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YAAT Good is just passe?
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<blockquote data-quote="TBoarder" data-source="post: 217736" data-attributes="member: 272"><p>I don't think you'll find anybody here who will argue with you about this. Your World Trade Center example is one of the biggest examples of "real world heroics" in memory, and should never be disputed. Note I mentioned that it's "real world heroics" though, and not simply "heroics"</p><p></p><p>D&D heroism is a completely different animal. People grow attached to their characters. They'll try to do "good", but they'll try to do it in such a way that they won't lose this character that they happen to really enjoy playing at this time. If a DM has a habit of pitting spared enemies aginst the characters, of course the players are going to start killing every bad guy in sight. It's meta-game thinking (And in-game thinking as well, if the same character has suffered for this decision before), but it's meta-game thinking that's not done maliciously, it's done to preserve a PC that the player is having fun with.</p><p></p><p>This is one of the reasons why I like spells like Raise Dead, Resurrection, and True Resurrection. They give the player the chance to do selflessly heroic actions, yet also makes it less likely that they'll lose their characters in doing so.</p><p></p><p>Self-sacrificing death has its place in D&D, but only when the player feels he's ready for it, when he feels comfortable with ending his character in such a way, not on a DM whims. D&D should be about having fun more than anything else. </p><p></p><p>The way some DM's set up their campaigns though almost requires that PCs have this more "flexible" idea of what Good is in order to continue having fun with a character that they happen to enjoy playing. Does this mean that the players feel this way in real life? Probably not. None of us knows how we would react in a situation where we may be able to save lives, but likely at the expense of our own. </p><p></p><p>I believe that the World Trade Center attack showed that this kind of "good" is far more prevalent than anybody suspected before though. Just because we don't project that into our D&D games, where we're supposed to be having fun, doesn't mean that we don't have that kind of inate sense of good inside of us.</p></blockquote><p></p>
[QUOTE="TBoarder, post: 217736, member: 272"] I don't think you'll find anybody here who will argue with you about this. Your World Trade Center example is one of the biggest examples of "real world heroics" in memory, and should never be disputed. Note I mentioned that it's "real world heroics" though, and not simply "heroics" D&D heroism is a completely different animal. People grow attached to their characters. They'll try to do "good", but they'll try to do it in such a way that they won't lose this character that they happen to really enjoy playing at this time. If a DM has a habit of pitting spared enemies aginst the characters, of course the players are going to start killing every bad guy in sight. It's meta-game thinking (And in-game thinking as well, if the same character has suffered for this decision before), but it's meta-game thinking that's not done maliciously, it's done to preserve a PC that the player is having fun with. This is one of the reasons why I like spells like Raise Dead, Resurrection, and True Resurrection. They give the player the chance to do selflessly heroic actions, yet also makes it less likely that they'll lose their characters in doing so. Self-sacrificing death has its place in D&D, but only when the player feels he's ready for it, when he feels comfortable with ending his character in such a way, not on a DM whims. D&D should be about having fun more than anything else. The way some DM's set up their campaigns though almost requires that PCs have this more "flexible" idea of what Good is in order to continue having fun with a character that they happen to enjoy playing. Does this mean that the players feel this way in real life? Probably not. None of us knows how we would react in a situation where we may be able to save lives, but likely at the expense of our own. I believe that the World Trade Center attack showed that this kind of "good" is far more prevalent than anybody suspected before though. Just because we don't project that into our D&D games, where we're supposed to be having fun, doesn't mean that we don't have that kind of inate sense of good inside of us. [/QUOTE]
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