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No Good Choices
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<blockquote data-quote="Dire Bare" data-source="post: 8078140" data-attributes="member: 18182"><p><em>No good choices</em>, if done well, can be powerful storytelling.</p><p></p><p>But I've never experienced it done well (at the game table, that is). Rather the opposite, I've experienced, too often, contrived situations with what I consider <em>false moral choices</em> that just piss me off as a player and make me want to leave the table.</p><p></p><p>Being forced to choose between murdering an innocent to close a portal, or allowing that portal to spew forth demonic hordes that will eat the city? Ugh. Pass. Contrived.</p><p></p><p>Kill the baby orc or allow it to grow up to ravage future villages? Please. I'm not in junior high anymore.</p><p></p><p>Having to make choices that are fraught with consequences, where even the "right" decision is likely to complicate matters . . . . creating new enemies . . . creating rifts between allies, friends, even family . . . allowing evil to escape to wreak more havoc . . . . if done well, can make for a tense, exciting story!</p><p></p><p>I just watched the opening episodes of the 2011 Thundercats cartoon . . . . this version of the classic 80s Saturday-morning show is a bit darker than the original, but still aimed for a general audience . . . . Lion-O is faced with some <em>no-good-choices</em> scenarios right off, when a mob of cat-people try to lynch some lizard-people prisoners . . . does he go against his own people? Does he defend his ancestral enemies from being murdered? This does ratchet up the tension on poor Lion-O, and the immediate results seemingly make his life worse . . . or do they? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dire Bare, post: 8078140, member: 18182"] [I]No good choices[/I], if done well, can be powerful storytelling. But I've never experienced it done well (at the game table, that is). Rather the opposite, I've experienced, too often, contrived situations with what I consider [I]false moral choices[/I] that just piss me off as a player and make me want to leave the table. Being forced to choose between murdering an innocent to close a portal, or allowing that portal to spew forth demonic hordes that will eat the city? Ugh. Pass. Contrived. Kill the baby orc or allow it to grow up to ravage future villages? Please. I'm not in junior high anymore. Having to make choices that are fraught with consequences, where even the "right" decision is likely to complicate matters . . . . creating new enemies . . . creating rifts between allies, friends, even family . . . allowing evil to escape to wreak more havoc . . . . if done well, can make for a tense, exciting story! I just watched the opening episodes of the 2011 Thundercats cartoon . . . . this version of the classic 80s Saturday-morning show is a bit darker than the original, but still aimed for a general audience . . . . Lion-O is faced with some [I]no-good-choices[/I] scenarios right off, when a mob of cat-people try to lynch some lizard-people prisoners . . . does he go against his own people? Does he defend his ancestral enemies from being murdered? This does ratchet up the tension on poor Lion-O, and the immediate results seemingly make his life worse . . . or do they? :) [/QUOTE]
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