D&D General [rant]The conservatism of D&D fans is exhausting.

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You raise an interesting point. Supposing some thoughts up thread were roughly right, then for an imaginary world to be realistic is for it to be like the real world in all respects not altered by the fiction. As you say, that could imply that morality in the imagined world should be the same as morality in the real world.

So, do you want to get really philosophical about this?

If the imaginary word does not differ AT ALL from the real one, then there is no morality in that world at all - any more than there is morality in a mirror. "Morality" does not exist without choice. That imaginary world has no choice, because it must IN ALL WAYS match the real one.

That, of course, requires that one believe that fiction has morality at all. The fictional inhabitants of that world don't actually have existence, and so cannot experience actual suffering, after all.

Plus, if a fiction itself has morality, such that a fiction that includes immorality is itself immoral, then it becomes immoral to teach morality, because the basic way to do so is to consider fictional immoral acts, and their impacts. And that's pretty clearly nonsense, right? I should be able to teach little Billy why he shouldn't harm creatures when he doesn't have to, right?

So, I suggest that the morality is not in the fiction - it is in the real-world results of exposure to that fiction. Which, as previously discussed, we don't have clear evidence is a problem.

It is perhaps helpful to separate "I find this distasteful" from "I find this immoral". We can exclude things from our games because we don't like them. We don't need the argument that they are immoral.

Of course, that argument doesn't get others to also exclude things from their games.
 

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So, do you want to get really philosophical about this?
Yes! The worry that fiction can have real-life moral consequences has been around so far as I understand from at least Aristotle, and its paradoxes are quite well ennumerated. So far as I know they have barely been explored in connection withh TTRPG.

If the imaginary word does not differ AT ALL from the real one, then there is no morality in that world at all - any more than there is morality in a mirror. "Morality" does not exist without choice. That imaginary world has no choice, because it must IN ALL WAYS match the real one.
Recall that it can differ as altered by the fiction. Of course it is true that pretend characters don't really make choices, for example Dr. John Watson never makes any choice. But I think readers picture that Dr. John Watson has a moral compass, and were they asked whether he would do something considered highly immoral by 19th century British society there would be fair consistency in their replying that he would not (barring some extenuating circumstances.)

That, of course, requires that one believe that fiction has morality at all. The fictional inhabitants of that world don't actually have existence, and so cannot experience actual suffering, after all.

Plus, if a fiction itself has morality, such that a fiction that includes immorality is itself immoral, then it becomes immoral to teach morality, because the basic way to do so is to consider fictional immoral acts, and their impacts. And that's pretty clearly nonsense, right? I should be able to teach little Billy why he shouldn't harm creatures when he doesn't have to, right?

So, I suggest that the morality is not in the fiction - it is in the real-world results of exposure to that fiction. Which, as previously discussed, we don't have clear evidence is a problem.
You seem to be arguing against something, but I feel unsure what? My understanding was that we'd covered all this upthread. Here you lay out that little Billy can take moral lessons from fiction. That suggests that fiction can exert an effect on little Billy's developing morality. As you say, it's these real-world results that concern us. That relates to the worry that morality can be "exported" from fiction back into the real-world.

Are you perhaps arguing that only positive moral learning can be exported back into the real-world, and never immoral learning?

It is perhaps helpful to separate "I find this distasteful" from "I find this immoral". We can exclude things from our games because we don't like them. We don't need the argument that they are immoral.
My distaste is motivated by a real life moral position. There are many things I would refrain from pretending to do in a roleplaying game on similar grounds. I exclude them because I don't want to pretend to do those things. As I laid out upthread

when I pretend to do X' (which is immoral in real life), I can maintain some sort of separateness from doing X (in real life)​
that separateness can be leveraged for inter alia irony, investigation (see your example of the Paradox Realm), and ignoring​
how well I maintain that separateness and whatever it costs me is a personal matter​
my preference appertains to that personal matter​

I have a personal distaste for pretending my character feels powerful and confident slaughtering masses of minions because I find that notion immoral in real-life. If I didn't find it immoral in real-life, whatever it costs me to maintain the separateness would be moot so I likely wouldn't exclude it.

Of course, that argument doesn't get others to also exclude things from their games.
I agree with you here, albeit there is a possible implication that you believe I aim to get others to exclude things from their games. Is that accurate? If so, I'm confident that I haven't written anything like that in my posts in this strand: it's certainly not my intent.
 

