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[waxing philosophical] senseless violence
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<blockquote data-quote="der_kluge" data-source="post: 1873056" data-attributes="member: 945"><p>In the campaign we just started, we have a fighter, rogue and cleric. I'm the cleric. He's a cloistered cleric (from UA) with vow of chastity and will be taking vow of poverty at 3rd. He's already role-playing vow of poverty now, since he's already given all his money to the church, and keeps only about 5 pence on him at a time.</p><p></p><p>In this game of 1st level characters, we've seen the deaths of numerous folks. A few we were responsible for, and some we weren't. This strikes me as somewhat unrealistic. Now, granted this is a game we play, so I'm willing to overlook the fact that my character casts spells, but in real-life, most villains don't go around slitting the throats of people while they sleep as happened in our game last session. I mean, that's like a Valentine's Day Massacre level serial killing. It was easily 20 people.</p><p></p><p>It got me to thinking about the campaign that I've been ruminating on. I wanted to create a story that could be told without any violence. Or at least, miniscule amounts. I wanted to have alternatives to every confrontation. In real life, people don't want to die. Most don't even want to fight. But in these games, people fight to the death all the time - senselessly. </p><p></p><p>In our game, my character bargained with this villain - he agreed to let him go free in exchange for the same amount of money as his bounty, in addition the villain gave my character a promisary note for more money, which turned out to be a forgery. My character is greedy in the sense that he sees money as a way to feed starving people. So, in a sense, he's greedy, but for altruistic reasons. I'm also playing him as good in the medieval sense, not good in our modern sense. Most would see him allowing the villain to leave as not good, but I viewed it as a way to avoid bloodshed. I could see my character easily becoming a pacifist at some point, although I've never had any success with that in any game because the violence level is just so high.</p><p></p><p>So, this is a two-pronged question - have you played in a story-driven, non-violent campaign, and was it successful? Well-received? What was the story? And have you, or known anyone to play a pacifist character, and were they able to pull it off?</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1873056, member: 945"] In the campaign we just started, we have a fighter, rogue and cleric. I'm the cleric. He's a cloistered cleric (from UA) with vow of chastity and will be taking vow of poverty at 3rd. He's already role-playing vow of poverty now, since he's already given all his money to the church, and keeps only about 5 pence on him at a time. In this game of 1st level characters, we've seen the deaths of numerous folks. A few we were responsible for, and some we weren't. This strikes me as somewhat unrealistic. Now, granted this is a game we play, so I'm willing to overlook the fact that my character casts spells, but in real-life, most villains don't go around slitting the throats of people while they sleep as happened in our game last session. I mean, that's like a Valentine's Day Massacre level serial killing. It was easily 20 people. It got me to thinking about the campaign that I've been ruminating on. I wanted to create a story that could be told without any violence. Or at least, miniscule amounts. I wanted to have alternatives to every confrontation. In real life, people don't want to die. Most don't even want to fight. But in these games, people fight to the death all the time - senselessly. In our game, my character bargained with this villain - he agreed to let him go free in exchange for the same amount of money as his bounty, in addition the villain gave my character a promisary note for more money, which turned out to be a forgery. My character is greedy in the sense that he sees money as a way to feed starving people. So, in a sense, he's greedy, but for altruistic reasons. I'm also playing him as good in the medieval sense, not good in our modern sense. Most would see him allowing the villain to leave as not good, but I viewed it as a way to avoid bloodshed. I could see my character easily becoming a pacifist at some point, although I've never had any success with that in any game because the violence level is just so high. So, this is a two-pronged question - have you played in a story-driven, non-violent campaign, and was it successful? Well-received? What was the story? And have you, or known anyone to play a pacifist character, and were they able to pull it off? [/QUOTE]
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