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Why are we okay with violence in RPGs?
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<blockquote data-quote="Riley37" data-source="post: 7620271" data-attributes="member: 6786839"><p>True, and a useful salient point.</p><p></p><p>I once ran a TRPG as part of an elective writing class for a middle school. The PCs went into a jungle, and fought various mutated monsters along the way to the source of the mutation: the ruins of a secret nuclear and chemical weapons lab... and a surviving scientist who'd developed a (lots of hand-waving here) symbiotic micro-organism which enabled plants and animals to adapt to the wasteland. Mission sponsors wanted his lab notes. He didn't want to hand them over. PCs brokered a compromise. So when I told them that they'd won, and they could backtrack to base... and because they'd also gained mutations, and learned to usefully control those mutations, we could assume they easily won any fights... they were displeased. They demanded a Boss Fight. They insisted that there should be a Boss Fight. They did not feel victorious without one.</p><p></p><p>So I had the local government, displeased that their lab had been found, and trying for a cover-up, send a military team to capture the forward base of the team's sponsors. (The same sponsors who had pushed the PCs to take the lab notes by force.) That military team was sufficiently bad-ass and sufficiently Black Hat, for the middle school students to enjoy playing their PCs in a Big Fight, overcoming the soldiers and freeing the Mission Control team from captivity.</p><p></p><p>This particular example did not involve XP for those characters. Their "advancement", such as it was, came from studying, then cultivating and harnessing, the mutation process, to gain super-powers. They were just deep in the trope - whether from movies which hinge on Big Fight Scenes, or from CPRGs, or a mix of factors, I cannot say for sure.</p></blockquote><p></p>
[QUOTE="Riley37, post: 7620271, member: 6786839"] True, and a useful salient point. I once ran a TRPG as part of an elective writing class for a middle school. The PCs went into a jungle, and fought various mutated monsters along the way to the source of the mutation: the ruins of a secret nuclear and chemical weapons lab... and a surviving scientist who'd developed a (lots of hand-waving here) symbiotic micro-organism which enabled plants and animals to adapt to the wasteland. Mission sponsors wanted his lab notes. He didn't want to hand them over. PCs brokered a compromise. So when I told them that they'd won, and they could backtrack to base... and because they'd also gained mutations, and learned to usefully control those mutations, we could assume they easily won any fights... they were displeased. They demanded a Boss Fight. They insisted that there should be a Boss Fight. They did not feel victorious without one. So I had the local government, displeased that their lab had been found, and trying for a cover-up, send a military team to capture the forward base of the team's sponsors. (The same sponsors who had pushed the PCs to take the lab notes by force.) That military team was sufficiently bad-ass and sufficiently Black Hat, for the middle school students to enjoy playing their PCs in a Big Fight, overcoming the soldiers and freeing the Mission Control team from captivity. This particular example did not involve XP for those characters. Their "advancement", such as it was, came from studying, then cultivating and harnessing, the mutation process, to gain super-powers. They were just deep in the trope - whether from movies which hinge on Big Fight Scenes, or from CPRGs, or a mix of factors, I cannot say for sure. [/QUOTE]
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