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07-01-2014, 01:53 PM | #1 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Go wild?
Over in the GURPS forum, in a thread about campaign themes:
Quote:
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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07-01-2014, 02:33 PM | #2 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Go wild?
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ETA: Really, that's kinda what the Dungeon Fantasy line is all about. It doesn't address consequences and repercussions from a broader society because it's not about that. You go kill the monsters and take their stuff, and everybody who enjoys that sort of thing has a fun evening playing out power fantasies.
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07-02-2014, 03:36 AM | #3 |
Join Date: Sep 2008
Location: near London, UK
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Re: Go wild?
I've never actually met one face to face, but I've read plenty of descriptions of player types which involve "the guy who only wants to kill stuff" – decompressing from work, perhaps. Some players are just impatient with problems that can't be solved by a +5 Holy Avenger.
TBC, that's actually where I part company with Dungeon Fantasy. I'm entirely happy to play someone who goes down a hole and bashes things, but I like the idea that there's also a civilisation "back home" too; it sets up a feeling of dramatic conflict, and when people have to interact with it without bashing it it makes for a different sort of adventure.
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07-02-2014, 09:17 AM | #4 | |
Join Date: Dec 2006
Location: Houston
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Re: Go wild?
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When we played AD&D as kids, we didnt worry if the Goblins had a full warren back at home. We didnt worry if that was the last dragon we were wailing on. Bad Guys needed to have Bad Things happen to them and we were those things. That was it. Now when we got back to town we were always civil without instruction. We just were. I dont even really recall why as I type this. When we were 'in the dungeon' or 'on adventure' we killed things with very little conversation, but in town it was almost all chit chat. We never killed anyone in town unless we were SURE that dude had it coming and we could prove it. Looking back it seems rather restrained for an imagination game. Of course it could have been that the Monster manual had the Good and Evil creatures clearly labled, so we knew what we could kill with out remorse. As long as HEs evil, WE'RE the good guys. Convenient morality that. Nymdok |
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07-02-2014, 10:41 PM | #5 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Go wild?
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Bill Stoddard |
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07-03-2014, 12:55 PM | #6 | |
Join Date: Dec 2006
Location: Houston
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Re: Go wild?
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We were simply kids with a simple morality. There wasnt this constant NEED fro the conflicted almost justifiable anti hero type. We didnt even believe at that time that if we just understood the goblins/orc/bugbear/giants position we could negotiate something. It was enough for us that there were good guys and bad guys. Nymdok |
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07-03-2014, 02:08 PM | #7 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Go wild?
Makes sense. My initial gaming experience was the club at college, all weekend, every weekend, plus a couple of weeknights. There was time for plenty of complexity there.
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07-03-2014, 05:09 PM | #8 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Go wild?
Yes, this is at what I was getting with my comment. Mind you, even in high school I was often playing characters that didn't go for this at all, or ones that reveled in their amorality, but I knew darn well that I was unusual in my group. Even now, I see this happening in games. I was in a Labyrinth Lord game a few years back where the GM made orcs and goblins bubble up from pods in the dungeon so we could just blast them without mercy.
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07-02-2014, 06:59 AM | #9 | |
Join Date: Jun 2006
Location: The Great White North
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Re: Go wild?
Quote:
New evidence suggests heinous behavior played out in a virtual environment can lead to players’ increased sensitivity toward the moral codes they violated.
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07-02-2014, 07:43 AM | #10 |
Join Date: Jul 2005
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Re: Go wild?
I've never found role-playing people without consciences fun. But then I fantasize about being someone with more courage than me not someone who isn't being watched just now so they can get away with what they like.
Perhaps people who feel their powerlessness in real life is something imposed on them by circumstances rather than by their own nature fantasize about different things.
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
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