Thagdal
Adventurer
They made a player desicon to roleplay it that way. So being difficult on purpose.The player playing the warlock and the dwarf made the role playing decision not to trust the new characters. They feel it is some kind of trick.
They made a player desicon to roleplay it that way. So being difficult on purpose.The player playing the warlock and the dwarf made the role playing decision not to trust the new characters. They feel it is some kind of trick.
If the DM simply states, "terrorism is evil" then there is no more exploration of the theme. We know the answer, insofar as this campaign is concerned. It's no different than a physical exploration DM handing the PC's a fully detailed map of the area to be explored including all answers. It removes the primary motivation of play.
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Is necromancy evil? Nope, not in this setting. Ok, conversation is finished.
One way I try and deal with this issue is to use a lot of undead and demons. (Given that they're often still sentient, the issue doesn't go away entirely, but it casts it differently enough that other options/interpretations open up - for example, killing undead may release a soul to its proper resting place, and demons may not have souls at all.)If you take a moral position that killing evil is not self-justifying, then a great deal of D&D play gets really sticky.
JamesonCourage - I agree, they don't have to be equal. They do, however, have to have some level of equivalency, if you see what I mean. If option X is 100% rewarded and Option Y is 100% punished, then no one is going to choose Y. At least, no rational actor will.
I will also totally agree that this is not for everyone. I think I said that earlier.
But, if you don't have equivalent outcomes, then there is no debate. Why would there be? If doing X means you win and doing Y means you lose, then, well, there's not a whole lot of discussion to be had.
Take another possible example. I want to explore the topic of terrorism in my game. I make sure that the players are groovy with this theme beforehand because, well, I don't want to start any fights.
Now, I set the game in the 1970's in Northern Ireland and the PC's are members of the IRA. Of course, not every decision point will be a moral quandary - the example you give of "when to go to sleep, who's on watch..." is a bit of a red herring. It's completely outside of the theme we want to examine.
But, during play, the question will come up - what is acceptable? Are civilian casualties acceptable? To what degree? What about escalation? How does this all fit within the context of a modern society? Etc, etc.
If the DM simply states, "terrorism is evil" then there is no more exploration of the theme. We know the answer, insofar as this campaign is concerned. It's no different than a physical exploration DM handing the PC's a fully detailed map of the area to be explored including all answers. It removes the primary motivation of play.
I don't think anyone proposed "very light consequences for every decision" since that would be pointless. The decisions that are based around the concept being explored should carry important consequences, regardless of what is decided. But, you cannot play this style of game if the DM simply labels things beforehand.
Is necromancy evil? Nope, not in this setting. Ok, conversation is finished.
Which is a perfectly fine way to play. There's nothing saying that you have to have moral introspection in the game. Heck, the alignment system is pretty much designed from the ground up to prevent this kind of philosophical discussion from grinding the game to a halt. Ten billion paladin debates show that. Why are we killing orcs? Because orcs are evil and they need killing.
If you take a moral position that killing evil is not self-justifying, then a great deal of D&D play gets really sticky.
I'm not Hussar, but do have a response to this.If we're exploring terrorism, I think that walking up to a semi-important paper pusher and shooting him in front of his armed guards and a plethora of cameras carries with it certain negative consequences for your character. And I think it should.
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Consequences, as defined: "something that logically or naturally follows from an action or condition." To this end, the idea that they must somehow be equivalent when exploring a theme is still something I disagree with.
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If I am missing or misrepresenting something, let me know.
As a general rule, I prefer that most of these sorts of decisions have no consequences in my game - I can think of dozens of more interesting questions to address in an RPG than who's on watch when!
Path taken is sometimes interesting, and when it is I'm happy for it to be addressed in play.
These day, the question of when to sleep I treat as a consequence of skill challenge resolution rather than as something under the players' direct control - this works better with other aspects of 4e.
Why not?
In fact, in my game, many decisions are of less heavy thematic weight than what Hussar described, because ultimately my game is a reasonably light, fairly derivative fantasy RPG. But what would be wrong with a heavier game of the sort Hussar describes (assuming that the players had the emotional stamina for it)? I've played like that at Cons, and they're some of the more memorable RPGing experiences I've had.
