GMing

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Welcome back!

I suspect that we’ve all had that moment while gaming when our characters finished a battle or encounter and suddenly had a whole lot of loot to determine how to divvy up and carry out. It’s a gaming staple – doesn’t seem to matter whether you’re playing in a fantasy, modern, or futuristic setting. But it seems to happen a whole lot more while playing a fantasy RPG like D&D.

For some time now we’ve lived in a world where computer roleplaying games (CRPGs) have been around. I remember playing Bard’s Tale, Might and Magic, and the Gold Box Forgotten Realms computer games like Curse of the Azure Bonds to name a few. And from then to now, the general pattern is your character or party heads out to find bad guys to fight, you fight the bad guys, and then you collect the loot. You may not be able to haul it all away, so you leave useless items behind and take the good stuff until you can sell it.

Most of those games came out while I was in high school or in college initially. And I have to admit I played the heck out of them and enjoyed myself quite a bit.

But by that point I had already been playing RPGs (especially Dungeons and Dragons, James Bond, and a few other games) for a good 3-5 years. In that few years, I went from being the treasure hoarding munchkin to GMing and trying to achieve some kind of game balance. Though it was fun to kill the monster and take the loot, that wasn’t necessarily the goal any more by the time I left that period of my life.

And yes, we did all the munchkin things you’d expect. It was 1st edition D&D so we were kicking butt and taking names, even going so far as fighting Tiamat in her lair. (And it’s been asked, so I’ll answer here – no, I don’t recall if it was on her home plane or the prime material plane, but we did it nonetheless and got hoards of loot as a result.) We went up against the forces of Orcus. Did we die? Not usually – the GM and the mood at the time typically gave us enough room to survive. Was it Monty Haul? Of course.

That however was a phase. It lasted a while and then we got tired of simply collecting every coin, scroll, potion, sword, wand, etc. just because it was there.

Now if you look at CRPGs you see the same thing happening over and over because there’s no GM there to prevent it. We (yes, I’m just as guilty) stuff our pockets, backpacks, and saddlebags with everything we can get our hands on that is of value and leave the rest. The good thing is that we do run out of room so there has to be a bit of prioritization typically. The bad thing is that typically we have an infinite amount of time to gather, sort, and figure out where to stash everything.

Because I and many other gamers of our generation moved from traditional pen-and-paper RPGs to CRPGs, we’re less apt to take a CRPG approach to our RPGs.

Unfortunately, I’ve seen others that have gone the other way – from computer to game table – that just don’t get that you can’t haul off the kitchen sink and curtains or the other inhabitants of a particular city might take it the wrong way. Maybe you can do that in a dungeon after you’ve cleaned it out – there’s a certain amount of time you have there. But not every situation has the benefit of time.

Have other GMs and groups run into this bizarre trend? If so, have you solved it? And if you solved it, how did you solve it? We’ve tried lots of things, but logic doesn’t seem to work in this case. Or perhaps we just haven’t provided the right object lesson… I don’t know.

Thoughts? Anybody? Anybody? Bueller? Bueller?

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When you see the term “Dungeon” – what comes to mind? I typically think of a few different things…

  1. The great TSR gaming magazine published for from 1986 to 2007.
  2. A board game published in 1975 by TSR to simulate some aspects of Dungeons & Dragons.
  3. A place where people were imprisoned or tortured.
  4. A series of connected rooms containing possible encounters or combat opportunities.
  5. A power metal/thrash band from Sydney, Australia from 1989 to 2005.

Though I still have a few issues of Dungeon magazine squirreled away in boxes and a copy of Dungeon! the board game, I can truthfully say I’ve never heard any music from Dungeon the thrash band. That said, let’s focus on #4 because we can kind of roll #3 into it.

We often encounter dungeons when we play roleplaying games. Adventures like the Temple of Elemental Evil come to mind when I think of dungeons and dungeon crawls where you enter with your friends and try to survive as many levels and encounters as possible to escape with your loot.

But if you look at the general description, a dungeon in gaming terms is just a bunch of rooms connected by corridors. That could describe just about anything, couldn’t it?

