What would you have done?

What a great thread. I wish I'd seen it earlier, so I could respond to the many, many points I'd like to respond to, but alas at this point the points and counterpoints have piled up considerably. So let me instead participate by setting out how I view the moralities of D&D through a quick examination of my own LG paladin, Nathan Silverhome.

Our game is not high on roleplaying. In fact, my DM describes our game as "beer and pretzels" which is another way of saying "hack and slash." However, because I'm playing a paladin, and because of the situations our group has found itself in, I've found myself having to give a lot of thought to Nathan's morality.

Our group are "Wardens" which is something similar to an Old West sheriff. There are general laws, and there are courts in bigger cities, but on the whole we are the law. This inherently makes the game more morally ambiguous, because we the PCs are forced to make the moral decisions, with little recourse to a King's Law to decide what's right and wrong. The only concrete law is that soldiers of the (evil) Empire forfeit their lives on (good) FreeHold soil.

One session, our group fought a group of human Imperial soldiers, on FreeHold soil. One of them, after seeing his buddies ruthlessly cut down, surrendered. Nathan accepted his surrender. But once he was imprisoned, Nathan was left with the question of what to do with him. He wound up bringing him back to their town. At that point, he offered the man what mercy he could, by offering to deliver the man's personal effects, and a letter, to his family in the Empire, after his death. Once the man had made his arrangements, Nathan executed him.

Another time, the group captured a foe in an enemy stronghold. Nathan knowingly and purposefully allowed his companions to threaten to torture the man (with the clear understanding that actual torture would be unacceptible,) for information. After his companions were finished, Nathan himself executed the man. He did it himself to ensure that the man's death was as quick and merciful as possible.

Indeed, Nathan always performs any executions he believes are necessary. In his mind, shipping a condemned man off to another person to be killed is cowardly and duplicitous, an attempt to keep one's own hands clean while ensuring the same outcome. If a man deserves to die, Nathan refuses to pass the buck, instead accepting the moral responsibility of that death himself.

Throughout his career, Nathan's priorities have been to respect life, even when he must of necessity take it. He does not torment his foes, or belittle them. He offers no cruelty, and gives what mercy he can (such as offering to send a foe's body back to his family.) On the other hand, he does not place a proven enemy's chance of repentance above innocents' right to safety. He does not forgive Evil before defending Good. He does not gamble the lives of the Good on the possibility that Evil will decide to change its ways.
 

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twofalls said:
The PC's Lord is Amcathra Morngrym, Paladic ruler of Shadowdale. He gave them the mission only to find the kidnapped girls and return them to Shadowdale and in return would spare the lives of the slavers. He gave them no powers of authrority to dispense justice within the Dale, and couldn't empower them outside of the Dale in other soverigens lands at any rate.

I'm assuming that the PCs, in flying toward the sorceress, planned on getting into a fight with her--is this correct? If they'd killed her in the course of this fight, would they have committed murder? After all, it wasn't self-defense: they could've easily avoided the fight simply by not approaching her.

If it wouldn't have been murder, what relevant laws or ethical considerations would've made this be the case? Does the law exempt all undead from its protection? Had the sorceress been living, would seeking her out to defeat her in battle (almost certainly killing her in the process) have constituted murder, either under the law or under a moral code?

Why or why not?

In most games, it wouldn't be murder, because of the frontier justice I've talked about. In the real world, however, if I go over to the house of a serial killer and shoot him, I'll be tried for murder, because in my society, frontier justice is not acceptable.

Daniel
 

Pielorinho said:
I'm assuming that the PCs, in flying toward the sorceress, planned on getting into a fight with her--is this correct? If they'd killed her in the course of this fight, would they have committed murder? After all, it wasn't self-defense: they could've easily avoided the fight simply by not approaching her.

This is approaching the nutty level. They are adventurers trying to rescue a lord who is being held and tortured by an evil undead Sorceress who is taunting them with visions of it in their dreams. You do the math.

Look folks, we don't live in a midevil society. D&D doesn't even try to simulate a midevil society what with its magical elements and attitudes... In addition to that not I nor my players have midevil mindsets, just not the way we were raised. Arguing the midevil mindset on this thread as many have is kinda silly.

At the same time its a game, and if we played the game according to western law it would be a lot less enjoyable. So we try to strike a balance between our rw morality and enough loosness in the law to make things fun. Seems to me this is all very self evident. This thread is completely subjective and interesting to read, but not really that applicable to the game I run because it doesn't always reflect my values, wheras mine don't reflect other's. A lot of folks have weighed in, thank you. It's been fun. My purpose was to find others who felt like I did so I didn't continue to wonder if I was playing ball without a bat on this one. I agree now that Alignment infringments shouldn't have xp penalties, because there are too many views on what they mean and that type of punishment is also a value statement, so I wont be doing that anymore.

As a RPG, we have opportunities to step in as other personalities with other moral codes and play them out, but these are still weighed and compared against our modern western (for most of us) moral codes. In my games, my players play good guys, and thats because there is enough misery in the world that I can choose not to have a story with heroes' who contribute to it, even though my villians and settings shows some of that misery so they can make choices about it. But there is still room for the "grey hero" so long as the game doesn't sink into dank evil.

Thats it. Thats all really. Everyone have a good time, hope this thread entertained you a bit, it certainly had me thinking. This is my last post on it. Good day.
 

twofalls said:
This is approaching the nutty level. They are adventurers trying to rescue a lord who is being held and tortured by an evil undead Sorceress who is taunting them with visions of it in their dreams. You do the math.

