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It’s been several months (back in December 2010 if you can believe it) since I cross-posted any links from Game Knight Reviews over here… So I thought I’d go ahead and include a list of recent articles & reviews in case anybody was interested.

Evidently I’ve been busy!

Articles

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In 1982, when I was just starting the 7th grade, I met up with a group of people who were playing Dungeons and Dragons. We played a lot over the next few years. And there were few boundaries.

We took on Tiamat, the Queen of Dragons, and killed her just to take her loot. Yes, so we might have been a bit bloodthirsty and the mighty haul was enough to keep us entertained. Perhaps it’s the bifocals I wear now as an adult, but I look back fondly on those days.

But here’s the thing. Nobody taught us how to play. We just kind of… figured it out as we went along. We were all bright, curious pre-teen and teenagers. Our parents allowed us (in a time when such a thing as D&D was linked to devil worship and suicide) the freedom to explore the boundaries of our imaginations. I don’t think we ever found them, but damn if we didn’t try.

Now I’m much older and have two little girls. They’re cute and bright and love playing games. The night that I dug out my old Dungeon! board game to play with them and my wife, I think I opened up a door to a new world. My style of parenting is a bit more open than many other parents I know. I will sit and watch movies like Shaun of the Dead, Wanted, and Legend with them even though it’s a few years off that they’ll even come close to PG-13. So when we go through and gather treasure and kill monsters in Dungeon!, we’re still pushing barriers and expanding their imaginations…

I have no idea how I’m going to get them playing roleplaying games. But you know what? I’m dying to try. My youngest is starting kindergarten this year and will be reading soon… My eldest is entering 4th grade and reading at a 6th or 7th grade level already – so they’re both going to be quick learners I think.

The thing is… Should I introduce them to roleplaying? Or do I let them learn on their own? Will I pass along my own prejudices for particular rules systems and settings? Will they get stuck in certain ruts as I do in particular roles sometimes? What’s the downside?

The upside of course is… I know what they’re playing. I can answer questions as they come up. And I get to play along with them. Ultimately I’m just a big kid. I know this. My wife knows this. We’ve all accepted it.

So I guess to heck with it… Soon we’ll be having family game nights that won’t involve Chutes & Ladders or Candyland… Maybe the girls will see it in their hearts to dare attack Tiamat’s lair!?

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Another week of awesome posts in the gaming blog community means I’m back with a new list of links for Friday!

Hope everyone had a great Thanksgiving (if they celebrated) and is looking forward to some happy holidays. Winter has finally arrived in Colorado (with most of this week spent near zero degrees fahrenheit), so even I’m starting to think about Christmas.

Friday Links Banner 150x150But I digress. :)

Here are a few posts to contemplate when winter weather hits in your neck of the woods:

