Thread: Go wild?
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Old 07-01-2014, 01:53 PM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Go wild?

Over in the GURPS forum, in a thread about campaign themes:
Quote:
Originally Posted by Rasputin View Post
Also, the lack of a place to go wild with few social constraints hurts as well. Most military games have this problem. One of the takeaways we always have from war is that there are social constraints to killing folks and taking their stuff. Maybe not right away, but it catches up to folks. It's flat-out wrong, and we shouldn't be encouraging that. We're doing this to escape the grind for a few hours; realistic choices with realistic repercussions appeal only to a few gamers.
OK, this puzzles me. Consequences and repercussions from a broader society have always been a significant part of roleplaying in all the groups I've belonged to. Down a dungeon, they may be rarer than in town, but they can still happen. Sometimes an NPC in town has followers, prisoners or other interests in the dungeon.

Thinking back to learning roleplaying in 1979-80, you got new recruits who wanted to go wild all the time, but they learned pretty fast that there were limits in the societies, even in homebrew D&D worlds.

Is this experience atypical? Is a complete freedom from consequences part of many people's roleplaying?
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