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DitV invades Southern Illinois!

Started by joewolz, July 24, 2007, 11:36:58 PM

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J Arcane

Quote from: Elliot WilenOr rather, you can ask: is it the fault of DitV if players have their characters shoot people in the face for adultery?

Regardless of whether DitV is "at fault" for allowing this sort of behavior, is it ever okay? Like, if the players believe their characters are bad people? Or if the players themselves feel bad about it afterwards?
The hell kind of weak-ass apologism is that?

The basic theology of the game makes it morally right for you to do such a thing.  And expressly says that PCs are always right.  Sin is corruption, and you sleeping with your best friend's wife is why the crops are all dying and the well dried up. The Dogs are chosen by God and are essentially Judge Dredd with ex cathedra rights. That's what the game is about.

You may as well have asked if it's D&D's fault if the players go into dungeons and kill dragons.
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TonyLB

Quote from: J ArcaneThe basic theology of the game makes it morally right for you to do such a thing.  And expressly says that PCs are always right.
Yes ... if you decide that shooting the guy in the face is what God wants then that's what God wants.  It's your fault that your story-universe has a vindictive bastard God.

Contrariwise, if you decide that forgiving the guy and convincing him to mend his ways and lead a blameless life, even if that seems really hard (or even impossible) is what God wants then that's what God wants.  It's to your credit if your story-universe has a God of mercy and compassion.

I've never found that having that burden on your shoulders ... that mandate to define God ... made the enterprise less morally challenging.  To the contrary, in play, I find that it makes everything far more difficult.  People don't want to stop at the good-enough answer ... they want to figure out what they really and truly believe to be Right.
Superheroes with heart:  Capes!

joewolz

Quote from: J ArcaneSo why is being a Mormon lynch mob and shooting people in the head for such horrid crimes as adultery an acceptable pasttime, but RaHoWa isn't?

Well, for one, Mormons aren't race-based bigots.  Dogs was written with an early Mormon outlook and a loosely Christian morality to promote the idea that difficult moral situations cause tension.  Racial Holy War was written specifically to support the white supremacist agenda.

Personally, I feel it's wrong to be judgmental of any group in real life, and I find your seething hatred for the Mormons disturbing.
-JFC Wolz
Co-host of 2 Gms, 1 Mic

J Arcane

Quote from: joewolzWell, for one, Mormons aren't race-based bigots.  Dogs was written with an early Mormon outlook and a loosely Christian morality to promote the idea that difficult moral situations cause tension.  Racial Holy War was written specifically to support the white supremacist agenda.

Personally, I feel it's wrong to be judgmental of any group in real life, and I find your seething hatred for the Mormons disturbing.
It doesn't have anything to do with Mormons.  It has to do with the theology.  They could be Catholic witch hunting zealots, or Eastern Orthodox, or Protestant, or Puritan, and the fundamental concept would still be just as barbaric and disgusting.
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arminius

Quote from: J ArcaneThe hell kind of weak-ass apologism is that?
Chill out, you haven't seen my answers. ;)

droog

Going into holes in the ground, killing critters the cosmos assures you are evil and taking their stuff; that's all right.

Having the power and responsibility to judge by your own discretion, in a world where good and evil are hard to find and separate; that's not all right.

That is very strange.
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arminius

Here's something bizarre about the game that touches indirectly on what I think of it (in terms of the questions I raised).

On p. 68, the GM is given the option of either assigning Fallout normally to NPCs after a conflict, exactly as if they were PCs, or "if nobody cares about the NPCs' fallout", the GM can simply give the NPCs' two highest fallout dice to the players for a followup conflict.

What this means, I think, is that the GM has the option of either exploiting Fallout in a tactical manner--the way that players are encouraged to do, using "warmup" conflicts to improve their dice--or giving the players an advantage. It strikes me as completely arbitrary, allowing a GM who plays "all out" (which is encouraged elsewhere in the book) to frustrate players by having the NPCs get more and more powerful as play goes on, but at the same time giving an out for the GM to "go soft" on the players...with no real guidance as to when it's appropriate to do one or the other.

This screws up the player's effort to advocate for his character through the system, since the player now has to second-guess the GM when deciding what to do in the middle of a conflict. (If you're inflicting a lot of Fallout but you're going to have trouble winning without escalating, you don't know if you should drop out and pin your hopes on a followup, or go all-out to neutralize the issue before an adversary gets buffed up.)

droog

I encourage you to post this concern on the lumpley games forum, Elliot.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

TonyLB

Quote from: Elliot WilenHere's something bizarre about the game that touches indirectly on what I think of it (in terms of the questions I raised).
Hey ... y'know what? ... this all has 100% nothing to do with the actual play that started out this post.

