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What would you have done?
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<blockquote data-quote="John Morrow" data-source="post: 2144592" data-attributes="member: 27012"><p>There is a reason why guns tend to kill people quickly with a single shot in the movies even though they don't do that in real life. Dealing with the wounded is a messy and complicated affair. In fact, I've heard of military strategies based on the concept that it's better to wound an enemy soldier than kill them because killing an enemy soldier only removes one enemy combatant from the field of battle while wounding one will remove two, three, four, or even five as they stop to help their wounded comrade.</p><p></p><p>And people should probably take a good look at what happened on Medieval battlefields to the wounded after a battle.</p><p></p><p></p><p></p><p>I think that happens because the world is full of messy situations where there is no neat and tidy solution that's 100% good. Is it better to let a hundred guilty people go free or to put one innocent person in jail? Is it worth killing one innocent person against their will to save hundreds? Life is full of these sorts of questions and people will give you lots of different answers.</p><p></p><p>By the way, there are some interesting studies into the Anterior Insula vs. the Prefrontal Cortex and moral decision-making that might be relevant here. See:</p><p></p><p><a href="http://www.hss.caltech.edu/~camerer/web_material/latimes050204.htm" target="_blank">http://www.hss.caltech.edu/~camerer/web_material/latimes050204.htm</a></p><p></p><p>What I think we might have happened in the original example is that the player was thinking with their Prefrontal Cortex because the bad guys were sufficiently impersonal while the GM was thinking with their Anterior Insula and feeling discust because the act of role-playing the captives made them very real and the feelings very personal.</p><p></p><p></p><p></p><p>I'm not. I had been playing with a group for about a decade when we ran into a hostage situation resolution that almost ended a game. It went so badly that we discussed why it went out of control and replayed the scene.</p><p></p><p>[Edit: Spelling]</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2144592, member: 27012"] There is a reason why guns tend to kill people quickly with a single shot in the movies even though they don't do that in real life. Dealing with the wounded is a messy and complicated affair. In fact, I've heard of military strategies based on the concept that it's better to wound an enemy soldier than kill them because killing an enemy soldier only removes one enemy combatant from the field of battle while wounding one will remove two, three, four, or even five as they stop to help their wounded comrade. And people should probably take a good look at what happened on Medieval battlefields to the wounded after a battle. I think that happens because the world is full of messy situations where there is no neat and tidy solution that's 100% good. Is it better to let a hundred guilty people go free or to put one innocent person in jail? Is it worth killing one innocent person against their will to save hundreds? Life is full of these sorts of questions and people will give you lots of different answers. By the way, there are some interesting studies into the Anterior Insula vs. the Prefrontal Cortex and moral decision-making that might be relevant here. See: [url]http://www.hss.caltech.edu/~camerer/web_material/latimes050204.htm[/url] What I think we might have happened in the original example is that the player was thinking with their Prefrontal Cortex because the bad guys were sufficiently impersonal while the GM was thinking with their Anterior Insula and feeling discust because the act of role-playing the captives made them very real and the feelings very personal. I'm not. I had been playing with a group for about a decade when we ran into a hostage situation resolution that almost ended a game. It went so badly that we discussed why it went out of control and replayed the scene. [Edit: Spelling] [/QUOTE]
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