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<blockquote data-quote="Rel" data-source="post: 2165749" data-attributes="member: 99"><p>twofalls, first up, I think pretty highly for the way that you've generally conducted yourself during the course of this thread in the face of some fairly intense (sometimes bordering on rude, nasty and inflamatory) discussion. I really think you are a good person to have around the boards. And just because I disagree with how you handled this incident in the past, and just because I disagree with some of your moral stance, doesn't mean that I think less of you as a fellow poster.</p><p></p><p>But this bit that I've quoted strikes me as a bit off. Of course nobody expects you to have known the future. And the bit about making a list of "do's and don'ts" is not something that I do literally. But what I DO do when we are sitting down to tuck in to a new campaign idea is have a brief metagame discussion about the themes, genre and tenor of the upcoming game. One aspect of this is to determine how "grim and gritty" the game will be and what sorts of things are going to fly and what aren't in terms of alignment.</p><p></p><p>When we have this chat, it isn't just me flapping my gums. I encourage and in some cases insist that the players give me feedback about these things. We get an understanding of each other expectations and have a collective agreement that we'll run the game in that general way.</p><p></p><p>I really do think that it helps to smooth out a lot of snags that are likely to come up in cases like the one you describe. Don't you think that it would have been helpful to have had the notion on the table that "Good guys don't kill captives. EVER."? And this type of thing is why some people are still knocking this discussion around long after we've gotten hundreds of answers about the original question and you've stated your intentions to bow out of the thread. </p><p></p><p>Many of us are trying to share ideas about how to avoid these kinds of situations in our own games. And, in my opinion, that is best achieved by having an understanding as a group of what the alignments mean, how they get bent and how they get broken.</p><p></p><p>I am by no means insisting that you or anybody else in this thread agree with me on what is Good, Neutral or Evil. But I do insist that everybody in the group having an understanding of what those terms mean to the GM and each other will help to keep conflict of this sort out of the game.</p></blockquote><p></p>
[QUOTE="Rel, post: 2165749, member: 99"] twofalls, first up, I think pretty highly for the way that you've generally conducted yourself during the course of this thread in the face of some fairly intense (sometimes bordering on rude, nasty and inflamatory) discussion. I really think you are a good person to have around the boards. And just because I disagree with how you handled this incident in the past, and just because I disagree with some of your moral stance, doesn't mean that I think less of you as a fellow poster. But this bit that I've quoted strikes me as a bit off. Of course nobody expects you to have known the future. And the bit about making a list of "do's and don'ts" is not something that I do literally. But what I DO do when we are sitting down to tuck in to a new campaign idea is have a brief metagame discussion about the themes, genre and tenor of the upcoming game. One aspect of this is to determine how "grim and gritty" the game will be and what sorts of things are going to fly and what aren't in terms of alignment. When we have this chat, it isn't just me flapping my gums. I encourage and in some cases insist that the players give me feedback about these things. We get an understanding of each other expectations and have a collective agreement that we'll run the game in that general way. I really do think that it helps to smooth out a lot of snags that are likely to come up in cases like the one you describe. Don't you think that it would have been helpful to have had the notion on the table that "Good guys don't kill captives. EVER."? And this type of thing is why some people are still knocking this discussion around long after we've gotten hundreds of answers about the original question and you've stated your intentions to bow out of the thread. Many of us are trying to share ideas about how to avoid these kinds of situations in our own games. And, in my opinion, that is best achieved by having an understanding as a group of what the alignments mean, how they get bent and how they get broken. I am by no means insisting that you or anybody else in this thread agree with me on what is Good, Neutral or Evil. But I do insist that everybody in the group having an understanding of what those terms mean to the GM and each other will help to keep conflict of this sort out of the game. [/QUOTE]
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