  • In the “Not Necessarily from This Week” category, we have “Fistfull of Lead: All the Monsters on a Budget” from Jonathan Drain over at Kobold Quarterly. The article tells us where to procure a solid collection of miniatures for your gaming pleasure. Everything from humanoids and skeletons to demons and insects is included in this mix and match collection for a bit over $100 US. Not bad!
    http://www.koboldquarterly.com/k/article3132.php
  • Is Chivalry dead? The RPG Athenaeum offers some suggestions on how to bring knightly orders into your game in “Chivalry doesn’t have to be dead…” The tips on designing a knightly order are very cool – including what to do if a knight fails to live up to the code. As someone who’s designed a few knightly orders, I wish I’d had these tips when I was writing them. :)
    http://rpgathenaeum.wordpress.com/2009/11/27/chivalry-doesnt-have-to-be-dead-use-knightly-orders-in-your-game/
  • Also from the RPG Athenaeum, we have “Flesh out your hero with an anecdote or two,” which offers some awesome suggestions on quirks for characters that might not have occurred to you. The article covers things like quirky appearance bits, emotional bits such as memories that surface during certain conditions, or unique phrases from their adventures or where they grew up. Cool stuff to consider for NPCs as well as PCs I think!
    http://rpgathenaeum.wordpress.com/2009/11/28/flesh-out-your-hero-with-an-anecdote-or-two/
  • From Abstract XP, we have an article on “Writing effective setting in adventures (part three)”. Weather is one of those things I never get right in campaigns, from what it should be from a seasonal perspective or what it should be from a geographic perspective… So tips and hints for using weather in an adventure is quite welcome. And when you add in tips for avoiding cliche’s and bringing in culture, the article starts overflowing with ideas!
    http://abstractxp.wordpress.com/2009/11/29/writing-effective-setting-in-adventures-part-three/
  • Rob Lang over at The Free RPG Blog brings up some intriguing ideas about making fantasy RPG rules into something that doesn’t fall flat in “How to turn your stock fantasy RPG into a unique delight.” As someone who’s trying to make a generic RPG and start with the fantasy aspects, this was particularly well timed. By not only going back to the source of fantasy ideas – fiction, myth, and folklore – but researching games and other mechanics to borrow ideas here and there to add crunch to otherwise not crunchy bits, I may have enough ideas to finish something soon. :) Thanks Rob!
    http://www.thefreerpgblog.com/2009/12/how-to-turn-your-stock-fantasy-rpg-into.html
  • Ravyn at Exchange of Realities proposes three ways to think about solving problems in “Three Problem-Solving Question Sequences.” And though this was meant for gamers, I might actually suggest it to my daughters as ways to approach many different things in life. It’s hard to argue with “What do I have and how can I use it?”, “What do I want and what do I have that can help me get it?”, and “What could solve this problem and how could I get it?” Although they all pose similar questions, it’s HOW they’re asked that’s the key… Very though provoking!!
    http://exchangeofrealities.today.com/2009/12/01/three-problem-solving-question-sequences/
  • And lastly, we have a throwback to an earlier time for me… This picture of Orcus from the Lord of the Green Dragons just made me smile as I thought back to my youth and the early days of playing D&D. Good times. Does it reflect poorly on me when I think back on a big demon prince as a symbol of my youth? Maybe. :)
    http://lordofthegreendragons.blogspot.com/2009/12/old-school-orcus.html

Thanks to everyone who wrote the articles above and to the many more I have yet to read on the various RPG blogs I follow.

Have a great weekend!

–Fitz

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Yes, I’m a bit behind. To say that the past couple of weeks have kicked my arse is an understatement. That said, there have been some awesome articles in the gaming blog community that caught my eye when I had time to check ‘em out… So without further adieu, here are a few posts for your reading pleasure.

  • Friday Links Banner 150x150In the “not in the gaming community” category we have Philip Palmer from the Orbit Books Blog considering the ultimate question of life, the universe, and everything. We all know the answer is 42, but Palmer goes deeper into the numerological aspects of the answer and… the fourty-two texts of Hermes Trismegistus! (If you haven’t heard of Orbit Books, be sure to check out their website. They deal in some wonderful urban fantasy, fantasy, and science fiction materials that are full of story and campaign ideas!)
    http://www.orbitbooks.net/2009/11/19/the-meaning-of-life-you-read-it-here-first/
  • Next, in the “bad news for small publishers” category, we have bad news from Outlaw Press with their Tunnels and Trolls products. According to Andreas at the Omnipotent Eye, there are some questions regarding the use of artwork without permission among other things. I’m hoping it’s just rumor, but we’ll see how it all plays out…
    http://theomnipotenteye.blogspot.com/2009/11/latest-bad-news.html
  • Over at the RPG Athenaeum blog, we’re reminded to consider tactics in our D&D battles, not only as players, but as GMs. Using your opponents’ weaknesses presupposes a bit of knowledge on the part of those in the combat and some D&D critters, such as the kobolds used in one example in the article, should have enough brainpower to put 2+2 together to get 4. However, the trick is gaining enough knowledge of the battleground and your opponents before the battle to take advantage of such information… Looking forward to parts 2 & 3 of this three part series.
    http://rpgathenaeum.wordpress.com/2009/11/21/let-slip-the-dogs-of-war-part-i/
  • It seems RPGNow is having an extended Black Friday event between November 27 & 30, according to the Gaming Brouhaha. Next weekend will be a great time to find some awesome materials on sale!
    http://rpg.brouhaha.us/?p=1988
  • Brent Newhall has released a year of his earnings and web traffic for the two RPG PDF products he released about a year ago. I’m enthusiastic about such information as a self-publisher. It means people are making at least a little money with their hobby, which encourages other folks like myself to try to do the same. Thanks Brent and good luck with all your endeavors!
    http://brentnewhall.com/blogs/role-playing/21-Nov-09-one-year-of-tabletop.php
  • Zzarchov over at Unofficial Games pointed at a great article comparing DMing and software development concepts. As a software developer, I have to admit I’d not thought about gaming in those terms but will strive to do so in the future. Having the right bits that you can rearrange to suit particular needs in a just-in-time environment is a great way to view running a game.
    http://trollandflame.blogspot.com/2009/11/dm-and-sd-parrellels.html
  • And lastly, over at Gnome Stew, DNAPhil has encouraged us to properly care for and feed our creativity. Mine’s been starving a bit lately, so his advice is well received by yours truly. I love the idea of creating a new NPC, location description, or plot idea every day or every few days. It’s something I hope to put into practice soon!
    http://www.gnomestew.com/gming-advice/the-proper-care-and-feeding-of-your-creativity