I'm not sure I entirely follow all this, but there seems to be a disconnect here... [SNIP]
Likewise in an RPG. The players play their PCs. This tells us things about the players and can also be used by the players to tell us other things as well. I, as a fellow player or GM, can respond to that. But a referee's adjudication of the evaluative points made is not necessary. The points made carry their own meaning - they generate their own responses in their audience - this is the consequence that drives the game forward. How that consequence then relates to ingame matters is a secondary issue - there are any number of ways of handling that, and I think general prescriptions are hard to give.
I'm not Hussar, but do have a response to this.
I don't think you're misrepresenting anything.
I think you may be missing something. Because you seem to be focused mostly on ingame causal consequences of action resolution; and seem not to be considering the implications these have for how players will approach the game.
A concrete example of this is the encounter between the paladin and the demon I described in my previous post. One possible consequence of that encounter, in which the paladin lets a demon beat him to a pulp as punishment for wrongdoing, is that the demon, unchecked, goes on to massacre the inhabitants of a village. An alternative, though, is that the demon just disappears off the stage, never to be thought of again by players or GM as an ongoing participant in the fiction. (If the question ever does come up, the GM can decide retrospectively that the demon, having got its fill of paladin-bashing, returned back to the abyss.)
For me, when deciding which sort of consequence should follow, I think first and foremost about how the consequence will support or undermine the player's engagement with the game. I then think about how a consequence that is useful in this respect can be worked into the fiction. There are many ways in which this can be done and internal ficitonal plausibility maintained.
I think you are utterly wrong on both counts. Both of these statements - terrorism and necromancy and their relationship to evil - are merely statements that may be part of a conversation. But they're no end to a conversation. Declaring either to be evil or not evil is hardly different from calling them illegal or legal. If the PC is willing to countenance the in-game consequence of living on the run on a paltry stipend from the local unit, the potential of being killed by an SAS shoot-to-kill operation, the potential of having their families harassed by the RUC or UVF, the likelihood of being caught and ramrodded through a hostile court system for something as little as possession of a few rounds of ammunition... then declaring terrorism evil on some objective scale of alignment isn't much of an issue. Particularly not when society at large (outside of their own close-knit community) brands them evil anyway and will act quite seriously and harshly on that assumption.
JamesonCourage said:Well, as someone who pretty much loathes story-driven fantasy games, I cannot agree that my style can possibly accept players as any type of author. I believe strongly in character-driven fantasy games, where the actions of PCs determines the story, but the idea of story every trumping the mechanics with any regularity rubs me the wrong way to such a degree that were I to be informed that a game would be using this method within a fantasy setting, I'd simply skip the game altogether.
Those examples demostrate that human beings are extremely expedient.Those examples suggest that the Cossacks were extremely expedient.
Given that human beings choose inexpedient solutions based on their values in a world that favors expedience, I think too much emphasis on 'expressing other values' runs the risk of producing a game which is overly restrictive and contrived.I don't object to players being expedient, but I do think that a game in which expedience is the only, or the only reliable, route to success will tend to discourage players engaging in play that expresses other values.
Agreed.Of course, what counts as "success" is up for grabs across different groups and different playstyles - but for any sort of conventional ongoing campaign game, PC survial is probably a minimum element of it.
I tend to see it as more interesting when characters pursue the inexpedient with the full knowledge there are more expedient solutions.Hence my view that, if in this conventional sort of game you want players to feel free to explore or express a range of evaluative or thematic notions (of which expedience might be one), then it is helpful to ensure that the mechanics of PC life and death don't unduly favour expedience.
Yeah, you've seen the reception my views on character backgrounds and attributes get, so I know how that goes.There are games that push this issue more overtly than 4e: HeroQuest and The Riddle of Steel, for example, make a player who wants to play expediently active choose that approach (because of the contribution to successful action resolution made by relationship-grounded augments, and spiritual attributes, respectively). 4e doesn't expressly say anywhere that the default to expedience is excluded. However, my view (and like the rest of my views, my views on 4e seem to command comparatively little assent!) . . .
Knowing next to nothing about 4e, I'm not in a position to dispute that.. . . is that 4e pushes in a similar direction to HeroQuest and The Riddle of Steel in a more passive-aggressive way - because it doesn't support classic D&D exploration very well, I think it will produce a pretty boring RPG experience unless the players actively engage it with some sort of thematic concerns in mind. (The alternative, which WotC seems to adopt in its modules, is to leave the GM in charge of theme and story and to reduce the game, from the player point of view, to a skirmish game with a very high degree of colour.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.