TerraNova
RPG Superstar 2009 Top 32
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Morally ambigous situations. How about this:
Black and White, or is it?
Your country is in a war that is slowly turning against it. It isn't well know yet, but (due to privileged positions, ...) you know that probably the reserves won't last the winter, and the enemy is not showing any signs of letting up.
There is a peace conference set up by a third power, and your side is due to be represented by the chancellor. Now you find out the chancellor is a cultist of some Norgorber. What's more, said chancellor is going to perform a ritual to that god to invoke the Reaper of Reputations favor.
Do you stop the ritual and slay the chancelor? He may kill now, yes - but if you let the ritual go through and deal with him later, it may save a lot more lives and spare you a gruelling winter war defeat.
Justice?
Your party has been chasing the villain for months. You've foiled his evil plans, slay his henchmen and dismantled his lair. He's given as good as he got, though. He's kicked your dog, burned your hometown to the ground, and generally done everything he could to make sure you want him dead.
But he doesn't show up in front of the idol in the final room of his fortress. He's instead put on his hairshirt, shaved his head and joined a penitent order. Now, given all you've seen him do, you're certain its just a ruse to get you off his trail. Yet he promises a lifetime of good works to make up for his misdeeds, and the law of the land is inclined to allow him that.
| Haladir |
Probably the most memorable moral conundrum I've ever been faced with as a player was about 15 years ago during a GURPS X-Files/Cthulhu/World of Darkness game. My character was a former CIA field agent turned US Marshall. Our team had been tracking terrorists, who turned out to be vampires, who in turn were trying to stop cultists from performing a ritual to summon Hastur the Unspeakable. My character had a Dependent NPC (competent)-- his wife, who was a corporate attorney.
Anyway, we're playing the penultimate session of the campaign. My character's wife had been hired by the vampires' corporation, but has been kidnapped by the cultists. We've learned that the cultists need to first summon the spirit of a Byakhee into a human host to form a hybrid creature, and it will be from the body of this hybrid that Hastur will be called forth. However, when summoned in this manner, they can force Hastur to perform a specific terrible task, but then will return him whence he came, and also restore the human host. We fight our way into the cult's ritual chambers to find my character's wife restrained on an altar, just as the summoning is complete-- she's already become the hybrid being! The cultists just started the second part-- the actual summoning of Hastur.
Now, my character has a magic item that can briefly rip the consciousness of a Mythos creature into it, at great risk of being possessed by said creature. He's also got a submachine gun and a couple of hand grenades.
We know that summoning Mythos entities is easy, but controlling them is the hard part. If we interrupt the ritual in the wrong way, Hastur could come uncontrolled and would destroy the world with eldritch fire!
So, my choices appear to be:
1) Let the ritual complete: the cultists win and perform a great evil, but trust that they can return Hastur from whence he came without destroying the world (which is itself a gamble), and will restore his wife after it's over.
2) Shoot my wife/hybrid being. This has a good chance of stopping the ritual without summoning Hastur at all, but leaves my wife dead.
3) Use the Elder Stone to pull the byakhee's spirit out of his wife's mind, freeing her from its influence, but running the risk of himself becoming the hybrid being, and possibly allowing Hastur to run free to destroy the earth.
Those were the choices the GM gave me.
I chose a fourth option: First, I pulled the pin of a hand grenade, and dropped it at my own feet. Then, I used the Elder Sign to pull the spirit of the byakhee out of my wife into the sign, I dropped on top of the grenade, and then let the spirit of the byakhee possess me, becoming the hybrid being myself. Before it can act--BANG! The grenade exploded, killing me instantly (and the byahkee's spirit as well), but saving the world and my wife.
Not quite a no-win situation, but it was the best possible outcome.
The rest of the team shut down the cult and rescued my character's wife.
THAT'S the kind of moral conundrum I like-- the one where the PCs have the option of making a truly heroic choice.
| Shadowdweller |
Shadowdweller wrote:A simple but excellent one I once read on these very boards involved an evil wizard kidnapping a group of innocents (say, all the children from a town somewhere). After doing so, the wizard transforms them into horrible, but still living, monsters, and sends to terrorize or conquer their own (or some other) village. The quandary arises when the PCs, called in to help save the town, discover that the creatures they are fighting are actually transformed children. This may be suitably conveyed by, for example, having the monsters change back into child form after death.They just need to find a way to reverse the effect.
Also, a Paladin should not be forced to kill children. That's just wrong.
"Excuse me, good... um... monsters, would you KINDLY refrain from slaughtering those innocent villagers for a few days while I figure out how to return you to your rightful forms?"
Tirq
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Other moral conundrums are both more mundane and appear regularly in real life (or on messageboards), like "You've been insulted. Do you hit back, or just take a deep breath and walk away?"
Or in the case of certain Monks or Barbarians in game, you should take a deep breath and hit back.
Moral Conundrums are nice, but if they pop up too many times it gets hard to be encouraged to play.
| Darktower Zhaorae |
Icyshadow wrote:"Excuse me, good... um... monsters, would you KINDLY refrain from slaughtering those innocent villagers for a few days while I figure out how to return you to your rightful forms?"Shadowdweller wrote:A simple but excellent one I once read on these very boards involved an evil wizard kidnapping a group of innocents (say, all the children from a town somewhere). After doing so, the wizard transforms them into horrible, but still living, monsters, and sends to terrorize or conquer their own (or some other) village. The quandary arises when the PCs, called in to help save the town, discover that the creatures they are fighting are actually transformed children. This may be suitably conveyed by, for example, having the monsters change back into child form after death.They just need to find a way to reverse the effect.
