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Where have all the heroes gone?
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<blockquote data-quote="edemaitre" data-source="post: 3214268" data-attributes="member: 3372"><p><strong>Heroes</strong></p><p></p><p>I agree that there have always been many gamers who prefer to play Chaotic Neutral (selfish) or non-Good characters because they seem "cooler" than their more heroic options. I also agree that D&D, which bases advancement on the killing of monsters and amassing of loot, is partly responsible for this. In contrast, other rules systems and much fantasy literature reward teamwork, problem-solving, and information-gathering with things other than treasure. Many computer games have only reinforced the trend toward munchkinism.</p><p></p><p>However, a creative Game Master has other recourse besides forcing the role-players into doing something they don't want to do. Make magical treasure scarce, so they have to work for it. I agree with the suggestion to make contacts and allies important, assassins something to be feared, and moral consequences applicable to random mayhem. True antiheroes are still fighting for a good cause, so those would be O.K. in an otherwise heroic campaign with shades of gray.</p><p></p><p>While I urge new players to bring in non-evil P.C.s for the sake of party harmony, there's nothing to prohibit them from turning evil in the course of their adventures. Of course, a party should also be able to police itself. I prefer each party to develop its own code of honor, guided by P.C. and N.P.C. Clerics. Merely amassing power works in the short term, but there's always someone willing to backstab or betray you in the end...</p></blockquote><p></p>
[QUOTE="edemaitre, post: 3214268, member: 3372"] [b]Heroes[/b] I agree that there have always been many gamers who prefer to play Chaotic Neutral (selfish) or non-Good characters because they seem "cooler" than their more heroic options. I also agree that D&D, which bases advancement on the killing of monsters and amassing of loot, is partly responsible for this. In contrast, other rules systems and much fantasy literature reward teamwork, problem-solving, and information-gathering with things other than treasure. Many computer games have only reinforced the trend toward munchkinism. However, a creative Game Master has other recourse besides forcing the role-players into doing something they don't want to do. Make magical treasure scarce, so they have to work for it. I agree with the suggestion to make contacts and allies important, assassins something to be feared, and moral consequences applicable to random mayhem. True antiheroes are still fighting for a good cause, so those would be O.K. in an otherwise heroic campaign with shades of gray. While I urge new players to bring in non-evil P.C.s for the sake of party harmony, there's nothing to prohibit them from turning evil in the course of their adventures. Of course, a party should also be able to police itself. I prefer each party to develop its own code of honor, guided by P.C. and N.P.C. Clerics. Merely amassing power works in the short term, but there's always someone willing to backstab or betray you in the end... [/QUOTE]
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