To believe otherwise is to have a completely fantastical view of history.
Um... D&D isn't history.
To believe otherwise is to have a completely fantastical view of history.
Thats a wild take on what you’re replying to.I don't think this is the great moral solution you think it is. You forcing PCs to act within an arbitrary set of acceptable responses is just railroading by another name.
Of course. That would make you the guys needing shooting.Well, it depends on why they want to kill you. Like, if you are threatening innocent civilians, then the minions trying to kill you might have a point.
As one example, absolutely. But part of my point is that the empire is “even worse” than the rebels. The empire is evil and the rebels aren’t.(emphasis mine) Well, yes, exactly. That's part of making the antagonist worse.
Thank you.He said he had, "one or more premise that inspires". Last I checked, inspiring and forcing are not the same thing.
There have been a lot of comments on how much evil is too evil.
What about the other side of the spectrum?
How little evil is -for you- not evil enough for an antagonist?
I don't think this is the great moral solution you think it is. You forcing PCs to act within an arbitrary set of acceptable responses is just railroading by another name.
Yeah, and like, I wasn’t even suggesting forcing any specific personality? Like, literally I was talking about incentivizing and inspiring. Most of my games just don’t have dungeons full of treasure.Eh. The idea that PC personalities should be open-ended in every game, no matter what, is a plague. Its no better than the idea that the only legitimate idea for a campaign involves free-roaming adventuers.
That's one method. I've used it, it works.Yeah, and like, I wasn’t even suggesting forcing any specific personality? Like, literally I was talking about incentivizing and inspiring. Most of my games just don’t have dungeons full of treasure.
If a player isn’t inspired by the premises and story elements of the campaign in a way that leads to a character with hooks in the world, that’s often fine, since I don’t play with players that make “lone wolf” characters, so that pc would just end up being a friend of another pc or something to explain why they’re in the group, and the pc will develop interesting ties and goals and whatnot during play.
But by setting the scene so that the campaign start is full of places to be from, people and things to care about, conflicts and tensions, organizations and institutions to be part of and/or oppose, etc, most players IME make a character that cares about things other than “burn towns get money”.
Maybe we should all start using the points system from The Good Place. no one on that show seemed to have a problem with it.Sanction has literally no bearing on whether the activities are evil. Slavery has been sanctioned many times throughout history. Is it not evil?
It can be based on history, and supernatural elements aside I prefer that it is generally speaking. It's the only metric on human behavior we have.Um... D&D isn't history.
Hey - those gold coins ARE the important things we care about!Or in this case, have important things they care about rather than just dangling gold coins in front of them.