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General Tabletop Discussion
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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="S'mon" data-source="post: 8446310" data-attributes="member: 463"><p>Maybe too many Millennials grew up with Saving Private Ryan, where the released German soldier comes back and kills tons of Americans.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="S'mon, post: 8446310, member: 463"] 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. [/QUOTE]
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