Bear in mind I'm not saying that pro-social play can't have "rewarding" outcomes for players:
Any decision should have (diegetic?) consequences in the fiction. The townsfolk are thankful; the goblins remember your mercy, etc.
But extra XP tickets for ethical decisions stinks.
If you give bonus XP for sparing goblins your players aren't making a decisions based on how much their value life. They are making a decision based on how much they want XP.
A subtle but *absolutely* essential distinction, when it comes to ethics.
Heck: I'd go so far as to argue that laying out definitive outcomes -ie: "*if* you help the villagers, the party *definitely* gets +1 attitude modifier for them in future"- shifts the decision from being ethical to mercenary ...
... is assisting a community in need worthy for its own sake? Or are you making this decision for that +1 bonus?
"I as the *player* am making a mechanically optimal choice, but my *character* is making an ethical choice!"
Sorry, this strikes me as a cop-out ... A fictional fig-leaf of empathy hiding a mathematical decision.
(This was in a branch-off thread, but I thought it worth reproducing.)
I personally feel like existing systems (which incentivise antisocial play in RPGs) have value, in that they model the drives fueling amoral / unethical behaviour in real life.
Material gain is the drive of logging and land-grabbing. Logger-barons *do* materially wealthier and more privileged, as a "reward" for their terrible actions.
If you want to present an ethical choice in play, congruent to our real-life dilemmas, there's value in asking:
"Hey, if you kill the goblins you can grab their treasure, and you *will* get richer. There's no reward for sparing their lives, except thanks."
Which is a way of asking:
"Does your commitment to preserving life outweigh the material incentives for taking life? Will you choose the ethical choice, if -as it often does, in real life- this involves you sacrificing personal growth and gain?"
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" Gul and others's mistrust [of vaccinations] stems from a much more sinister source ... hunting for Bin Laden in the Pakistani city of Abbottabad, the CIA organized a fake hepatitis B vaccination program to aid in their search. "
" ... though the White House announced that the CIA would no longer use vaccination programs as cover for espionage, Pakistan moved from being a country that had almost eradicated polio to one whose polio cases accounted for a whopping 85 percent of the global share. "
Even if you expect a baseline of USian interventionist evil, this is *beyond the pale* HOLY SHIT
To contextualise my thoughts re: incentivizing ethical decisions in RPGs:
Yesterday I played in a game, running through @DonnStroud 's "The Isle of the Plangent Mage". At the start of the adventure, a scene of townsfolk slaughtering beached whales.
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The parent whale had already been killed; its three children were still on the beach, breathing.
The bulk of our session became: "How do we save these whale babies???"
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We were playing with Old School Essentials. OSE's rules-sanctioned incentive for play is as old-school as it gets: gold for XP; monsters defeated for XP.
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Tried reading Lancer RPG several times now. (It's been on my bedside table for a month.)
And it is *genuinely* difficult for me to see its setting's central polity, Union, as anything but an analogue to imperial US America.
Union:
* centralised polity with clear metropole worlds
* absolutely intertwined with megacorporations
* "safeguarded" by a secret intelligence bureau a la the CIA / KGB
* foreign policy against its "periphery" is expansionism / corpocratic brush war
* sure of its moral rectitude
The text uses the word "utopia" / "utopian" 18 times. (Not counting the phrase "Utopian Pillars", Union's charter.)
I kept looking to see whether it was using this world ironically. It does not.
Modern cyberpunk's problem isn't dystopia. Cyberpunk fiction has always had dystopia. Punks need a bad world to resist.
Modern cyberpunk's problem is tone. Feels like there's more stories of surrender / evil-ultimately-wins cynicism now. We've stopped resisting the bad world.
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Maybe this is natural:
As we slip further into dystopia, cyberpunk begins to dress in the costume of realist fiction.
In real life, as we discover the insurmountability of the corpo-state; as we realise that evil wins not because it is ruthless but because it is convenient;
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Creators working in the idiom of cyberpunk may feel like its their duty to reflect these realities:
"We live in a dystopia now. Turns out, we aren't the punks. We're the wage-slaves."
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