This isn’t a complete list of all the articles I’ve noted over the last couple of weeks, but a representative sample at least. I’ve been trying to share these out in Google Reader when I see them, which makes it easier to find them again in the future and keeps them available for others to find if they so desire.

If you’re in the U.S., I wish you a happy Thanksgiving. And no matter where you are, I hope you’re enjoying yourself!

Until next time…

MFJAHXWUHDX6

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While driving around during a recent snowstorm (not much snow, but lots of wind), I saw a “snow devil” as the wind whipped across the road and created a mini-tornado of snow and it got me thinking… How would elementals manifest themselves in different environments?

And after thinking about it for a bit, I’ve come to the conclusion that elementals most likely change when faced with different conditions. For example, an air elemental may manifest as a dust devil in a desert or arid climate, as a waterspout on a larger body of water, or as a blizzard or “snow” devil… Size would be determined by the materials available as well as by the power of the elemental itself… a minor elemental on a grassy plain might not be seen easily, whereas a supersized elemental in the desert might present itself as a monstrous sandstorm.

Man on FirePutting aside how the elemental got there in the first place (summoned, naturally-occurring, accident, etc.), you end up with some different ways elementals might appear in a game.

I’ve already talked about air elementals… Let’s think about fire elementals…

A fire elemental is dependent on two things – the initial spark that brought it to life and the fuel it needs to survive. So why wouldn’t an enterprising wizard wishing to consult with or capture such an elemental go to a cold place with little fuel or a place where the wizard alone controls the fuel. How vicious would a fire elemental be in a small firepit in the arctic?

But someone seeking to give rise to a large, uncontrolled fire elemental might summon one in a forest to consume it in flames, in a fuel depot (oil for lamps, etc.), or a brewery (or other alcohol-rich depot). Imagine the devastation with such a wild creature loose consuming large amounts of fuel or tinder…

Or what about earth elementals? Far too often I think of the rock monster from Galaxy Quest as your usual earth elemental. What about one made entirely of sand in the desert? Or tiny stones? Or even the silt from the edge of a river or lake?

Water elementals are also very dependent on the immediate environment… An elemental summoned from a puddle would be tiny when compared to one from the ocean or a large lake. Or what happens when one of these has a constant supply of rushing water vs. a finite supply? Then consider the consequences of a slow-moving water elemental made of snow or ice as opposed to one made of freely flowing water…

Then consider battles between different types of elemental and how they might appear in the world. A blizzard may be the battle between a large air elemental and a water elemental or a forest fire raging out of control may actually be a fire elemental and an air elemental at odds with each other. Stormy seas could be air vs. water and tidal waves could be created by undersea battles between earth and water…

Really the combinations are as endless as Mother Nature herself.

So the next time you want to include an elemental in a session… Think about how to introduce it to the characters, what form it may take, and the effects such a creature would have on the surrounding environment.

I know I’ll be paying more attention to the weather. :)

Leave a comment and let others know how you use elementals in your campaigns – I know I’d like having more food for thought!

–Fitz

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Hi all!

While my own efforts have been bashed in the head with the baseball bat that is reality… I have to show the work of a few other folks whose creativity makes me realize that even if my brain has a dent, I should keep plowing on – because how can you not be inspired by these people??