A while back, Johnn Four raised the concept of “5 Room Dungeons”, which are awesome. Just enough space to create a unique situation for a group of players. But what I loved was that they weren’t all underground in medieval settings. Sure, some were. But mixed in were temples, swamps, islands, and other locations that didn’t have to be underground. What a concept! (You can download many of the 5 Room Dungeons at Johnn’s Roleplaying Tips site.)

So we know about dungeons in the medieval sense. Usually these were sets of rooms that existed under existing castles, keeps, or other buildings to house criminals, political prisoners, torture devices, and so on.

What about other places? Why can’t a modern building be a dungeon? Think about a modern hospital. Aren’t the floors in a hospital designed in a manner similar to different dungeon levels?

What about…

  • Spaceships or naval vessels?
  • Laboratories?
  • Office buildings?
  • Cave systems used by freedom fighters or terrorists?

Aren’t they all dungeons of a sort? Multiple rooms connected by corridors. Each room may or may not have “stuff” in it. Each room may or may not have guardians or traps.

So as we go through some other topics in this series, keep in mind that dungeons don’t have to be in fantasy settings or historically-based adventures. A dungeon can be any set of rooms connected by corridors.

Think about that the next time you walk through your house, your school, or your office building.

Next time we’ll talk about doors and what you can do with them in various settings.

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For me, “perfect” is an unreachable ideal. There is no perfect game, but we can work and strive for as close as possible. If everyone a) stays engaged, b) challenges each other and the GM, and c) has fun – it was a success. Without the interplay between players and between players and GMs, there is no game.

Writer Sitting B&WSo I’m always looking for other perspectives on how to create good adventures. Recently I saw an article in Entertainment Weekly about John Lasseter of Pixar fame. In the article, he stated his team’s formula for making great Pixar movies:

1) Toil to perfect the story.
2) Tackle technical innovation.
3) Take creative leaps of faith.

Why couldn’t we take that approach and apply it to… roleplaying games? If you think of an adventure as an episode or a campaign as a movie series, why not see how they work with RPGs?

1) Toil to perfect the story.

This one for sure applies. Story is the backbone for getting and keeping player interest. Yes, I’ve played games where all you do is clean out dungeon after dungeon. But without a reason for doing that – a reason for taking that path – all you’re doing then is stumbling through the dark killing things that move and taking any loot you find.

Occasionally, sure. I like a good dungeon crawl as much as anybody. But without having a story to explain WHY your PCs should care about these little podunk towns, why they should rescue the damsels or find the lost treasure of Whosit… they’re just going through the motions. As GMs or designers, we need to keep story in mind from the very beginning.

So before designing dungeons or monsters or setting up encounters… Make sure you have a story first.

2) Tackle technical innovation.

Now this one I’m not too sure about. As a software engineer, I have to admit I’m always looking for the next great gadget or piece of software to make my life easier (99% fail in this regard, yet companies like Microsoft are still in business – go figure). But I tend to go old school with my gaming and leave the toys off the game table.

I’ve seen many interesting and detailed discussions about using new technologies like Netbooks or Google Wave, touch-sensitive displays, projectors, and so on. However, I’m most comfortable gaming with a few books, paper, pens/pencils, and real dice.

Some of you may like to go techie when gaming – but so far I’m not one of them.

So maybe this one doesn’t apply in all cases.

3) Take creative leaps of faith.

This one I can definitely get behind. With story, you have the beginnings of a latticework you can add plot, setting, and characters to. But without being creative in how you create and present the end result, even the best stories can fall flat.

One huge creative leap for me is trusting in your players to fill in the gaps. Without the PCs, there is no game. GMs are there to set the stage and the PCs have to give it life in my opinion. So involve them from the beginning – let them fill in the backstories for their characters, let them describe parts of the world their characters would know intimately – get them involved in the creative process.

Another huge creative leap of faith can simply be presenting a heck of an idea in the story. Mix and match things in new ways. Take the Chinese Menu approach – a few things from column A, a few from columns B and C, mix, smooth over the seams, and voila…

Will the Pixar/Lasseter three-rule approach help? It certainly can’t hurt by offering another perspective.

