Re: [TML] What is the moral? Greg Nokes 22 May 2015 17:51 UTC

On May 22, 2015, at 10:20 AM, Bruce Johnson <xxxxxx@pharmacy.arizona.edu> wrote:
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>> On May 22, 2015, at 10:01 AM, Kelly St. Clair <xxxxxx@efn.org> wrote:
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>> My gut feeling is that stories designed to deliver a Moral Lesson unto the players are, by their nature, rather fixed and railroady - not good adventures.  There's also the risk that one's players will not appreciate/agree with the intended moral, or with being preached at in general.  (Some have a particular antipathy to such lessons being embedded in their entertainment, something that is supposed to be for /them/ - it is an unwelcome imposition, like commercials.)
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> Kelly just said what I was thinking, only more clearly.
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> Remember: an RPG adventure is NOT a story; it’a a framework wherein stories are created collaboratively. If you, as the GM wish to impose a Moral on them, it’s got to be done much more subtly, and in response to the players actions, not the path the GM has ordained.
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> On a broader scale, you can always use standard tropes <http://tvtropes.org> but you cannot really force the issue.

A lot of the stories that we have told around our traveller table were about (mostly) good folks doing bad things trying to make the world a better place and keep some cash in their pocket. The best campaign that I ran was based on the Hard Times book. They did a lot of morally questionable things, and had a lot of hard choices based on the “The Cold Equations”. Save 10 people, and let a colony die, or let everyone die in jump space.

I tend to shy away from “criminals in space” and more use the “good people doing what they have to” idea I guess. ;-)