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Worlds of Design: Peaceful Solutions to Violent Problems
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<blockquote data-quote="payn" data-source="post: 8627831" data-attributes="member: 90374"><p>I run a handful of different systems and genres. I find traditional D&D style fantasy is often framed in white hat and black hat morality. Many folks just dont want to think philosophical in terms of gameplay. They just wanted to be heroes pointed in the way of the nearest evil to be vanquished. Such simplicity is a vacation for real life and a power fantasy to be acted out. Can be very lethargic and entertaining. </p><p></p><p>I tend to want the opposite and to examine philosophical aspects of role playing, settings in particular. I thank many examples have been given already of coming up with unique answers such as buying a slave's freedom or paying bandits not to bandit. There is a certain acceptance of status quo and idea that if the situation changes, the free being will be re-enslaved or the bandits will begin robbing people again. The players may not care, they just want a quick bloodless solution, or they may be looking for a reprieve from the unwanted actions so they can find a bloodless new status quo.</p><p></p><p>A lot of modern campaign settings, modules, and adventure paths are designed to give tables the ley way they need to have the games they want. I dont have a lot to offer that has not already been covered in ways to pursue non-violent options. I do find in other genres it tends to be less popular to go black and white morality. In my Traveller games its rare for a party on either side of the fight to be wiped out. Combats are usually to the point one side cant continue or knows it is beat and must flee or surrender. Very much unlike D&D fantasy style games I have played in the past. I think setting and campaign implications have as much influence as do GM style and player style.</p></blockquote><p></p>
[QUOTE="payn, post: 8627831, member: 90374"] I run a handful of different systems and genres. I find traditional D&D style fantasy is often framed in white hat and black hat morality. Many folks just dont want to think philosophical in terms of gameplay. They just wanted to be heroes pointed in the way of the nearest evil to be vanquished. Such simplicity is a vacation for real life and a power fantasy to be acted out. Can be very lethargic and entertaining. I tend to want the opposite and to examine philosophical aspects of role playing, settings in particular. I thank many examples have been given already of coming up with unique answers such as buying a slave's freedom or paying bandits not to bandit. There is a certain acceptance of status quo and idea that if the situation changes, the free being will be re-enslaved or the bandits will begin robbing people again. The players may not care, they just want a quick bloodless solution, or they may be looking for a reprieve from the unwanted actions so they can find a bloodless new status quo. A lot of modern campaign settings, modules, and adventure paths are designed to give tables the ley way they need to have the games they want. I dont have a lot to offer that has not already been covered in ways to pursue non-violent options. I do find in other genres it tends to be less popular to go black and white morality. In my Traveller games its rare for a party on either side of the fight to be wiped out. Combats are usually to the point one side cant continue or knows it is beat and must flee or surrender. Very much unlike D&D fantasy style games I have played in the past. I think setting and campaign implications have as much influence as do GM style and player style. [/QUOTE]
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