Also, a Paladin should not be forced to kill children. That's just wrong.
"My apologies for this, but if you are not stopped you will do harm to innocents." *non-lethal flail clubbing*
| Shadowdweller |
"My apologies for this, but if you are not stopped you will do harm to innocents." *non-lethal flail clubbing*
Yes, that would be one possible solution.
ETA: To expand - if one is assuming that a situation must be "no-win" to be a good moral conundrum, then I must disagree. This is a situation that, IMO, allows for excellent drama, roleplaying opportunities, and/or tactical diversity. How one deals with the logistics of trying capturing and/or imprisoning a horde of captives without seriously injuring them or letting them escape to cause injury and destruction is still a challenge for all that it is not inherently insurmountable.
| Freehold DM |
I guess were coming from two different angles here. What you describe as being heroic, I see as easily being set up in a way to cause a paladin to fall.
Freehold DM wrote:Brian Bachman wrote:However, you do realize you just described a bevy of "no win" situations for the person being tortured, the civilians being sacrificed(or the first people the BBEG encounter when he's in a bad mood), and the lives lost of either party members or non-party members. I think it would be wiser to say you don't like the cliches you don't like and you do like the cliches you do like.I like scenarios where players/groups have to choose between expedience and "doing the right thing". A couple of examples.
-- Whether to torture a prisoner to gain information useful to the party (but not necessary to save lives or some other arguably "higher purpose" - not that I would argue that, but I know many who would, some of them pretty reasonable human beings)
-- Whether to rescue innocent civilians even if it means letting the BBEG get away
-- Whether to risk the lives of others to minimize party risksWhat I dislike as a player and don't do as a GM is force parties into situations in which there is no morally right or even acceptable thing to do. Some GMs (and perhaps their players) seem to delight in that, and consider it a more "gritty" or "realistic" style of campaign.
More power to them if they are all happy doing it that way, although I suspect those GMs enjoy this style more than their players. Doesn't appeal to me in the least. I deal with gritty reality and choices between shades of gray in my life and work every day. When I'm gaming I want to escape from that and be able to be heroic. I want to slay the dragon and rescue the princess, and not be forced to make morally questionable choices to do so. Maybe that type of scenario has been done to death, and others are more jaded than I am, but after 30+ years of gaming it hasn't gotten old to me.
Like James T. Kirk, I don't believe in no-win situations.
Not really sure what you are getting at, here. Perhaps you could expand on it or clarify.
Obviously, when I was talking about...
| Oladon |
I've been working on a personal project for our group lately, and have been intending to post it on its own thread once I release the code, but this seems to be a good place to share (as well as source) part of it. Some of them are more subtle than others (and one or two might not really be "moral conundrums").
Scenarios I've used:
-- An ogre warlord has taken one of the party hostage and will execute him/her at sunrise, but at the same time a number of barghests are poised to overrun the local town. What does <character> do?
-- With what character (PC or NPC) does <character> have the best relationship, and why?
-- The party stumbles across a magic lamp. The genie inside is grumpy at being awakened, but will grant <character> one wish. What does <character> do?
-- <character>'s heroic effort saved the head of the assassin's guild from humiliation. He offers to accept a contract to kill any being <character> names. What is <character>'s response?
-- The party fails to stop an unspeakable ritual, and the Prime Material Plane has been annexed into the Infinite Horrors of the Abyss. Demons are pouring in from all sides, everywhere. What does <character> do first?
-- <character> learns that one of his/her worst enemies has knowledge that will be vital to stopping a plot to overthrow the kingdom. What does <character> do?
-- The party has arrived at a poor village that has been plagued by gnoll raiders. The villagers inform the party that they cannot pay a reward, but they do offer rations for the road and warm place to stay if the party drives away the gnolls. They look to <character> as the leader. Would <character> accept the quest?
-- While purchasing party supplies, <character> encounters a mysterious figure who claims to hold a map to an ancient treasure. She offers to sell it for all the party's gold. What would <character> do?
-- <character> comes upon an ambush and drives away the attackers, only to realise that the target is the evil Queen Abrogail II of Infernal Cheliax, unarmed and with all her guards slain. Her two sons are known to be even worse, and would surely tear the kingdom apart in civil war upon her death. She promises a rich reward for rescuing her. What does <character> do?
-- Over the course of adventuring, <character> has noticed another party member possesses an item of great use to (him/herself). After resting from a long day of slaughtering evil monsters, the party settles down to sleep. <character> takes first watch. While the rest of the party is asleep, <character> sees the perfect opportunity to snatch the item for himself. What would <character> do?
-- During an adventure which involved ending the evil reign of a necromancer and disposing of his horde, the party finds the helpless child of an inbred ogre. It is decided <character> has the final say of the child's fate. What does <character> do?
-- <character> stumbles upon a bandit camp. The bandits are all dead. Upon further inspection, <character> realizes that the bandits were all slain by a barghest. What does <character> do?
-- <character> walks into a shop and finds that the shopkeeper is blind. There is a cup for payments on the counter. The shopkeeper says that he can tell by the clinking of coins in the cup that he has been paid. What does <character> do?
-- <character> walks into a bar and sees a patron arguing with the bartender about his tab. The patron insists that he had only 3 drinks while the bartender claims he had 4 drinks. The patron looks to <character> and says, "He'll vouch for me, he saw me have 3 drinks only." What does <character> do?
-- <character> is awakened by a mysterious being from another plane asking for help. No one else in the party wakes, and the being tells <character> that there is no time to wake the others; to save the being's plane, they must leave immediately. What does <character> do?