You raise an interesting point. Supposing some thoughts up thread were roughly right, then for an imaginary world to be realistic is for it to be like the real world in all respects not altered by the fiction. As you say, that could imply that morality in the imagined world should be the same as morality in the real world.
The same as in the real world today.

Morality and definitions of what is moral and what isn't have changed greatly over real-world history, and it's fairly easy to see how things worked at different times and-or in different cultures in the past.
But you propose that D&D actually alters that in the fiction.
Yes, to (vaguely) reflect either a single real-world historical morality or a mish-mash of such.
Arguendo, let's suppose that you are right.

That is a different explanation than the one I and perhaps others entertained upthread, which was that whether or not D&D altered morality in the imagined worlds of its players, there is a separateness between real life and play that makes it so that things that would be immoral in real life aren't immoral in play.

One notion I have about that is that altering morality in the fiction is diegetic: it's about what we will pretend our characters believe is moral.
Yup, that's it.
Whilst the separateness of play is non-diegetic: it's about how we ourselves view what we pretend in play.

That helps reveal how my distaste is non-judgemental. I accept the separateness of play, while disliking the alteration to morality. I dont want to imagine worlds in which my characters do not find mass slaughter immoral; unless, as @Umbran highlighted, it were for instance investigative. And @Umbran's Paradox Realm example seems to show that others can experience moments of similar compunction.
Where I'm just fine with the alteration to morality. If I want real-world morals, such as they are, all I have to do is look around. But if the game is going to set itself in faux-medieval times with dashes of more ancient cultures e.g. Greek, Roman, etc. then mostly hewing to the morals of those cultures - or changing them in-fiction only after careful thought - would seem to make sense. Trying to overlay modern-day morals en masse onto an otherwise supposedly-medieval setting would seem self-defeating.
 

Yes! The worry that fiction can have real-life moral consequences has been around so far as I understand from at least Aristotle, and its paradoxes are quite well ennumerated. So far as I know they have barely been explored in connection withh TTRPG.
With regards to D&D and other RPGs, BADD and the Moral Majority did their level best to make this connection in the 1980s and, to the best of my knowledge, failed miserably.
My distaste is motivated by a real life moral position. There are many things I would refrain from pretending to do in a roleplaying game on similar grounds. I exclude them because I don't want to pretend to do those things.
Part of the fun of playing in an RPG is that I can sometimes play characters with very different moral positions than my own.

I'd think that always playing yourself would get rather limiting after awhile.
 



Would anyone be having this discussion about the morality of minion mechanics if you didn't also dislike minion mechanics for non-moralistic reasons?
I have expressed no dislike of minions mechanics for non-moralistic reasons. It baffles me to guess which poster you must be thinking of!?
 
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Scatter and cover for what? They don't know anything about dragons. And why on Earth would a smart, ancient black dragon act so stupidly and cast sleep and magic missiles instead of breathing? In any case, all they've seen is a dragon cast a useless sleep spell, and a single magic missile with a few missiles. Not knowing anything about breath weapons and seeing it act so ineffectually, is why Riverwind died and why PCs would die.

As for why they would go through the plaza, the temple of Mishakal, the only intact building they can see is across it. Adventurers love oddities like "the only intact building."
Hey, you can ignore the text of the module all you like, but, that’s the point, you’re cherry picking what the dragon does. 🤷 the pcs have no need to go there, no reason to stand around while the dragon attacks, and more than enough resources to badly hurt the dragon in the three rounds it acts before breathing.
 

Hey, you can ignore the text of the module all you like, but, that’s the point, you’re cherry picking what the dragon does. 🤷 the pcs have no need to go there, no reason to stand around while the dragon attacks, and more than enough resources to badly hurt the dragon in the three rounds it acts before breathing.
I'm cherry picking?! You've reduced dragon power by a huge margin by not doing max hit points when it breathes. The fact is, the group has no idea that dragons breath anything and if it cast sleep nothing happened, then it followed it up t hat nothing with like 6 points of damage from a magic missile. The party wouldn't even know to spread out or run before the breath killed them.

What resources does the party have? Magic missile? One bow? This group is probably missing with most of its attacks and doing very little damage.

If the text of the module has to reduce a thousands of years old dragon to a newbie imbecile in order for the group to even have a chance, then they had no chance to begin with. And as for cherry picking what a dragon does, that's the DM's job! He runs the monsters, especially dragons, as they should be run, not as incompetent boobs.

Also, I pointed out why the group is going to go to the building. Having a single intact building in a large ruins is some of the strongest player bait that there is. It's like shooting fish in a barrel. They're almost always going to investigate that outlier.
 


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