It exists. D&D Ghostwalk:You could certainly make an interesting D&D campaign from the core concept of "The Good Place".
The PCs have died and gone to their afterlife. However, not all is as it seems...
I'm not so certain... For the sake of argument let's create a game world with Absolute Certainty.Morality in D&D will depend heavily on the nature of the world in which the game is set.
Are good/evil absolute? Are they elemental forces? Does everyone know for sure that there are gods and an afterlife?
A great deal of real-world philosophy and religion stem from the lack of certainty regarding these issues. When the nature of the universe is absolutely known - the impact on culture, belief, and morality would be incalculable. Maybe to the point that trying to use our philosophical patterns is entirely useless.
I did -intend- to do a bit on Virtue Ethics, yes. But somehow my brain didn't quite flow there. I'll quickly fix that. Give me a few minutes, then do a refresh and we'll talk about the synthesization of Deontology and Consequentialism that I obliquely mentioned.No mention of Virtue Ethics?
Most D&D parties are a combination of Murderologists and Hobotarians.
Noobs.It does make the trolley problem much easier!
...or does it?
There is a runaway trolley barreling down the railway tracks. Ahead, on the tracks, there are five people tied up and unable to move. The trolley is headed straight for them. You are standing some distance off in the train yard, next to a lever. If you pull this lever, the trolley will switch to a different set of tracks. However, you notice that there is one person on the side track. You have two options:
Which is the more ethical option? Or, more simply: What is the right thing to do?
- Do nothing and allow the trolley to kill the five people on the main track.
- Pull the lever, diverting the trolley onto the side track where it will kill one person.
Olaf the Stout: I will do nothing, as killing five is five times the XP!
Fizzbin the Magnificent: Wait, Olaf! Perhaps we only get that sweet, sweet XP from intentional acts?
Olaf the Stout: That is true! I pull the lever, for that sweet, sweet XP!
Ghostwalk is pretty awesome.It exists. D&D Ghostwalk:
Sean Reynolds explained where the idea came from, to make it possible to play a dead PC as a ghost: "I think it was just a matter of Monte and me understanding that one of the least fun parts of the game is when a character dies. Not only is there a feeling of loss regarding the character, but also the player doesn't have anything to do until a new character can be brought in. We thought a campaign where a character's death wouldn't be the end of play for that character or player would be a neat twist on standard D&D."[1]
Doesn't matter how long you play D&D, how much you DM, or how much you complain about PCs doing this, if you switch to being a player this suddenly becomes really surprisingly likely to happen.Specifically the tendency to loot first and ask questions later, and to kill potential allied NPCs thinking they're actually enemies.