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Non-moral gaming? (i.e., shades of grey, not black & white)
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<blockquote data-quote="Bryan Vining" data-source="post: 404814" data-attributes="member: 7628"><p><strong>I have a solution...</strong></p><p></p><p>BTW, I do not get turned on by moral ambiguity in RPGs. I get quite enough of it in real life. However, I recognize that it is an aspect of reality some people enjoy modeling in their RPGs - just not my cup of tea. </p><p></p><p>Anyway, if we're reading you right here, you want heroic PCs. Since you've set up a dynamic amongst the party members such that they each have a reason to distrust/dislike the others, you can only inspire them to heroism by developing a situation that is larger than their disagreements. That is going to be difficult to do if you are unwilling to have something be an undeniable evil. Allow me to point out that you can have your cake and eat it, too. You can create an absolute evil for your party to deal with without removing the elements of moral ambiguity that are there. Just make the evil something outside of the war. The conflict is still there, providing the tension and cultural clash, but you've given your party a reason to put aside their individual biases - saving their people from the larger threat. That threat should threaten every character. </p><p></p><p>The obvious sort of threat would be nasty, powerful outsiders, but I'm sure you can be more creative than that. Perhaps there is someone who is manipulating events to perpetuate the war for some selfish, personal reason (profiteering comes to mind, but is a little bland). Maybe the so-called reasons for the war are lies put out by this person/creature. Imagine your party's reaction when they discover that, and their subsequent consternation when they realize how difficult it is going to be to convince any one else of what they've learned. Anyway, that's one way you could do it, but you will probably think of something that suits you better. </p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Bryan Vining, post: 404814, member: 7628"] [b]I have a solution...[/b] BTW, I do not get turned on by moral ambiguity in RPGs. I get quite enough of it in real life. However, I recognize that it is an aspect of reality some people enjoy modeling in their RPGs - just not my cup of tea. Anyway, if we're reading you right here, you want heroic PCs. Since you've set up a dynamic amongst the party members such that they each have a reason to distrust/dislike the others, you can only inspire them to heroism by developing a situation that is larger than their disagreements. That is going to be difficult to do if you are unwilling to have something be an undeniable evil. Allow me to point out that you can have your cake and eat it, too. You can create an absolute evil for your party to deal with without removing the elements of moral ambiguity that are there. Just make the evil something outside of the war. The conflict is still there, providing the tension and cultural clash, but you've given your party a reason to put aside their individual biases - saving their people from the larger threat. That threat should threaten every character. The obvious sort of threat would be nasty, powerful outsiders, but I'm sure you can be more creative than that. Perhaps there is someone who is manipulating events to perpetuate the war for some selfish, personal reason (profiteering comes to mind, but is a little bland). Maybe the so-called reasons for the war are lies put out by this person/creature. Imagine your party's reaction when they discover that, and their subsequent consternation when they realize how difficult it is going to be to convince any one else of what they've learned. Anyway, that's one way you could do it, but you will probably think of something that suits you better. Cheers! [/QUOTE]
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