Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Some thoughts on Moral Philosophies in D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 8272161" data-attributes="member: 42582"><p>I think Rawls is correct that the classic utilitarians (Bentham, Mill, Sidgwick) saw utilitarianism as a method of evaluating institutions and practices, not as a method for determining what an individual should do in any given moment of action.</p><p></p><p>As Sidgwick noted and Rawls's whole body of work really elaborates on, there is an instability in utilitarianism applied in this way, because anyone who is participating in a utility-maximising practice is subject to two sorts of incentives that can destabilise that participation: (i) self-regarding incentives if participating in the practice will lower his/her personal utility; (ii) other-regarding incentives if, on a particular occasion of action, utility might be maximised by doing other than what the practice requires (eg breaking a promise; telling a lie). A major part of Rawls' work in A Theory of Justice and subsequently is to put forward an account of the justification of practices which is not so vulnerable to these incentives to destabilisation.</p><p></p><p>The whole approach to institutions and practices set out in the previous two paragraphs only makes sense if one assumes that human practices are subject (however imperfectly) to deliberate change by way of human action. In a D&D context this assumption is typically going to be doubtful, because (i) D&D societies tend to be pre-modern, pre-bureaucratic ones which lack the requisite technical and administrative apparatus to deliberately change themselves, and (ii) there tend to be active divine/extra-planar forces who are strongly committed to reinforcing the status quo of institutions and practices.</p><p></p><p>The sort of moral outlook that makes sense in typical D&D is the same sort of one that is found in heroic fantasy stories: one in which honour and truthfulness are valuable on their own account (and hence justify risking the lives of oneself and others to uphold); in which wanton killing is bad; in which the call of duty is keenly felt. In terms of the categories set out in the OP, this could be seen as a type of deontology or a type of virtue ethic/role morality - for the purposes of D&D play there is very rarely if ever going to be anything at stake in drawing those distinctions.</p><p></p><p>There are different possible approaches to this sort of thing: in REH's Conan it is more of an ethic than a morality, with a strong modernist flavour of "self-creation"; in LotR it is a morality with a strong anti-modernist flavour connected to ideas of tradition and providence. I think playing with these differences is interesting in the RPG context, and differences of fiction (eg how are faith and divinity handled) and differences of mechanics (eg how are dice rolls understood in their relationship to the fiction) can help bring them out. For instance, classic D&D with its impersonal mechanics that correspond to purely abstract "divine favour" or "luck" pushes towards REH-ish rather than LotR-ish feel (also reinforcing the oddity of the paladin in the gameworld); 4e D&D on the other hand (with its powers and its rerolls and its action points and other metagame elements) can be quite well-suited to a providential-feeling game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8272161, member: 42582"] I think Rawls is correct that the classic utilitarians (Bentham, Mill, Sidgwick) saw utilitarianism as a method of evaluating institutions and practices, not as a method for determining what an individual should do in any given moment of action. As Sidgwick noted and Rawls's whole body of work really elaborates on, there is an instability in utilitarianism applied in this way, because anyone who is participating in a utility-maximising practice is subject to two sorts of incentives that can destabilise that participation: (i) self-regarding incentives if participating in the practice will lower his/her personal utility; (ii) other-regarding incentives if, on a particular occasion of action, utility might be maximised by doing other than what the practice requires (eg breaking a promise; telling a lie). A major part of Rawls' work in A Theory of Justice and subsequently is to put forward an account of the justification of practices which is not so vulnerable to these incentives to destabilisation. The whole approach to institutions and practices set out in the previous two paragraphs only makes sense if one assumes that human practices are subject (however imperfectly) to deliberate change by way of human action. In a D&D context this assumption is typically going to be doubtful, because (i) D&D societies tend to be pre-modern, pre-bureaucratic ones which lack the requisite technical and administrative apparatus to deliberately change themselves, and (ii) there tend to be active divine/extra-planar forces who are strongly committed to reinforcing the status quo of institutions and practices. The sort of moral outlook that makes sense in typical D&D is the same sort of one that is found in heroic fantasy stories: one in which honour and truthfulness are valuable on their own account (and hence justify risking the lives of oneself and others to uphold); in which wanton killing is bad; in which the call of duty is keenly felt. In terms of the categories set out in the OP, this could be seen as a type of deontology or a type of virtue ethic/role morality - for the purposes of D&D play there is very rarely if ever going to be anything at stake in drawing those distinctions. There are different possible approaches to this sort of thing: in REH's Conan it is more of an ethic than a morality, with a strong modernist flavour of "self-creation"; in LotR it is a morality with a strong anti-modernist flavour connected to ideas of tradition and providence. I think playing with these differences is interesting in the RPG context, and differences of fiction (eg how are faith and divinity handled) and differences of mechanics (eg how are dice rolls understood in their relationship to the fiction) can help bring them out. For instance, classic D&D with its impersonal mechanics that correspond to purely abstract "divine favour" or "luck" pushes towards REH-ish rather than LotR-ish feel (also reinforcing the oddity of the paladin in the gameworld); 4e D&D on the other hand (with its powers and its rerolls and its action points and other metagame elements) can be quite well-suited to a providential-feeling game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Some thoughts on Moral Philosophies in D&D
Top