So what are the cardinal rules for you GMs or game designers out there?

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This post was inspired by a post at the KORE rpg blog about the topic. And it got me thinking, which is sometimes not a good thing…

monk_bwReligion is definitely one of those hot buttons in the real world, like sex, money, politics, and many other hot buttons. As soon as you breach the subject however, some people want to either convert you or condemn you – and neither option really appeals to me.

I’m an atheistic-leaning agnostic… or an agnostic-leaning atheist. Just depends on the day. From my point of view, religion is a good thing for a lot of people, so I don’t make a fuss about it. If you want to talk to me about religion, that’s fine – but I don’t like being preached to. Just a personal thing. The door-to-door folks concerned with saving my soul should just move along. (I’m nice about it, but don’t want to waste their time or mine.)

What’s funny is that it’s also not one of the things I typically think about in my roleplaying. I’m more likely to play a cleric or priest as an NPC than a PC, which goes along with my leaning towards creating worlds with conflict these days.

My Immortals’ Wake setting has a church – the Church of the Mother – that has been twisted in the last thousand years to preach a message of no tolerance. History in the real world shows that many faiths have had issues with tolerating views other than their own. And I wanted to bring that aspect into my setting.

And, as with all things, there are those people within the Church who are more liberal in their views of brotherhood than others. A militant arm has sworn to destroy a group of so-called “demons” simply because they are an affront to what they believe. Other groups within the Church are more tolerant of the “demons” and even helps them from time to time.

However, priests in my games tend to be focused on the personal aspects of the mortal condition – helping the sick and poor, aiding those seeking sanctuary, providing spiritual guidance, and so on – not just the traditional D&D cleric point of view as far as mobile MASH and holy smash unit. As mentioned, there are militants in the Church of the Mother who certainly focus on what they think of as fighting the good fight. But most priests would rather tend to their flocks than fight I think.

As such, my priest NPCs tend to be more philosophers and scholars than weapon-wielding crusaders of faith. They’re more likely to talk you to death than beat you with a blessed club. These folks are also just as likely to be warped by greed or lust as any other mortal, so they may not be the paragons of virtue they’re made out to be. They’re simply men and women doing a job they believe in (or want you to believe in).

This is not to say that they don’t apply their healing abilities to those who need them. Nor do they stray away from praying regularly to the focus of their devotion. And miracles do happen. But these are mortal representatives of their faith who only rarely become vessels to the divine power of their gods.

When you bring in the whole wizard vs. cleric debate and wonder whether a priest might directly oppose a wizard and try to have them lynched. Many priests would decry that wizardry is evil and therefore should be destroyed. But many others would state that if their divine hosts could work miracles through the faithful, why would they allow magicians of other types not to exist? What’s to say that the wizard isn’t working divine miracles of his or her own and simply doesn’t appreciate the divine side of the equation?

A priest whose power base is threatened might turn his flock against a rival wizard, but that would erode his power base. The wizard would most likely fall to greater numbers eventually, but how many members of the priest’s flock would die first? Wouldn’t that give them pause?

So there is definitely room for religion in my games. I’ve only had one player ever convincingly play a priest in a campaign I ran. But I’m always hoping for another!

How do you use religion in your fantasy games? Is it a force to be reckoned with?

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What alignment is your GM?

I had an interesting conversation with my GM last week. We somehow got onto the topic of how evil he was as a gamemaster. Honestly I don’t see him as evil, but I ran with it for the sake of ignoring some other things I really didn’t want to work on. :)

yinyangBetween the alignments of Lawful Evil, Neutral Evil, or Chaotic Evil, we decided that he was a Neutral Evil GM with some Chaotic tendencies.

A Lawful Evil GM is a rules lawyer and typically more interested in enforcing the letter of the law as spelled out in whatever game he is entranced with at the time. Mike definitely doesn’t fall into this category. I don’t think I even fell into this category when I was GMing either – I’m far more likely to either make a ruling and go with it on the spot or stop the game to get into a philosophical debate about why it was phrased the way it was. (Occupational hazard when you’re the one who wrote the game.)

