Moral Dilemma: Killing and Deaths in RPGs


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In our "Shattered Star" game, we made it to the first dungeon in The Asylum Stone. So far, we've found four rooms where we...

1. Open the door.
2. See that there's a monster.
3. Don't see anything obviously useful or valuable.
4. Close the door.
5. Spike it shut.
6. Chalk "Danger: Monsters!!" onto the door.
7. Proceed down the dungeon.

I mean... we know that we're probably leaving treasure behind, but why fight a gaggle of kytons in a chain-filled room if you don't have to?

Dark Archive

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I've played a character that practiced Gandhian nonviolence in a campaign not meant for nonviolence it's an interesting challenge, was fun for me but not sure how the other players liked it.

I once played in a campaign where the entire party was evil trying to do as much harm as possible, it did last long just couldn't get into killing innocent people.

The Moral Dilemma for me in gaming is it seems odd that killing is acceptable but many other things are not.

It's very possible and happened in real life that even wars were fought without the goal of killing the other side. Knights were not just protected by their armor but all so the social class, why kill a knight when you can capture them for ransom. There are the Aztec Flower wars. A knight's armor was way more protective than most D20 games make it to be. Knights frequently didn't fight to the death but to the point of exhostion where they became easy to capture or yelled. Using a simple homebrew rule where if you run out of stamina you are too tired to keep fighting. Would reduce both character death assuming the opponents are willing to capture not kill, and also give the PCs more opportunities to fight but not have to kill. Obviously, this doesn't work for every encounter zombies are not going to stop fighting or take prisoners.

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