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<blockquote data-quote="Hussar" data-source="post: 5575567" data-attributes="member: 22779"><p>But, that, right there, is the point. YOU decided that. If you murdered someone, would the DM directly apply negative effects to your character? Would you lose abilities? I don't think so.</p><p></p><p>Granted, there might be in campaign results, but, that's going to vary from campaign to campaign. You might get in trouble from the authorities, or you might not, it all depends on how things went down.</p><p></p><p>But, your group has decided that murder is bad and won't do it. Great. Now, imagine for a second that, instead of the group deciding that, the GM says, "Murder is Bad" and if you commit murder during a run, your character will automatically be captured by the authorities and thrown in prison.</p><p></p><p>Now, how much choice do you have about commiting murder?</p><p></p><p>On S'mon's point though about D&D specifically. I'd never, ever run this sort of game in D&D. It just doesn't work. Good and Evil in D&D are ontological. They aren't abstract in the slightest - they're actual physical forces just like gravity. To do this sort of narrativist game in D&D would require a HUGE amount of reworking of the mechanics.</p><p></p><p>That doesn't mean that I think D&D is railroading. It's railroading for a certain kind of game, possibly, but, most of the time, it's not. Thus my comment about not bitching about alignment if you play a paladin. You know what you're getting into when you sign up.</p><p></p><p>BTW, Elf Witch, I hope you don't take any of this as a specific criticism of your DM. It's certainly not. I think the only criticism I would have would be that there should have been a bit more conversation between the players at the outset of the campaign just to make sure that these sorts of issues that you're having don't come up later. But, meh, that's not a huge thing. Now you know how the group plays and you can work from there.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5575567, member: 22779"] But, that, right there, is the point. YOU decided that. If you murdered someone, would the DM directly apply negative effects to your character? Would you lose abilities? I don't think so. Granted, there might be in campaign results, but, that's going to vary from campaign to campaign. You might get in trouble from the authorities, or you might not, it all depends on how things went down. But, your group has decided that murder is bad and won't do it. Great. Now, imagine for a second that, instead of the group deciding that, the GM says, "Murder is Bad" and if you commit murder during a run, your character will automatically be captured by the authorities and thrown in prison. Now, how much choice do you have about commiting murder? On S'mon's point though about D&D specifically. I'd never, ever run this sort of game in D&D. It just doesn't work. Good and Evil in D&D are ontological. They aren't abstract in the slightest - they're actual physical forces just like gravity. To do this sort of narrativist game in D&D would require a HUGE amount of reworking of the mechanics. That doesn't mean that I think D&D is railroading. It's railroading for a certain kind of game, possibly, but, most of the time, it's not. Thus my comment about not bitching about alignment if you play a paladin. You know what you're getting into when you sign up. BTW, Elf Witch, I hope you don't take any of this as a specific criticism of your DM. It's certainly not. I think the only criticism I would have would be that there should have been a bit more conversation between the players at the outset of the campaign just to make sure that these sorts of issues that you're having don't come up later. But, meh, that's not a huge thing. Now you know how the group plays and you can work from there. [/QUOTE]
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