Over here Pundit made the claim that a person could post about their actual enjoyment of DitV on the RPGSite without being thread-crapped all over by people whose only agenda is to show how much they dislike the system.

I guess he was wrong.
Superheroes with heart:  Capes!

TonyLB

So Joe ... what did the Dogs decide was God's will in the town?

I'm assuming the Salt Lick Kid got hisself a holy salvation of hot lead ... most NPCs whose goal is "I fuck with the Dogs" end up with their brains spread across the street.

But what about Paul and the Steward?  Where did the Dogs come down with regard to them?  What about Shelley and (poor, sweet, suffering) Dee?

And what did they think was the right thing, overall, to get the town back on track?  I love the demonic attack of "GOLD!  Give them more gold!  That'll be sure to send things straight to hell!" ... mostly because it strikes me as very, very good strategy on their part.
Superheroes with heart:  Capes!

joewolz

Thanks for asking Tony!  I still have issues with "discussing my character" without being asked, so I was trying to not be rude.  I'll answer your questions as best I can.

Quote from: TonyLBSo Joe ... what did the Dogs decide was God's will in the town?

God's will was to dynamite the creek and cover it with rock so the gold was inaccessible.  They argued for a long time over that since the gold was initially used for good.  They also took all the "useless" or "decorative" (their words) items from the homes of the faithful and from the beautiful church and sold them East to help the poor on the west side.  

Quote from: TonyLBI'm assuming the Salt Lick Kid got hisself a holy salvation of hot lead ... most NPCs whose goal is "I fuck with the Dogs" end up with their brains spread across the street.

They pushed him and pushed him, and the PCs confronted the Salt-Lick kid and his posse in the street at dusk.  He did end up killed, but as he lay dying (Fallout determined he needed medical or he would die) one PC wanted to save his soul, and got him to repent and convert in his last moments.

Quote from: TonyLBBut what about Paul and the Steward?  Where did the Dogs come down with regard to them?  What about Shelley and (poor, sweet, suffering) Dee?

They ambushed the congregation at church and brutally killed Councilor Paul for being a "false prophet."  They stripped the Steward of his responsibility and replaced him with Paul's widow.  They also made Judah the new Councilor.  

Quote from: TonyLBAnd what did they think was the right thing, overall, to get the town back on track?  I love the demonic attack of "GOLD!  Give them more gold!  That'll be sure to send things straight to hell!" ... mostly because it strikes me as very, very good strategy on their part.

Well, they dynamited the gold and told the congregation to start trying to convert the west side of town.  I just grabbed this town from the file when the players decided to play Dogs.  It ended up being a really cool town to play.  Kudos to whoever wrote it, since there's no author attached.

The game was very satisfying, and my ego yearns to be able to take credit for anything at all...but I really can't.  The players did all the cool things and someone else wrote the town.  I had the only first edition copy of the book!  And one player used my dice!
-JFC Wolz
Co-host of 2 Gms, 1 Mic

TonyLB

I always find it fascinating to watch PCs choose which NPCs in the town they're going to care about, and which they're going to sideline.

No happy ending for poor conflicted Dee?  Awwwww ....

Still ... dynamite is good!
Superheroes with heart:  Capes!

arminius

Quote from: droogI encourage you to post this concern on the lumpley games forum, Elliot.
You're becoming predictable, droogie.

arminius

Quote from: TonyLBHey ... y'know what? ... this all has 100% nothing to do with the actual play that started out this post.

Over here Pundit made the claim that a person could post about their actual enjoyment of DitV on the RPGSite without being thread-crapped all over by people whose only agenda is to show how much they dislike the system.

I guess he was wrong.
I didn't know "threadcrapping" meant "posting anything other than fawning enthusiasm". The OP didn't offer a specific focus for this thread other than, "Here's some AP."

I did miss the fact that this was posted in Craft/AP, maybe that precludes topic drift away from the actual play. If so, I can see that a number of my comments are irrelevant.

joewolz

Quote from: TonyLBI always find it fascinating to watch PCs choose which NPCs in the town they're going to care about, and which they're going to sideline.

No happy ending for poor conflicted Dee?  Awwwww ....

Still ... dynamite is good!

Dynamite is good.  They completely ignored Dee.  I forgot to put that in there, sorry.  I don't even know why they ignored her, and we talked a bit about it after the game.  They couldn't come up with a reason either.
-JFC Wolz
Co-host of 2 Gms, 1 Mic