  • Friday Links Banner 150x150Over at the Free RPG Blog, Rob Lang has done a review of… the Nevermeet Press website?? Yes, that’s right – he’s reviewing the website as a source of great, free, system-generic resources for roleplaying games. This has to be one of the best breakdowns of what a particular site provides that I’ve seen. Jonathan and Michael have done amazing work and Rob is just letting us all know we should pay more attention. :)
    http://thefreerpgblog.blogspot.com/2009/11/illuminate-your-tired-grey-matter-with.html
  • At Game in the Brain, Nikolas has provided a list of great free open source resources you can use to create your game materials. Everything from OpenOffice to create the textual content to GIMP for the graphics to Scribus for the desktop publishing. As someone who has been working in open source for the last 4 years or so, it brings tears of joy to see open source applications heralded outside the software industry! I’d also add FreeMind, an open source mind mapping tool, to his list as a great resource.
    http://gameinthebrain.blogspot.com/2009/11/some-open-source-tools-for-game.html
  • From The RPG Athenaeum we have a wonderful list of 100 street scenes for Medieval settlements – otherwise known as “adding crunch” to what might otherwise be a static world. I know that I will soon be leveraging any number of these simple prompts in a game to spawn some creativity when things go stagnant. Why don’t you roll 2d10 and see what you end up with? Ah… #50 “While walking past a temple, a hero is struck in the back with rotten fruit (in warmer months) or a snowball (in winter). The only person visible when the hero looks behind him is an elderly woman, ambling about nonchalantly.” Happens to me all the time!!
    http://rpgathenaeum.wordpress.com/2009/11/02/one-hundred-street-scenes-for-medieval-settlements/
  • Wimwick at Dungeon’s Master.com has some thoughts on getting players engaged. Starting with a little, tantalizing bit of information sometimes gets the imagination going into overdrive and causes players to… ask questions, get involved, and generally dive into the world and adventure to find answers to the questions that they have to answer or else go insane… :)
    http://dungeonsmaster.com/2009/11/engaging-your-players/
  • And Yax over at Dungeon Mastering has come up with 30 fiction writing tips to make us all better GMs… And, like Wimwick’s thoughts about engaging players, Yax’s #1 tip is to focus on the well crafted detail or NPC to help tell a great story. How can anybody really argue with that?? This is the first 10 tips… more are coming in the next couple of days!
    http://www.dungeonmastering.com/tools-resources/30-fiction-writing-tips-that-will-make-you-a-better-dm-part-1

Hope everybody has a great Friday and a wonderful weekend!! And if you feel like providing some feedback, take a look at my Design Question of the Week and throw your $0.02 into the mix. I’d love some more input!

–Fitz

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So from the first three parts of this series (part 1, part 2, part 3), you hopefully have seen some of the thought that went into our slightly different take on alignment for Moebius Adventures. Again, this is totally portable and could be used with any system I think.

RPGBlogCarnivalLogocopyBut does it work? The jury’s still out. Ultimately, this may not be a usable alignment system. But it provides some interesting flexibility that the traditional good/evil scheme may not. If nothing else, perhaps it offers some methods for fleshing out characters in addition to a traditional good/evil alignment.

I think that new players should focus on the basic alignment grid of Good, Neutral, and Evil. But more advanced players may want a bit more play in how they approach decisions for their characters in a given world.

When conflicts arise between different levels of morality, it definitely gets interesting.

Let’s say that someone is trapped in a burning building and your character has enough time to safely extract the individual from harm. A character with a light moral alignment (+6 to +10) would save the individual, since Man is more important than Nature (in order of moral codes). A character with a gray moral alignment (-5 to +5) may or may not aid the trapped person. Is the person a friend? Would there be a possibility of a reward? These things may tip the scale one way or another. A character with a dark moral alignment (-6 to -10) might have started the fire or help the fire burn other nearby buildings. Maybe they consider cities dirty, unnatural structures and seek to, like Nature, clear the area for new growth.

Considering these qualities of Morality and Virtue provide some interesting insights into how our characters deal with the world around them and the people in it.

Hopefully I haven’t put anyone to sleep with this series. I think it’s philosophically interesting to approach roleplaying from more abstract ways than the old “good vs. evil” scheme.

Thanks for your time!
–Fitz

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Ok, so we’ve chatted a bit about Morality and moral codes (back in part 2). Now let’s change our focus to Virtue and bring some pain into the equation…

What is Virtue? Virtue represents the mortal drive to ease or cause pain and suffering in themselves and others. Someone’s virtue isn’t determined by how they perceive the pain they inflict or receive, but in how they deal with that pain.

RPGBlogCarnivalLogocopyRules-wise, we use that same -10 to +10 scale. For Virtue Alignments, “Light” is 10 to 6, “Gray” is 5 to -5, and Dark is -6 to -10.

