Index of Chats
GMs Handle the Presence of Armies.
Sean
In the context of role playing games such as Dungeons and Dragons, small groups of adventurers gather treasure and fight monsters, but in the societies these games simulate, large armies or city police forces would be available to perform these services better. How do Game Masters a.k.a. Dungeon Masters deal with this fact?ChatGPT
There are several ways in which Game Masters (GMs) or Dungeon Masters (DMs) handle the presence of large armies or city police forces in their role-playing games:
Niche Focus: The adventurers are hired to handle tasks that are either too insignificant or too specialized for the standing army or city police. Perhaps the problem involves a specific magical or mystical element that the army isn't equipped to deal with, or maybe the issue isn't grand enough to warrant mobilizing a large force.
Bureaucracy: Even in a world with armies and police, bureaucracy can slow things down. Perhaps the local government is too slow or too tied up in politics to respond promptly to a crisis, leading people to hire adventurers as a more nimble alternative.
Corruption and Conspiracy: The local authorities could be corrupt or compromised. They could be actively ignoring a problem, or even contributing to it. This can create a space for adventurers to step in and fight for justice where the supposed "authorities" are failing to do so.
Incompetence: The city guard or army could be ill-equipped, poorly trained, or simply incompetent. This could make adventurers a more reliable choice for tackling certain threats.
Secrecy: The authorities might not want to publicly acknowledge a problem, for fear of causing a panic or revealing a weakness. They could hire adventurers to deal with the situation quietly, under the radar.
Resource Allocation: Armies and city forces are often preoccupied with larger-scale threats, like wars or maintaining general law and order. This leaves a space for adventurers to tackle smaller-scale issues or more localized problems.
Plausible Deniability: If a mission is politically sensitive or morally questionable, authorities might prefer to keep their hands clean by hiring outsiders to do the job. This way, if things go wrong, they can distance themselves from the fallout.
Narrative Reasons: The primary reason why adventures usually revolve around small groups of heroes rather than large armies is for narrative purposes. The GM/DM and the players can explore character development, personal stakes, and compelling stories more easily with a small party of adventurers. The challenges and conflicts that arise from a more intimate group setting also help to build the camaraderie and shared history that make these games so engaging.
Uniqueness of the Adventurers: Lastly, the adventurers might possess unique skills, knowledge, or capabilities that make them particularly suited to certain tasks. Perhaps they have a unique understanding of the enemy, or a special item that's crucial to the mission. This can make them a more effective choice than a conventional force.
These are some ways in which a GM/DM can maintain the importance and relevance of a small adventuring party in a world where large, organized forces exist.Sean
Orcs, Goblins and other intelligent monsters in RPG games might have feelings, families and other relatable characteristics that would make the players worry about the moral implications of killing them. How do GMs deal with these issues so the players are not paralyzed by moral hangups when an adventure requires them to fight such monsters?ChatGPT
Handling the morality of combat in role-playing games (RPGs) like Dungeons and Dragons can be a delicate matter, especially when dealing with intelligent, potentially relatable creatures like orcs and goblins. The approach largely depends on the tone and theme of the campaign, as well as the preferences of the players. Here are some ways a GM can address this issue:
Dehumanize the Enemies: Many classic RPGs follow a black-and-white morality model, where certain species are inherently evil and hostile. In these cases, orcs, goblins, and other "monsters" are treated as inherently malevolent, so there's no moral conflict when it comes to fighting them.
Justify the Conflict: The GM can set up a scenario where combat is justified or necessary. Maybe the creatures are posing a clear and immediate threat to innocent lives, or they're part of an evil organization that's bent on destruction. If the players see that they're defending themselves or others, they're less likely to feel guilty about the combat.
Emphasize Communication: In situations where conflict isn't immediately necessary, the GM can encourage the players to try diplomacy or negotiation first. If the monsters respond with aggression or if talks break down, the players will know they did their best to avoid needless violence.
Exploration of Moral Complexity: Some campaigns might deliberately delve into these moral complexities. Maybe the "monsters" are only fighting because they're desperate, or they're being manipulated by a more powerful entity. These revelations can lead to rich character development and intense, engaging storylines.
Non-lethal Combat: The GM can introduce non-lethal combat options, so the players can neutralize threats without killing. They might knock opponents unconscious, use magic to pacify them, or find other creative solutions that don't involve lethal force.
Redemption Arcs: Similar to the exploration of moral complexity, the GM can introduce opportunities for the players to "redeem" or "rehabilitate" their enemies, turning them into allies or at least neutral parties.
Player Autonomy: Finally, the GM can simply let the players decide how they want to handle these situations. If the players decide they're uncomfortable killing intelligent creatures, they can try to find non-violent solutions to their problems. As long as everyone's having fun and the story is moving forward, there's no "wrong" way to play.
Remember, these games are collaborative and the aim is to ensure everyone is enjoying themselves. It's always a good idea for the GM to discuss these kinds of issues with their players to determine what everyone's comfortable with and what will make the game most enjoyable for the group.Sean
What other sort of complexities, like the two mentioned above, come up in RPGs and how are they typically addressed?ChatGPT
Role-playing games, by their very nature, can delve into an enormous variety of complex issues. Here are some additional examples and typical ways they might be addressed:
Character Death: The potential death of player characters can create a difficult situation. If a character dies, it can be a major setback for the player, who may have invested significant time and effort into developing their character. DMs might introduce mechanics like resurrection magic, or alternatives like heroic sacrifices that give death more narrative significance. Some groups might prefer a less lethal game, where characters are rarely in danger of dying.
Inter-Player Conflict: Sometimes, the characters (or the players themselves) can come into conflict with each other. This can be especially challenging if the conflict escalates and begins to disrupt the enjoyment of the game. The DM might need to mediate these conflicts, ensuring that all players feel heard and respected. Sometimes, this could involve in-character solutions, while in other cases, it might require a discussion outside of the game.
Murder-Hobo Syndrome: This is a term used in RPGs to describe players who wander from place to place, killing indiscriminately and ignoring the plot. DMs often address this by introducing consequences for such behavior, like law enforcement getting involved, or the players gaining a negative reputation.
Railroading vs. Sandbox: This is the balance between the DM directing the plot (railroading) and allowing the players free rein to explore and create their own stories (sandbox). Finding a balance that suits the group is an ongoing challenge. Some DMs create open-ended worlds but prepare a few key events or encounters in advance, combining elements of both approaches.
Role-playing vs. Combat Balance: Some players love the tactical combat of RPGs, while others prefer the role-playing and narrative aspects. Striking a balance that caters to all players' preferences is a challenge. DMs typically achieve this by alternating between combat-heavy and role-play-heavy sessions, or integrating the two as seamlessly as possible.
Graphic Content and Sensitive Themes: Some RPG scenarios might involve graphic violence, horror elements, or sensitive themes like slavery, abuse, or discrimination. DMs should ensure they're respectful of their players' comfort levels, discussing in advance what kinds of content are off-limits.
Power Balance: In a group with diverse characters, ensuring that everyone has a chance to shine can be challenging. Some characters might be more effective in combat, while others excel at social interaction, problem-solving, or magic. The DM can aim to provide a variety of challenges and scenarios that give each character a moment in the spotlight.
Ultimately, all these complexities are addressed through communication, mutual respect, and creativity. The goal is to ensure everyone at the table is enjoying the game, and that can often require careful negotiation and compromise.