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When modern ethics collide with medieval ethics
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<blockquote data-quote="Janx" data-source="post: 5825493" data-attributes="member: 8835"><p>These are great points.</p><p></p><p>But I think it's one thing from the character's perspective to be living a certain way in society, and then one day, when the player takes control, he snaps and starts acting stupid in front of the king because the player doesn't share the background of his PC, and doesn't see to evolve the character to reach the same conclusions the player has.</p><p></p><p>Even Mr. All-Men-Are-Created-Equal himself didn't go around acting like a righteous dufus. Thomas Jefferson had slaves. He was probably nicer to them than others. And he obviously didn't mind over-throwing a government he disagreed with. But as a PC, he didn't just wake up and decide to go kill King George. He evolved from a loyal brittish subject to one who saw the inequity of the system and started to work to change it.</p><p></p><p>I think part of the disconnect like with the "I kneel before no man" players, is seeing how to execute that as a character without being a total moron.</p><p></p><p>A character who doesn't like the current social structure still knows that you don't go acting rebellious on your first meeting with the King where he had INVITED you to meet with him.</p><p></p><p>On eating dinner with the nicest slave owner in the world, you don't go killing him and freeing his slaves in the middle of the night because slavery is wrong and people who own slaves are evil.</p><p></p><p>On capturing "evil" clerics, once a PC offers them safety for good behavior, you don't go killing them because they are evil anyway.</p><p></p><p>On suspicion that the rude guards who don't respect their betters are really impostors, you don't go mind-bending them without an explanation of your suspicions to your fellow players.</p><p></p><p>If nothing else, as a GM, if you've got different social norms setup (slavery, strong hierarchical social structure, etc), don't just write that stuff down in the player's handout. Explain to the players that the campaign has different social norms than the players and that their PCs should act as though they are familiar with it. They should be wary of making knee jerk reactions over things as players they disagree with.</p></blockquote><p></p>
[QUOTE="Janx, post: 5825493, member: 8835"] These are great points. But I think it's one thing from the character's perspective to be living a certain way in society, and then one day, when the player takes control, he snaps and starts acting stupid in front of the king because the player doesn't share the background of his PC, and doesn't see to evolve the character to reach the same conclusions the player has. Even Mr. All-Men-Are-Created-Equal himself didn't go around acting like a righteous dufus. Thomas Jefferson had slaves. He was probably nicer to them than others. And he obviously didn't mind over-throwing a government he disagreed with. But as a PC, he didn't just wake up and decide to go kill King George. He evolved from a loyal brittish subject to one who saw the inequity of the system and started to work to change it. I think part of the disconnect like with the "I kneel before no man" players, is seeing how to execute that as a character without being a total moron. A character who doesn't like the current social structure still knows that you don't go acting rebellious on your first meeting with the King where he had INVITED you to meet with him. On eating dinner with the nicest slave owner in the world, you don't go killing him and freeing his slaves in the middle of the night because slavery is wrong and people who own slaves are evil. On capturing "evil" clerics, once a PC offers them safety for good behavior, you don't go killing them because they are evil anyway. On suspicion that the rude guards who don't respect their betters are really impostors, you don't go mind-bending them without an explanation of your suspicions to your fellow players. If nothing else, as a GM, if you've got different social norms setup (slavery, strong hierarchical social structure, etc), don't just write that stuff down in the player's handout. Explain to the players that the campaign has different social norms than the players and that their PCs should act as though they are familiar with it. They should be wary of making knee jerk reactions over things as players they disagree with. [/QUOTE]
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