Let’s use the example of a gym teacher ridiculing a student for not being able to do enough push-ups. The teacher may feel that ridiculing the child in front of others will make them work that much harder at improving their performance. The adult teacher may truly feel he’s helping the child by forcing them to perform. However, the teacher’s behavior shows that their virtue is firmly set in the gray, not the light or dark areas of the scale. Regardless of whether the child’s performance improves, the teacher inflicting the pain is encouraging a potential change in behavior. Both may be changed by the process.

Not all pain is easily identified, but the result is the same – someone suffers. Some pain manifests in an individuals psyche or soul and may never be seen by others. Other pain is physical and more immediately apparent to others.

Prolonged exposure to the effects of pain and suffering may lead to permanent changes in a person’s mind, body, or soul. Physical pain may cause damage creating deformities, bodily weaknesses, or even death. Mental pain may manifest itself as insanity, depression, or an altered state of consciousness. And soulful changes may change a person’s faith in the divine, their will to live, or change how quickly they can recover from repeated abuses.

A Virtue Alignment reflects how a character views pain and suffering. Do they want to inflict pain or stop it? Virtue is more than just thinking about pain – it’s what a character will do when confronting a situation involving pain in themselves or others.

Characters with light virtues will attempt to ease the pain in others and not cause pain themselves. However, they may kill someone to ease the pain suffered from a terminal illness. And when interrogating a prisoner they might try to give the person hope of life without pain in exchange for information. They would never force an individual to watch others being tortured.

Characters with gray virtues might use torture to further a higher goal or achieve something important to them. They might watch a horde of barbarians enter a city and slaughter citizens, never raising a hand to stop the massacre. They aren’t necessarily inflicting the pain themselves, but they still have the ability to stop it or at least a portion of it if they choose.

Characters with dark virtues will use pain readily. They might torture a prisoner before asking any questions simply because they feel the prisoner deserves it.

When you consider villains from the standpoint of Morality and Virtue, I find that you end up with much more realistic bad guys. Everyone has a story. So you have an evil wizard that wants to destroy a kingdom. Why? What happened to that person to make them willing to commit evil acts?

Is it that they were in conflict with Society or an individual? Perhaps severe mental or physical damage was done in the process?

–Fitz

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As I said in Part 1, this series deals with Morality and Virtue as we define them for the Moebius Adventures games. But as with many things, I think it goes beyond the system of rules and provides more food for thought when looking at alignment.

yinyangSo let’s talk a bit about Morality. Every time I hear that word, I think of the Animaniacs and their “Wheel of Morality” – “Wheel of morality, turn, turn turn… Tell me the lessons that we should learn…” Yes, I am warped.

Anyway… Morality… As I said last time, Morality indicates roughly how a character views right and wrong. And morals are principles or standards relating to a system governing right and wrong behavior in the universe. Codes of morality provide frameworks that benefit an individual or group if used properly.

In terms of the rules for Moral Alignments, “Moral” is 10 to 6, “Gray” is the 5 to -5 range, and -6 to -10 is “Immoral.”

An individual’s morality may differ from that of society, and both may differ from the morality of higher beings.

There’s also a difference between the morality of a character and the player or GM as a person. As a player, you concentrate on what your character understands as right and wrong. For example, let’s take a character in the thieves’ guild. In the real world, the player would (probably) never steal from another person. However, the character has his own reasons for stealing and therefore a different morality from the player.

We found that there are some general, high-level categories of moral codes – Nature, Animals, Man, Society, Thought, and Time. The sum of these define the overall morality of the universe.

Nature’s moral code defines how the elements (fire, wind, earth, water), plant life, and geological events work in the universe. Nature’s moral code is structured to ensure its own continuity. It often does this by cycling through periods of creation and destruction – lightning starts a fire, burns dense forests, and thus provides room for new growth; floods redistribute rich new soil for growth higher along the flood plain.

RPGBlogCarnivalLogocopySurvival of the fittest” is a basically the moral code for Animals. Only the strongest and most able animals are able to perpetuate the species. Often, this moral code is in conflict with Nature. However, animals are more able to survive the effects of Nature because they can adapt.

Mankind’s moral code represents all individuals and genders and their struggle to survive in the world of Nature and Animals. At a basic level, the Human moral code is “might makes right.” To survive, one must live within Nature and control a portion of the Animal kingdom (through the domestication of animals) to improve their quality of life.

