John Morrow
First Post
twofalls said:I run a game that addresses moral issues, and the overall story arc is about the evils of the Zhentarim and their slave trade/evil practices.
Sounds somewhat similar to the game that I'm running. That's why I spent a lot of time detailing alignment, steering one player away from an alignment, and why I give the players nuanced information about the alignment auras of the bad guys.
twofalls said:After a long bloody fight the PC's prevail and take three captives. One was a Zhent mage, and two were Zhentarim soldiers. All were tied up with rope and forced to their knees in the muck. Keep in mind, all the PC's are of various "good" aligments save one who is true neutral. ALL the PC's had taken grevious wounds in the fighting and were tired, dirty, and in pain... and very angry.
Were all of the bad guys Evil? If so, then what does being Evil mean in your setting? Are people who are Evil redeemable to not? Are they really Evil or just a little naughty? Or is it just a label for which side they are on? Have you carefully read and interpreted the alignment descriptions in the PHB or SRD?
I don't see any alignment violation for the neutral character here. Whether it was an alignment violation for the Good character will depend on a great many things, which you have not defined here. Were these bad guys "innocent"? Where they Evil? Could they be redeemed? Were those Evil soldiers mass murderers or just misguided souls who never really hurt anyone innocent?
I think you need to remember that role-playing games are often a vigilante fantasy. And while it is against International Law for American soldiers to do things like this, it's against International Law for soldiers to do all sorts of things that Good PCs regularly do in role-playing games, from invading sovereign countries and disguising themselves to spy to mercy killings and assassinations.
Not only are a lot of those rules heavy and not fun but soldiers do have a lot of trouble follwing them in practice. In Iraq, American soldiers have been brought up on charges for a mercy killing of a horribly wounded Iraqi, mistakenly shooting innocents at checkpoints, shooting a enemy lying on the ground because the soldier thought he was a threat, and treatening to shoot an enemy leader in the head to gain important intelligence. Yeah, real soldiers who do want to be the good guys take those exact same short cuts when they are under stress. And in the real world, soldiers have been issued rules and been (in theory) given training to tell them exactly what they can and can't do. Have you trained your players in their acceptable rules of engagment for your world?
The next time you watch Saving Private Ryan, notice the scene where the American's shoot the Germans coming coming out of the bunker with their hands up. Fiction? Yes, but based on things that really happened. Guess what American soldiers did to some of the SS they found running concentration camps or to the Japanese soldiers on some of the islands who, when cut off from supplies, resorted to eating captured American pilots for food. Think they got a trial?
Unless your Evil slave-trading villains are only weakly Evil in the sense that they kick a few dogs and steal a few lollipops from babies, what are the Good guys in your campaign supposed to do with them? Turn them over to a UN Warn Crimes Tribunal? String them into a chain gang and have them follow along until they find some authorities who can hold and try them? I think that's what you really need to tell your players. What are Good players supposed to do?
In many ways, I think your players are simply following adventure movie morality. In adventure movies, the bad guys and anyone who works for them is Evil and fair game. In some sloppy cases, anyone who stands in the way of the hero is fair game. In Goldeneye, James Bond doesn't mind gunning down some Russian police officers trying to stop him from escaping a police station (they were just doing their job). He threatens and tortures bad guys for information, too. In Total Recall, the hero doesn't think twice about using the body of a shot innocent as a human shield to keep from getting shot. Nobody worried about the illegal activities of the good guys in Preditor or Tears of the Sun. Nobody cries over the Nazis that Indiana Jones kills or the fact that Indiana Jones didn't warn them that they were all about to die in the end of Raiders. And only George Lucas cares that Han Solo shot Greedo before Greedo had a chance to shoot first.
In the real world, all of those things are "barbaric", it not criminal. Yet, they are the stuff of adventure movies and their heroes, especially when you have a grey and morally vague setting and story.
Please note that I'm not advocating this sort of behavior in the real world. But a fantasy game is not the real world and dealing with these issues in the real world is very complex and prone to errors. As such, I don't think that most role-playing game players, unless they are trained in the rules of warfare or things like hostage negotiation and interrogation, are qualified to role-play through those scenarios. They don't know what to do and don't know how to handle these situations and I don't think you should expect them to know. Do you even know what they should do? And as such, they fall back on what they see in vigilante action movies, which would often be illegal if practiced in the real world.
twofalls said:I was beside myself as a GM, I couldn't believe that my party of "Heroes", all friends of mine who are 30 - 35 in age would behave in such a barbaric manner when claiming to play good characters. I let them have it, but good. I ended the game session, told them that I thought their behavior was cowardly and reprehensible and asked for an explanation.
What did you expect them to do? Have you told them?
twofalls said:I was told that even American soldiers would do such if in the same situation (in enemy territory, hunted, and in need of intelligence). We have a two campaign US war vet in our game group, but he was absent that day to refute these claims (which he did do later in absolute disgust). Everyone went home and I fumed over it for some time.
American soldiers have done such things in those situations. In fact, an officer in Iraq got in a great deal of trouble for putting a gun to the head of an Iraqi to get him to talk. He got the information he wanted and some Americans applause his action while others condemn it. While I agree things would be very different if he had actually shot some Iraqis in the process, real Iraqi insurgents don't have an alignment, don't worship dark gods, and a complex infrastructure exists to capture, hold, and try them. And don't think that this is new to Iraq.
twofalls said:I wrote an email to the group explaining that every good character in the game was in alignment violation, and that I was only going to award 1/4 xp for the fight they had worked so hard at during that session. The neutral character didn't have a history of such behavior so I wasn't going to doc him xp unless it became habitual. I wasn't going to force alignment changes over just one incident, but the priest and the aspiring Paladin (wasn't a Paladin yet) needed to atone for their actions.
Why was it an alignment violation for the Neutral character at all? Unless he was torturing them out of cruelty for pleasure, he showed a suitable compunction against casual killing, gave them a way out, and even lived up to his promises to let the bad guy go. The alignment doesn't say that a Neutral character can't even kill an innocent person. So long as they have some conpunctions against it and aren't doing it out of cruelty or pleasure, I think that falls squarely into Neutral. Remember, Neutral isn't Good, after all. And are you trying to argue that these people were "innocent" or not?
twofalls said:I was later told that my reaction to the situation had offended my friends on a personal level, and that several of them had thought about leaving the game group entirely after my email went out. I did really let me fury and disapointment show in that email (I took it too seriously... but I suppose I do that with my games as I invest a lot into them). After hearing this, I realized that no game was worth pissing off my friends and wrote an apology and dropped the whole affair. Since then they have been very careful in dealing with enemies that surrender on a battlefield and their treatment of captives.
Remember, learning how to properly deal with POWs and hostages is something that people are specially trained to do in the real world to get it right. If it came naturally, they wouldn't train people for it and there wouldn't be so many mistakes. The reality is that most people don't play role-playing games to confront the pressure and complexity of the real world, never mind the complexities of real world hostage negotiations and interrogations. Many people role-play for excapism. Being a real soldier or police officer isn't an escape. Those are highly stressful jobs where people can and do make horrible mistakes and where people break down and quite from the stress. Is that what your players are signing up for?
twofalls said:What would you have done?
I think you really need to clarify what the alignments mean for you, your setting, and your players and detail what you expect Good and Neutral characters to do in hostage and interrogation situations to not violate their alignment.