Look folks, we don't live in a midevil society. D&D doesn't even try to simulate a midevil society what with its magical elements and attitudes... In addition to that not I nor my players have midevil mindsets, just not the way we were raised. Arguing the midevil mindset on this thread as many have is kinda silly.

Well, I'm not arguing the medieval mindset: I'm arguing a fantasy mindset, and more specifically a D&D swords&sorcery mindset. That's the one wherein I think a frontier justice system most often applies, especially when folks are not inside a city's limits.

Thats it. Thats all really. Everyone have a good time, hope this thread entertained you a bit, it certainly had me thinking. This is my last post on it. Good day.

Hey, that's fine, and I apologize if I upset you. I'm enjoying talking about this interesting subject you brought up, is all.

Daniel
 

twofalls said:
Look folks, we don't live in a midevil society. D&D doesn't even try to simulate a midevil society what with its magical elements and attitudes... In addition to that not I nor my players have midevil mindsets, just not the way we were raised. Arguing the midevil mindset on this thread as many have is kinda silly.

At the same time its a game, and if we played the game according to western law it would be a lot less enjoyable. So we try to strike a balance between our rw morality and enough loosness in the law to make things fun. Seems to me this is all very self evident.

I'm not so sure that it's "self-evident", but I pretty much agree with it. That's why I've been using the term "quasi-Medieval" and that's also why I've been mentioning "action movies".

What I'm personally looking for are ways to more clearly draw the line between where Good has an obligation to treat Evil humanely and give it an opportunity for redemption and where Good can simply smite Evil with impunity. Up to this point, I'd been drawing a line between creatures who I've explicitly marked "irredeemable" (no amount of kind treatment will ever redeem them or make them Good) and those that have more free will to choose. But that still breaks down in the case of human (and demi-human) villains and unknown humanoids (that haven't been determined to be redeemable or not). In many ways, I'd like alignment (and the detection of it) to indicate a creature's moral status for paladins and clerics and such.

To a large degree, I want to avoid the sort of moral problem illustrated by this example, at least for paladins. I'm not looking for a morally simplistic game but I can think of plenty of hard moral choices that I'd rather tackle than how to handle captured bad guys, a situation that comes up too frequently to turn every case into a lenghty moral problem. I want to give paladins and clerics a way to sort the wheat from the chaff. That may mean that they are obliged to spare some prisoners and slay others but I want it to be somewhat clear which is which. And that's not to say that an irredeemably Evil creature can't beg for it's life and be spared (it has happened in my game) but that I don't want every such case to be a tough or even impossible moral decision.

That's why I want to understand the distinctions that people are making. It can help me craft ways to make those distinctions in the game so that they mirror the more vague distinctions that people make in real life. For example, this discussion has illustrated the importance of specifying whether paladins, clerics, or others have the moral authority to execute prisoners and under what circumstances.

twofalls said:
Thats it. Thats all really. Everyone have a good time, hope this thread entertained you a bit, it certainly had me thinking. This is my last post on it. Good day.

Thanks for starting the thread. Even if it didn't go exactly where you wanted it to go, I still found it quite useful.
 

The military gave me classes in dealing with POWs. Maybe the LoS should start handing out books with his own rules for hirelings for what to do in these situations.
 

From what I've read, American soldiers didn't take prisoners in some of the harsher battles in the Pacific during the Second World War (in fact, a lot of different nationalities undertook actions that we would consider "war crimes" but, at the time, were considered acceptable). I don't think that made them evil; it was a result of the situation they were in.

Regarding the original post, I would say allowing the captives to flee would have been good enough. Sure, their chances of survival were low. But it's better than summary execution and more suited to the conditions at the time.
 

Ogrork the Mighty said:
From what I've read, American soldiers didn't take prisoners in some of the harsher battles in the Pacific during the Second World War (in fact, a lot of different nationalities undertook actions that we would consider "war crimes" but, at the time, were considered acceptable). I don't think that made them evil; it was a result of the situation they were in.

Well, considering that the soldier who told me about it is dead now, and won't be taken to trial for his actions, let me say that I used to hear stories about just that. He was a paratrooper in the "Devil's Brigade" in WWII. Their job was to drop in behind enemy lines and take key points or just soften up a weak spot so that the forward troops could penetrate. Often, they would wind up with prisoners who were wounded or who had surrendered. Being a mobile unit that needed to get in, do a job, and then get out, they couldn't take prisoners with them. Nor could they let them go, since that would result in reinforcements being sent to round up the paratrooper unit. So they drew straws to see who had to shoot the Germans behind the bunker.

Those were war crimes, and they could have been put away for it for a long time. But what the hell else were they going to do, cut their own throats? Sometimes, it is just necessary to do bad stuff that you will fell crappy about later but to which there are no other options.

Anyway, this has been a great thread. John Morrow, I wanna be in your game. :D
 

I'm thinking of getting rid of alignment all together. I've been playing for a long time now and I think its the biggest failing of d&d. Alignments are too restrictive and game-mechanic for my taste. A player chooses a good alignment, enjoys all the benefits, but can then perform evil acts like those described in this thread. where's the logic there?

A character should be defined by his/her actions, morality is ambigous and nobody is "good" all the time. In the scenarios described in this thread I think a lack of alignment would have helped, the characters should face the consequences of their acts in-game (as several people suggested) and not need to deal with their "breaking of the rules"

lior
 

lior_shapira said:
A player chooses a good alignment, enjoys all the benefits, but can then perform evil acts like those described in this thread.
Suffice it to say, many in this thread disagree that the actions described herein are evil. ;)
 

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