Showing posts with label Morals. Show all posts
Showing posts with label Morals. Show all posts

Wednesday, October 9, 2013

When do you need a game system to support your play?

A short while ago I read a forum post where someone claimed the game 3:16 did not work for them. I played it a few times and thought it worked fine. I searched out an episode of the Walking Eye podcast to compare, since they often have interesting things to say about games they've played.

Interestingly enough, on the podcast there was a player who did not feel the game "clicked" for them. The question came up whether the theme of the game was satire, and if it was reinforced by the system of the game. Considering you don't count hits in that game, but kills, I think it's pretty obvious. But, there are some subtle things in there I felt like talking more about in this space.

In the game you have a flashback mechanic. Using that you can take narrative control, and define the psychology of your trooper. This is where the game enters the "hippie game" territory. But, here's the interesting part. Using the flashback you can fail and succeed on your terms, but it does not force you to adhere to the theme. In fact, it's only the last flashback that's mandated, as Hatred for Home. Basically, there is an endgame and there is a setup. The latter picture mindless carnage and the former suggests moral doubt and satire after turning military glory into genocide. What is interesting is that up until that point, you can play it however you like. There's nothing forcing you down the path of satire. Sure, there is that end, but it's fairly open to interpretation and you get to choose the seriousness of it.

Some people like to point out that even though D&D basically only has rules for combat, it's not really about combat. I'm not going to get involved in that discussion, but I want to compare that situation to 3:16. In that game you have a setup which is all about killing. Your game system only involves itself with killing, and that which some consider its core, the flashback system, does not force the issue of the theme. Just like in the case of D&D, it's more about System than system. System with a capital S is the sum of what happens around the table, not just the rules in the book. I think 3:16 is a very subtle design, in that it rather tries to give you a playground and let's you discover its social mechanics than putting it into text.

Killing bugs and going into genocidal frenzy is something that can affect you, not only your character. This is something which I've also found happens in Dogs in the Vineyard. At least for me it does. When I first played it, I started thinking about how I felt about the events my character encountered. If you let that inform your character's actions is of course up to your individual play style, but I found it both challenging and refreshing. 3:16 is a game that works the same way.

If you don't feel a bit repulsed by your trooper's mindless killing you I don't say you are playing it wrong, but if you do get that effect it sure is a memorable one!

Thursday, November 26, 2009

On a mission from God - playing Dogs in the Vineyard

Yesterday was a good day. Well, it was one of those days when I was running back and forth and felt like I didn't accomplish much, but I managed to experience a real live game session! I have had a drought since leaving Canada, but hopefully there will be some more precipitation from now on.

We made characters for Dogs in the Vineyard, and all three are interesting. Maybe the young female convert from the East is most flamboyant, but the others have interesting aspects. I like the intellectual sharpshooter, and the doubting theologian as well.

For those of you who have managed to miss it, DitV is a game about "Mormon gunslingers in a West that never was". It's not really about Mormons, and not really about the Old West as it was in our world, but something like it. What it is, is a game where actions have consequences and your morals force you to act and think about it. Everything that's causing brain damage about alignment just works out like it should in real life in this game, it feels real and meaningful. Also, it will blow your mind that you can have that much freedom of action as a player, and learn to feel serious feelings of regret about the consequences of that freedom.

The session was a bit short, but to my surprise we managed to get all three characters done, and initiate two of them. The latter is kind of like the Prelude in Vampire. You play out a scene or passage of scenes which happened before starting play and it will help you learn the game system, and kick start your brain into your newly designed persona.

My favourite scene was probably when one of the characters, who had a illicit sexual relation in his backstory, suddenly chanced upon a couple doing the nasty thing. He started berating them, and when the girl saw his hesitation she yelled "You would do it if you had the chance!" The look on the player's face was glorious to behold. It just became better when she then with a intuitive strike accused him of not being so innocent himself. Never have self doubt been so fun to act out at the game table. You know you have succeeded when a player is squirming on his chair and trying to get out of the mess, while at the same having a smile plastered on his face.

I just love Dogs. Thanks Vincent!

