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Worlds of Design: Is Fighting Evil Passé?
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<blockquote data-quote="jgsugden" data-source="post: 7973026" data-attributes="member: 2629"><p>You know, hundreds of generations have spent hundreds of thousands of lifetimes exploring what is good, evil, moral, immoral, just, injust, and all the other abstract concepts we banter about here. And there isn't a lot of agreement in the end.</p><p></p><p>My suggestion remains: Don't tell your players what is good, evil, morale, immoral, just or injust. Let the NPCs in your world convey their own concepts of these things to the PCs. Let there be conflict between the NPCs. Avoid absolutism. Let the Gods of redemption and vengeance find conflict, even if they both consier themselves good. Let some of them believe their definitions are the only ones that matter, while others consider the views of all others. In short, let your fantasy world be as interesting as the real world.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7973026, member: 2629"] You know, hundreds of generations have spent hundreds of thousands of lifetimes exploring what is good, evil, moral, immoral, just, injust, and all the other abstract concepts we banter about here. And there isn't a lot of agreement in the end. My suggestion remains: Don't tell your players what is good, evil, morale, immoral, just or injust. Let the NPCs in your world convey their own concepts of these things to the PCs. Let there be conflict between the NPCs. Avoid absolutism. Let the Gods of redemption and vengeance find conflict, even if they both consier themselves good. Let some of them believe their definitions are the only ones that matter, while others consider the views of all others. In short, let your fantasy world be as interesting as the real world. [/QUOTE]
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Worlds of Design: Is Fighting Evil Passé?
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