to experience these kinds of things vicariously through RPGs. That's probably why D&D is experiencing such a boom and players tend to stick with the hobby so long. We get to say and do and experience things that are not only unwanted in broader society, but things that are impossible in the real world. That's thrilling and amazing. Older editions of D&D were laser focused on exploration and out thinking adversaries rather than simply murdering everything in your path. XP for gold and no XP for killing monsters goes a long way to solve that problem. As does using unbalanced encounters. If all the DM presents is level-appropriate monsters that the PCs can easily slaughter, then that's makes combat the easiest path forward. I wouldn't say so. Just find games and groups that want to do the same things you want to do in the hobby. It might take some doing, but it's not impossible. Absolutely. But you have to work at it. Not giving XP for murder is a start. Not using balanced encounters is another. Using rules like parley and morale checks help a lot, too. Using alternate win conditions for combats is also a great help. Setting 0 hp as defeated rather than dead might help. Most RPGs are about action-adventure stories, so violence is a large part of a large swathe of RPGs, but there are some. Call of Cthulhu was mentioned. It's investigation heavy and shies away from most combat. Doctor Who RPG is also light on combat, but it's still there. Similar advice (alternate win conditions, XP for exploration, no XP for murder, etc) will apply to any game you run. Most will have combat. Some other games: Chuubo's Marvelous Wish-Granting Engine. Do Flying Temple. Golden Sky Stories. Mouse Guard. Most horror games. Generic systems that can do anything, such as Fate, Risus, Cortex Prime, Cypher, etc. Most Powered by the Apocalypse games are not focused on combat. The Extraordinary Adventures Of Baron Munchausen...is a game of competitive lying. Blades in the Dark is a game about heists. Blue Rose is a romantic fantasy game in the vein of Mercedes Lackey books. Bubblegumeshoe is a kids investigation game. The new Dune RPG is about...well, Dune and byzantine politics. Star Trek RPGs tend to include combat but certainly aren't focused on combat. Faery's Tale Deluxe is a game about playing fairfolk on adventures. Misspent Youth is a rebellious punk game in a near-future dystopia. Numenera is a science fantasy game about exploration and discovery. Once Upon a Time is a fairy tale storytelling card game. Over the Edge is a weird conspiracy game. Unknown Armies is much the same. As is Conspiracy X. Shock is an amazing social science fiction game, think Philip K Dick sci-fi. Tales from the Loop is a science fiction RPG. The One Ring is a Lord of the Rings RPG that's more about fellowship and journeys than fighting. Toon: The Cartoon RPG has combat and fighting but no one dies. [/QUOTE]
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