Tuesday, July 7, 2009

Moral and ethics in roleplaying - alignment causes brain damage

Today I'm going to join the rest of the blogosphere and talk about morality, ethics and good and evil. Compared to the mainline D&D faithful I'm a heretic, so don your asbestos suit! This might be considered by some as a rant or a flame. Here we go!

For as long as I've known about Dungeons & Dragons I've known about alignment. At day one I thought it was one of the must stupid things in a very stupid game. These days I've changed my attitude a bit, become older and knows a lot more about how a game system support a style or play or not. But, I still hate alignment. It causes brain damage.

I have heard, as have probably everyone who have played D&D, the phrase “You can't do that, you're lawful!” This is just plain ridiculous. How come everyone but me knows what my character feels, thinks and wants?

There are many problems with this phenomenon. First off is the problem that it limits player creativity and enjoyment. One of the great strengths of face to face roleplaying is that it totally open ended. Playing a computer game or a family board game you can only do what the designer thought of. In a RPG you should be able to explore and stretch your legs. It's the biggest strengths that roleplaying games have.

A second problem is that it causes rigidity of thought, and turns mental powerhouses into vegetables. It causes brain damage. Since there are rules for what can't be done, there's no room for common sense. Suddenly you have sensible human beings who might be loving, caring friends and parents in their normal existence but now have become bloodthirsty murderers and amoral robots. Find a tribe of orcs, with females and kids? Suddenly one of the brain dead will say that they must be killed, “because they are evil” or “because they are chaotic”! I have seen it happen and every time I see it, it disgusts me.

So, if someone say that the Rules say it is right to kill sentient beings because they are Evil, what does that say about those who act upon that command? From my point of view it tells me that those who argues that RPGs should be banned because they teach the kids satanism could very well have a solid cause for banning, if they argued that they taught intolerance. Just the kind of intolerance that makes you want ban stuff, incidentally. I'd say it's perfectly fine to play a game where the player characters are, say, hired by the secret police in a totalitarian state in our world. What is cause for concern is what the players do with the responsibility. Having alignment to fall back to absolve the player from morals, and cause an "I only followed orders” mentality. I'd say it's flat out dangerous behaviour.

Now, maybe you object that it's just guidelines for roleplaying, and a starting point to ground the actions of your character. If it is “just a help”, why are there rules for punishing someone who acts out of line? If a rulebook tells me what is right and wrong in life I object (even if I agree!!), since I don't like to have someone elses morals forced down my throat, thank you very much! An observation from experience also tells me that those who claim it's just guidelines probably will be the ones shouting and arguing when someone acts against alignment later on in the session. Bad players are one objection to that observation, but I claim it's the aforementioned brain damage, since they seem to be just fine players as long as the "A" word is not mentioned.

If that wasn't enough there are more things which makes me rage about alignment. How does it work with spells like Known Alignment? Game mechanics have broken down the wall between player and character and suddenly the world knows about the rules of AD&D! The same thing applies to the concept of Evil or Good artifacts of detection spells. The only way to make that work out is for Good and Evil to be relative to the individual. If a cleric of a sun god encounters a warhammer sanctified to the good of darkness it will probably feel evil.

Since some people feel very strongly that moral relativism is more dangerous than HIV, I'd like to add that there's nothing saying that acts and ideals in the game has to be floating free in a sea of post-modernism just because of what I just said. You as a player probably have a set of moral values, an idea of right and wrong. Use those ideas in your game! It's not as if the game will degenerate into an unruly mess just becuase you don't have the crutch of alignment rules. A game about moral issues, where the choices made by the players come from their own convictions, have a much higher chance of being moving and engaging for real. Take a game like Dogs in the Vineyard. In that game your character have the power to define doctrine, and to meter out justice on the spot. You can overturn it all. But, when I've played it, it has every time been a question of us as players asking ourselves how far we really feel comfortable taking that power! Playing a game like that teaches understanding, not intolerance. Probably it will also give you some idea about what evil actually is.

That was a bit long, and rantish. But, I feel quite strongly about this. Alignment is not just a badly designed rule, it has social consequences that I feel are worth fighting. Feel free to disagree, but read what I wrote one more time and try to get what it is I'm trying to say.

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