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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The townsfolk saw the beached whales as gifts from Mother Sea; we'd presumably piss off a poor seaside community for taking away a valuable source of food / resources.
But our Cleric had cast Speak to Animals. We knew the kid whales were scared. We *couldn't* not act.
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In the end, we managed to get the villagers to agree to letting three of the four babies go.
The final one -who had been a bit emo and had asked to die, if it matters- our dwarf gave a quick death, instead of being gutted while alive.
Not fucking ideal, but there you go.
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True: now there were three whales in the bay, who saw our party Cleric as their saviour.
But I don't think "potential allies" where at the forefront of our minds. More: "These are scared kids. We can't let them die like this."
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"XP for defeating monsters": the whales weren't monsters -but the risk of sour relations with the townsfolk who've fucked with "XP for gold"; this was our one access to a local economy.
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"We couldn't in good conscience let kids die."
This decision wasn't driven by any rules-sanctioned incentives.
It *was* made meaningful by a table that empathised with the fiction, and a GM / player group ready to play out meaningful "diegetic" consequences.
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In this way, you could argue that we as players were "incentivised" to act with empathy by the culture of our play, and the "solidity" of the fiction - framed by our GM; sustained by player buy-in.
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Our "incentives" weren't a matter of designing better rules or game systems -but in establishing better ways of communication and sharing of the fictional space, between players.
A matter of communications, as @greerrrr says.
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So, to me, the challenge for folks who make tabletop RPGs is less:
- "How do we design a better system to incentivise play we want?"
and more:
- "How do we foster a better culture of communication, so people sharing an imagined space can act with emotional truth?"
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We are humans and are capable of enough empathy to act out emotional truth in fiction;
Not coded robots that need the former to simulate and approximate it.
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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
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.
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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