Society’s moral code represents groups of individuals brought together to ensure protection of all those in the group. Society requires the participation of its members to succeed. Where conflicts arise between the moral codes of Man and Society, Society should win more often than not. People typically recognize that they have better lives within properly functioning societies than without.

The moral code of Thought includes those individuals capable of reasoning what’s best for Society, Man, Animals, and Nature. The responsibility of Thought is to manage all the lower moral codes to they might all peacefully coexist. Intellectuals recognize that they must minimize conflict between moral codes to obtain a better life for all.

And Time has the highest moral code of all. Like Nature, Time continues marching on.

So what happens when there are conflicts between moral codes?

Let’s go back to the fire example with Nature. Fire cleanses the forest for a new cycle of life. But this may seem cruel to Man or Society to kill life. Nature knows it’s necessary to sacrifice some of the forest so the rest can thrive. Without it, life cannot exist.

However, when a fire threatens a city and its inhabitants, a conflict arises between moral codes. Which moral code should prevail? A character with a “Gray” level of morality at 1 would probably try to stop the fire to protect themselves and their family, thinking more of themselves than Society. Characters with a higher moral alignment, around a 4, would also try to save the city, but because their goal was to save everyone within it, not just themselves.

Examples of Moral Alignment:

  • Time = +10
  • Thought = +6
  • Society = +2
  • Man = -1
  • Animals = -6
  • Nature = -10

When a course of events favors two or more moral codes, no conflict arises. When events don’t favor all participants, conflicts arise. Following the morality of the universe, the right thing to do is to favor the higher moral code.

When two different moral codes conflict, you must weigh them. It is morally just to place Time over Thought, Thought over Society, Society over Man, Man over Animals, and Animals over Nature. A character with a moral alignment of -3 might side more with Animals and Nature than Society and Man. This might make him believe it’s morally right to kill poachers in the forest because they are upsetting the moral code when they kill healthy animals instead of the old or sick ones.

Obviously there’s more to discuss for Morality, but we’ll leave it there for now.

Next time we’ll discuss Virtue.

–Fitz

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For this month’s Blog Carnival, I thought I’d throw some different ideas out there about an alternative to the simple alignment grid…

Though I understand the attraction of a simple alignment scheme for some games, I’ve always been fascinated by the gray area. Rarely will you find anyone who has a perfect moral compass. As Citizen G’Kar said once in an episode of Babylon 5 – “The universe is run by the complex interweaving of three elements. Energy, matter, and enlightened self-interest.”

yinyangIt’s that “enlightened self-interest” that motivates even the most well-intentioned individual.

What is alignment? A character’s alignment generally describes how the character perceives moral choices in their world. Are they really good? Really evil? Or somewhere in-between?

Though extremes may be interesting experiments in roleplaying, I find that most player characters tend to fall in the Chaotic or Neutral camps, using their judgment to decide whether to do good or evil or obey the laws. It’s that gray area between good and evil that most of us reside in – using the context of the decision to help us make those crucial decisions.

It’s in the spirit of the “gray” that for the Moebius Adventures system we created an alternative to the traditional good, neutral, and evil alignments – Morality and Virtue – to measure character behavior a bit differently.

Morality indicates how a character views right and wrong. Virtue reflects a character’s attitude to pain – do they ease pain or cause it? Together the two scales help define how a character can gauge decisions.

RPGBlogCarnivalLogocopyWhat are morals? Morals are principles or standards relating to a system governing right and wrong behavior in the universe. Codes of morality provide frameworks that benefit an individual or group if used properly.

What is Virtue? Virtue represents the mortal drive to ease or cause pain and suffering in themselves and others. Someone’s virtue isn’t determined by how they perceive the pain they inflict or receive, but in how they deal with that pain.

So by now you’re wondering how the heck any of this could be playable… And I agree, it gets a bit philosophically deep. But as with alignments, we’re talking about rough guidelines for PC behavior. Evil may be just another way of saying that an individual is immoral and likes causing pain.

But what happens when a character (PC or NPC) strongly believes in their morality, is ok with a certain amount of pain caused to others, and yet is opposed to the social or natural order of the world? Does that make them evil? Or does it make them good? It all depends on the context of a particular decision, doesn’t it? The player or GM has to weigh the decision of the character based on the circumstances around them – just like in life.

It makes things a bit more interesting anyway.

The next couple of posts will go into more detail about how we use Morality and Virtue in-game and then how to work through some different situations.

Until next time,

–Fitz

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