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Moral Dilemma: Killing and Deaths in RPGs
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<blockquote data-quote="Thunderfoot" data-source="post: 8458294" data-attributes="member: 34175"><p>This where I feel very fortunate. I was trained to kill by my country. There are rules of engagement and when you squeeze the trigger, there is no taking back the bullet. </p><p></p><p>Killing others may be necessary, when you ate in that situation it is 99% kill or be killed and death of you or your enemy is the only real outcome if one party does not surrender (wounds just mean a delay in the process). </p><p></p><p>It's very hard to convey that sense to a bunch od table-bound gamers who have never faced the consequences of their actions or the actions of others upon them. </p><p></p><p>Traveller is a good game to use, Star Trek the RPG has a good mix of life and death situations without constant killing. </p><p></p><p>As for the youngling, I took a pragmatic approach to RPG intro to young players. I would explain the game and then if they seemed interested would give them a stock character, play a short solo and kill them immediately. Yep 1E DM fiat killed. D E D, dead...</p><p></p><p>And then explain that this is a possibilty that could happen to their character if they choose to play. If they didn't handle that, they didn't play.</p><p>It's a brutal way, but it's the warrior way and in a combat game, it's a true test.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 8458294, member: 34175"] This where I feel very fortunate. I was trained to kill by my country. There are rules of engagement and when you squeeze the trigger, there is no taking back the bullet. Killing others may be necessary, when you ate in that situation it is 99% kill or be killed and death of you or your enemy is the only real outcome if one party does not surrender (wounds just mean a delay in the process). It's very hard to convey that sense to a bunch od table-bound gamers who have never faced the consequences of their actions or the actions of others upon them. Traveller is a good game to use, Star Trek the RPG has a good mix of life and death situations without constant killing. As for the youngling, I took a pragmatic approach to RPG intro to young players. I would explain the game and then if they seemed interested would give them a stock character, play a short solo and kill them immediately. Yep 1E DM fiat killed. D E D, dead... And then explain that this is a possibilty that could happen to their character if they choose to play. If they didn't handle that, they didn't play. It's a brutal way, but it's the warrior way and in a combat game, it's a true test. [/QUOTE]
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