A Neutral Evil GM is more interested in game balance than the rules persay. Mike tries to be very balanced and err on the side of roleplaying and story more than focusing on either making sure the PCs get their butts handed to them regularly. I’d like to think I fall into this category myself, but I know better.

And then there’s the Chaotic Evil GM. These are the guys who sometimes roll dice for no reason but to increase his players’ blood pressure. (Mike’s been guilty of doing this from time to time.) These are the GMs who decide one session they want to really teach the PCs a lesson and beat up on them and then in the next session be really nice to make up for it… And then there’s my type of chaos, where I end up GMing a sandbox game and watching the fireworks.

Each of these types of GMs should be observed in their natural habitat and not removed through the use of force, or that might backfire.

Why Evil you might ask? Honestly good and evil are in the eyes of the players most of the time, not in the eyes of the GM. So the night that your GM springs an encounter with an invisible flying creature in a cave and nearly kills all the PCs (one actually did die in that case and was raised later), he might be evil. The night he just happens to leave a magical crystal sword in a pile of loot just so your character can use it, he might be good.

Just don’t anger your GM without good reason. Then you’ll see True Evil raise its ugly head. ;)

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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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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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Hi all…

As my contribution to the RPG Gamer Network’s Small Press Week, here’s my review of Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1.

small-press-weekAs a lifetime player and gamemaster of tabletop roleplaying games (RPGs), I’m constantly amazed at the amount of passion, knowledge, and depth of other members of this collective of people who play RPGs. There are players that might as well be actors with as deeply as they get immersed in their characters. There are gamemasters (GMs) who know not only the art of story construction, but how to keep campaigns alive for years by constantly changing things up.

And then there are people like me. I straddle between the two camps, or at least try to, gleaning what I can from experts on both sides of the divide. I try my hand at writing roleplaying games, playing myself, and hopefully soon starting to GM again.

So when I come across new resources such as Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1, I am blown away by the creativity and imagination bound up within. There are countless roleplaying blogs now, and Open Game Table aims to collect some of the finest blog articles from 2008. The articles may have been dusted off, edited, and illustrated to make them shinier, but they are the same thoughts that appeared on the internet first.

Jonathan Jacobs runs a blog known as The Core Mechanic and participates in a network of roleplaying bloggers known as the RPG Bloggers Network. And it’s many of the writers from that network that grace the pages of this first volume of what I hope will be many.

Jacobs and the other editors have arranged the book into broad chapters – Play Style, Game Play, Characters & Players, Monsters & NPCs, and so on. Each chapter collects a number of articles on the broad themes for that chapter. I have to say that with the sheer number of authors, pages, articles, and words, there were bound to be a few typos here and there, but they were all extremely minor and never caused any issues.

Some of my favorite content includes:

  • “Giving the Players a Reason to Enjoy the Campaign” by Brandon Daggerhart from Turtles all the Way Down – actually ASK the players about their characters and get them involved in the campaign earlier in a more interactive way.
  • “Extreme Makeover: Tavern Edition” by Stephen Dewey from Musings of the Chatty DM – so you’ve got a ratty old tavern in your campaign… maybe it needs some atmosphere, better descriptions of the food, or a gimmick?
  • “The Adventure Funnel” by Andrew Reyes from I Waste the Buddha with my Crossbow provides a stone simple way to focus your adventure ideas and funnel them into a complete experience – including the idea, obstacles, details, assistance and rewards

This is just a sampling of the many, many great, thought-provoking articles throughout this collection. What’s exciting about this is that it’s just volume 1! The potential is here to produce volumes of this sort of content as long as people are playing roleplaying games and blogging about them.

I have to commend Jacobs and the many authors and editors for putting together such a quality product. Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1 should be on the “want list” of all gamers, whether you’re a player, a GM, or a writer. Order your copy from Lulu today as a hardcopy or PDF or check out RPGNow.com! (Jacobs also let me know that the book was picked up by Studio2Publishing, and is now in retail distribution so you should be able to pick up a copy from your friendly local gaming shop!

–Fitz

p.s. You can also order it from Amazon:

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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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