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<blockquote data-quote="Hussar" data-source="post: 5579882" data-attributes="member: 22779"><p>No, not really. That's not the point of the campaign. The point of the campaign is exploring the issues surrounding terrorism - both moral and ethical. The morality of the individual PC's would help drive that exploration, but, by and large wouldn't really be the focus.</p><p></p><p>For me, in this specific campaign, I'd be much more interested in the events leading up to the terrorist act - what drives the character? What makes a regular guy off the street go to such extremes? And then look at the fallout from the terrorist act - how does this affect the PC's on a personal level? How do the people that the PC's care about react?</p><p></p><p>The actual terrorist act is mostly irrelavent in this style of play. Determining the plan of action, carrying it out, that sort of thing, is pretty much incidental. You cannot explore the theme of terrorism without a terrorist act occurring, much like you cannot have a murder mystery without someone stopping breathing at some point in the narrative.</p><p></p><p>So, issues like the police searching for the PC's, being shot while trying to escape custody, that sort of thing, aren't really moving towards the point of the game. Sure, these are entirely realistic, believable results of the action in the game. But, they don't really speak to why the game is being played in the first place.</p><p></p><p>Pemerton - I'm curious. What theme do you think was being explored by the dwarf player. Sure, he's bringing his backstory into the game (with your help) in an interesting way. But, what theme is in play here? I like your paladin example much, much better.</p><p></p><p>In the paladin example, if you're playing in an events based campaign where believability is the primary concern, then the demon should just eat the paladin. That's probably the most likely outcome. The player would know that and would thus, not accept getting a beating from the demon, particularly if he knows that doing so will result in the neighbouring town getting eaten as well.</p><p></p><p>But, in a thematic game, that isn't the goal. The goal is to explore the theme, in this case some sort of redemption. Killing the paladin or punishing his behavior by allowing his play to theme result in a further downward spiral, becomes problematic.</p><p></p><p></p><p></p><p>Oh, totally agree here. Genre plays a HUGE aspect here for me. I don't do this sort of thing in D&D because I find D&D just isn't really geared for this kind of play. It's too event based for me. If I am going to do this sort of thing, there are much, much better tools in the box for getting the job done.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5579882, member: 22779"] No, not really. That's not the point of the campaign. The point of the campaign is exploring the issues surrounding terrorism - both moral and ethical. The morality of the individual PC's would help drive that exploration, but, by and large wouldn't really be the focus. For me, in this specific campaign, I'd be much more interested in the events leading up to the terrorist act - what drives the character? What makes a regular guy off the street go to such extremes? And then look at the fallout from the terrorist act - how does this affect the PC's on a personal level? How do the people that the PC's care about react? The actual terrorist act is mostly irrelavent in this style of play. Determining the plan of action, carrying it out, that sort of thing, is pretty much incidental. You cannot explore the theme of terrorism without a terrorist act occurring, much like you cannot have a murder mystery without someone stopping breathing at some point in the narrative. So, issues like the police searching for the PC's, being shot while trying to escape custody, that sort of thing, aren't really moving towards the point of the game. Sure, these are entirely realistic, believable results of the action in the game. But, they don't really speak to why the game is being played in the first place. Pemerton - I'm curious. What theme do you think was being explored by the dwarf player. Sure, he's bringing his backstory into the game (with your help) in an interesting way. But, what theme is in play here? I like your paladin example much, much better. In the paladin example, if you're playing in an events based campaign where believability is the primary concern, then the demon should just eat the paladin. That's probably the most likely outcome. The player would know that and would thus, not accept getting a beating from the demon, particularly if he knows that doing so will result in the neighbouring town getting eaten as well. But, in a thematic game, that isn't the goal. The goal is to explore the theme, in this case some sort of redemption. Killing the paladin or punishing his behavior by allowing his play to theme result in a further downward spiral, becomes problematic. Oh, totally agree here. Genre plays a HUGE aspect here for me. I don't do this sort of thing in D&D because I find D&D just isn't really geared for this kind of play. It's too event based for me. If I am going to do this sort of thing, there are much, much better tools in the box for getting the job done. [/QUOTE]
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