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Worlds of Design: Is Fighting Evil Passé?
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<blockquote data-quote="Marandahir" data-source="post: 7975756" data-attributes="member: 6803643"><p>Furthhermore, as a Player, my interests are in constantly being challenged with walls against my narrative progress - otherwise the narrative falls to a lull. Every action I take should have ripple effects. How big or small those ripples are is an important quotient given that I'm not the only player in the party and we've all got our own subplots to explore. But if I do something "wrong," I should have to face the consequence for that. It's just another wall for me to scale and become a better character by the end of it. If I do something REALLY wrong, maybe I should die as a character. Even then, we could explore a story about death and rebirth, or adventures in the afterlife. Or maybe it's time I roll up a new character who can learn from the failures of my previous one and do better because of it.</p><p></p><p>As a DM, I want to give my players the agency to climb those walls. It's not about railroading them: in fact, consequence free actions is a railroad in and of itself, since it doesn't matter whether the Fellowship goes right or left out of Rivendell, they still end up in Mordor (rather than Angmar or something). The challenges they face should reflect the choices they make, not some grand plan I have in my back pocket which I want to force on them one way or another. This is about collaborative storytelling.</p><p></p><p>But sure, if I'm DMing a group that just wants to kick in the walls and fight evil, I won't make them consider whether the goblins they just killed had goblin babies who are now orphaned and going to die in the cold. I won't make the Paladin decide whether to kill the baby or not. That's not the game they signed up for. Most Paladin players I know, however, WANT to face those moral tests of character. The trick is balancing that interest with the interest of the CG Barbarian player who just wants to kick in the door. My normal answer to that is, we need separate D&D groups.</p></blockquote><p></p>
[QUOTE="Marandahir, post: 7975756, member: 6803643"] Furthhermore, as a Player, my interests are in constantly being challenged with walls against my narrative progress - otherwise the narrative falls to a lull. Every action I take should have ripple effects. How big or small those ripples are is an important quotient given that I'm not the only player in the party and we've all got our own subplots to explore. But if I do something "wrong," I should have to face the consequence for that. It's just another wall for me to scale and become a better character by the end of it. If I do something REALLY wrong, maybe I should die as a character. Even then, we could explore a story about death and rebirth, or adventures in the afterlife. Or maybe it's time I roll up a new character who can learn from the failures of my previous one and do better because of it. As a DM, I want to give my players the agency to climb those walls. It's not about railroading them: in fact, consequence free actions is a railroad in and of itself, since it doesn't matter whether the Fellowship goes right or left out of Rivendell, they still end up in Mordor (rather than Angmar or something). The challenges they face should reflect the choices they make, not some grand plan I have in my back pocket which I want to force on them one way or another. This is about collaborative storytelling. But sure, if I'm DMing a group that just wants to kick in the walls and fight evil, I won't make them consider whether the goblins they just killed had goblin babies who are now orphaned and going to die in the cold. I won't make the Paladin decide whether to kill the baby or not. That's not the game they signed up for. Most Paladin players I know, however, WANT to face those moral tests of character. The trick is balancing that interest with the interest of the CG Barbarian player who just wants to kick in the door. My normal answer to that is, we need separate D&D groups. [/QUOTE]
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