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Non-moral gaming? (i.e., shades of grey, not black & white)
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<blockquote data-quote="ShawnLStroud" data-source="post: 404811" data-attributes="member: 1374"><p>Bear in mind that morality isn't always tied to a particular side. </p><p></p><p>You're playing with young adults. They've chosen to be mercenaries -- "problem solvers" for hire. If you'd like them to take a side, give them a good reason to do so. I'm fond of the NPC that consciously chooses to sacrifice the PCs in order to accomplish another goal. The PCs invariably live through the double-cross, then have a good reason to side with the opposite side of the NPC. Simple. Revenge IS a good reason to join a side.</p><p></p><p> You might like showing the PCs the consequences of the "bad guys" winning the current conflict. Use graphic, horrid events. What you're trying to do is set a tone, here -- one that points a finger down the road you'd like them to go. Don't go into too much graphic detail, but let your imagination loose. Remember the shots of Bosnia back in the 90s? Cambodia back in the 70s? Remember all the shots of sick and dying people in the African famines? Use those descriptions. Show the fact that ruthless people use terror in order to convince a larger citizenry to be placid. Make the <strong>players</strong> angry and uncomfortable, then hit them with a situation where they have to jump or die. Give them a situation with no planned exit and see what they do. Use their reactions and ideas to push the campaign down those alleys and paths that lead to your objective.</p><p></p><p>My current campaign started with the party being chained to a slave coffle. Over the course of two days, the party found out how terrible being the slave of creatures that consider you less than an animal can be. They witnessed casual killings, rough orc "justice" and how human chattel are used for recreation (orc males are into sharing their joy) Then, they found out that the orcs weren't even the real problem. </p><p></p><p>Now, they're being pointed at the real problem, and they 1) are terrified and 2) wanna take those suckers! That's where you want your players.</p><p></p><p>Good luck, RangerWickett -- let us know how it turns out.</p></blockquote><p></p>
[QUOTE="ShawnLStroud, post: 404811, member: 1374"] Bear in mind that morality isn't always tied to a particular side. You're playing with young adults. They've chosen to be mercenaries -- "problem solvers" for hire. If you'd like them to take a side, give them a good reason to do so. I'm fond of the NPC that consciously chooses to sacrifice the PCs in order to accomplish another goal. The PCs invariably live through the double-cross, then have a good reason to side with the opposite side of the NPC. Simple. Revenge IS a good reason to join a side. You might like showing the PCs the consequences of the "bad guys" winning the current conflict. Use graphic, horrid events. What you're trying to do is set a tone, here -- one that points a finger down the road you'd like them to go. Don't go into too much graphic detail, but let your imagination loose. Remember the shots of Bosnia back in the 90s? Cambodia back in the 70s? Remember all the shots of sick and dying people in the African famines? Use those descriptions. Show the fact that ruthless people use terror in order to convince a larger citizenry to be placid. Make the [b]players[/b] angry and uncomfortable, then hit them with a situation where they have to jump or die. Give them a situation with no planned exit and see what they do. Use their reactions and ideas to push the campaign down those alleys and paths that lead to your objective. My current campaign started with the party being chained to a slave coffle. Over the course of two days, the party found out how terrible being the slave of creatures that consider you less than an animal can be. They witnessed casual killings, rough orc "justice" and how human chattel are used for recreation (orc males are into sharing their joy) Then, they found out that the orcs weren't even the real problem. Now, they're being pointed at the real problem, and they 1) are terrified and 2) wanna take those suckers! That's where you want your players. Good luck, RangerWickett -- let us know how it turns out. [/QUOTE]
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