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Why are we okay with violence in RPGs?
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<blockquote data-quote="Celebrim" data-source="post: 7623511" data-attributes="member: 4937"><p>Sorry about that. Strictly speaking, most of the time I employ the word 'you', I'm doing so improperly when I mean the English pronoun 'one'. But the pronoun 'one' is so uncommon in modern English, that if I employ it correctly I end up sounding like an even more stilted stuck-up person than I actually am: "And finally, I refuse to concede that one has some..." And dropping in 'y'all' creates the opposite problem. So by 'you', please understand I don't mean 'you' specifically, but am referring non-specifically to other parties who may have the idea being discussed.</p><p></p><p></p><p></p><p>Depends on the player. Some take moral issues more seriously than others. For some it's all just a game, so they just shrug or laugh about it and move on. In the case of the woman in the necromancer's lair, in campaign one of the reasons that necromancy is evil is that anyone that dies on necromanticly tainted ground tends to become undead, so I decided it was appropriate to have the woman haunt the PC that killed her as a ghost. She's become a reoccurring character continually reminding the PC/player of the problem. (As an aside, attempts to weaponize Barb the ghost have resulted in some of the most spectacularly evil things that the party has ever done. To the extent that one of the characters now has evil on their character sheet as a result of interaction with Barb.) </p><p></p><p>The BBEG in the campaign is a necromancer named Keeropus. One long running element of the campaign is that when they trade words with Keeropus, he always taunts them by saying that they have it all wrong - he is the hero of the story and they are the villains. Keeropus came to the party's attention after a tsunami destroyed half of the city they were staying in. Keeropus excused the 10's of thousands of deaths he caused by claiming it was an accident and it was all for the greater good. The longer the campaign goes and the more things that they've done that they regret, and the more things that they do that kill innocents 'for the greater good', the more seriously they are taking this idea. So, while the players don't all take this seriously, and don't all see things the same way I do, on the whole I think the campaign is succeeding in its original philosophical goals.</p><p></p><p>One thing I've learned over the years is the sort of focus of play you can have depends on the number of players you have. I have six players, so I don't really have the luxury of keeping the focus of play on deep internal exploration of character, simply because we can't focus the spotlight on one player for that long. Likewise, not every player even is interested in that aesthetic of play. If we had half as many players, the moral aspects of the campaign would probably be more highlighted.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7623511, member: 4937"] Sorry about that. Strictly speaking, most of the time I employ the word 'you', I'm doing so improperly when I mean the English pronoun 'one'. But the pronoun 'one' is so uncommon in modern English, that if I employ it correctly I end up sounding like an even more stilted stuck-up person than I actually am: "And finally, I refuse to concede that one has some..." And dropping in 'y'all' creates the opposite problem. So by 'you', please understand I don't mean 'you' specifically, but am referring non-specifically to other parties who may have the idea being discussed. Depends on the player. Some take moral issues more seriously than others. For some it's all just a game, so they just shrug or laugh about it and move on. In the case of the woman in the necromancer's lair, in campaign one of the reasons that necromancy is evil is that anyone that dies on necromanticly tainted ground tends to become undead, so I decided it was appropriate to have the woman haunt the PC that killed her as a ghost. She's become a reoccurring character continually reminding the PC/player of the problem. (As an aside, attempts to weaponize Barb the ghost have resulted in some of the most spectacularly evil things that the party has ever done. To the extent that one of the characters now has evil on their character sheet as a result of interaction with Barb.) The BBEG in the campaign is a necromancer named Keeropus. One long running element of the campaign is that when they trade words with Keeropus, he always taunts them by saying that they have it all wrong - he is the hero of the story and they are the villains. Keeropus came to the party's attention after a tsunami destroyed half of the city they were staying in. Keeropus excused the 10's of thousands of deaths he caused by claiming it was an accident and it was all for the greater good. The longer the campaign goes and the more things that they've done that they regret, and the more things that they do that kill innocents 'for the greater good', the more seriously they are taking this idea. So, while the players don't all take this seriously, and don't all see things the same way I do, on the whole I think the campaign is succeeding in its original philosophical goals. One thing I've learned over the years is the sort of focus of play you can have depends on the number of players you have. I have six players, so I don't really have the luxury of keeping the focus of play on deep internal exploration of character, simply because we can't focus the spotlight on one player for that long. Likewise, not every player even is interested in that aesthetic of play. If we had half as many players, the moral aspects of the campaign would probably be more highlighted. [/QUOTE]
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