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Would you buy a rules free/light evil/mature product
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<blockquote data-quote="steenan" data-source="post: 5268632" data-attributes="member: 23240"><p>I answered "maybe". It depends on what kind of "evil" and "mature" topics the author wants to address and how well is the book written.</p><p></p><p>What I'd like to read about:</p><p>- A consistent description of what "evil" means in the context of given setting and what it does not. Modern ethics are completely unfit to most fantasy games, so we need a definition to know what the author is talking about.</p><p>- Importance of clear social contract in a game with mature themes. Which topics do we want to address, which we want to avoid? Do we limit how far we're going to go and, if, so, how? Etc.</p><p>- How to create characters that are indisputably evil, but have sensible personalities and motivations and are playable in a party. How can an evil character be heroic (even better: heroic and disturbing at the same time)? How characters fall? How they are redeemed?</p><p>- How to create villains that are not "evil for evil's sake", but have coherent reasons for their atrocities. How to make evil repulsive, how to make it fascinating? </p><p>- Examples of evil societies that are not self-destructive; what shaped them this way, how they develop, what problems they face, what makes them stable. How do they look from inside, how from outside. That would also be a good place to give examples of coherent and sensible worldviews that are definitely evil.</p><p></p><p>What I don't need to see:</p><p>- Evil races, classes, spells, items etc.</p><p>- New, "more evil" or sexually themed monsters</p><p>- "Evil aesthetics" and other traits of comic-book villainy</p><p>- Calling things that are heroic in given genre evil</p></blockquote><p></p>
[QUOTE="steenan, post: 5268632, member: 23240"] I answered "maybe". It depends on what kind of "evil" and "mature" topics the author wants to address and how well is the book written. What I'd like to read about: - A consistent description of what "evil" means in the context of given setting and what it does not. Modern ethics are completely unfit to most fantasy games, so we need a definition to know what the author is talking about. - Importance of clear social contract in a game with mature themes. Which topics do we want to address, which we want to avoid? Do we limit how far we're going to go and, if, so, how? Etc. - How to create characters that are indisputably evil, but have sensible personalities and motivations and are playable in a party. How can an evil character be heroic (even better: heroic and disturbing at the same time)? How characters fall? How they are redeemed? - How to create villains that are not "evil for evil's sake", but have coherent reasons for their atrocities. How to make evil repulsive, how to make it fascinating? - Examples of evil societies that are not self-destructive; what shaped them this way, how they develop, what problems they face, what makes them stable. How do they look from inside, how from outside. That would also be a good place to give examples of coherent and sensible worldviews that are definitely evil. What I don't need to see: - Evil races, classes, spells, items etc. - New, "more evil" or sexually themed monsters - "Evil aesthetics" and other traits of comic-book villainy - Calling things that are heroic in given genre evil [/QUOTE]
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