I’ve mentioned before in this blog that one
of my hobbies is the running and playing of table-top
roleplay games. I
think that I’ve also mentioned that I have written up my own
set of rules, and created several different campaign
settings to use them with.
My rules are in a constant
state of development and play-testing.
They’ve gone through 3 distinct ‘editions’ and uncountable minor tweaks
and changes. Almost all roleplaying
games (and mine is no exception) describe both player and non-player characters
though a series of numerical statistics that show how strong or weak they are
in various mental, physical and interpersonal aspects. I’ve recently been toying with the idea of
inserting another appendix into my rulebook dealing with additional character
attributes that could be included, depending on the genre of game being played.
Many games make use of an
‘alignment’ mechanic of some kind to track a character’s morality and
ethics. The classic example is Dungeons
and Dragons’ double axis system of Lawful-Neutral-Chaotic and Good-Neutral-Evil,
allowing a character to choose one of nine alignments, from Lawful Good to
Chaotic Evil, to represent their moral outlook.
I’ve been tinkering with this
idea, mostly thinking about how it would work for an Arthurian-style game, and
I’ve been considering 2 separate numerical traits, Virtue and Glory. Virtue is gained through acts of generosity,
mercy and kindness, and lost through acts of cruelty, ruthlessness and
evil. Glory is gained by defeating enemies,
courageous deeds and completing quests, and lost by being defeated, and through
cowardice and failure. It would be
possible to increase both scores at the same time, or increase one and decrease
another (by, for example, defeating a powerful enemy and gaining Glory, but
then killing him after he’d surrendered, losing Virtue).
A certain level of Virtue
would be required for a character to be able to enter a particularly sacred
place, use certain magical items, be approached by certain magical being, or to
look upon, or even be allowed to drink from the Holy Grail.
The idea is that it encourages
player to play their characters in a certain way (which is why such a mechanic
is only suited to certain genres).
However, there is a problem with such a mechanic (and this goes back to
the whole ‘means and ends’ thing I’ve been chewing over recently, and to my
pondering on ways of giving to charity even further back) in that it encourages
characters to do good not because this is how their characters ought to be
behaving, but for an out-of-character reward.
“Ok, so I murdered that
peasant because it was funny, but I can just get that Virtue back by donating
money to the next five beggars I meet.”
It ceases to be a reward for good roleplaying, and becomes a currency
for which they sell their good behaviour, in the expectation of being able to
spend it further down the line.
And
now; the inevitable real world analogy! (You knew it was coming!)
It is my belief that people
ought to do good, and avoid evil for the sake of doing good, and avoiding evil,
as ends in and of themselves, and not as means to some greater reward or
evasion of punishment. I always refused
to get involved in the very public displays of charity that the supermarket I
was employed by indulged in, because it was done as a form of marketing, and
with the good of the intended recipients as a secondary consideration, at least
by the company itself.
Should it matter? If good is done and evil avoided, if
charities are supported and people helped, does it matter whether it is an ends
or a means, and whether our motivations are pure or self-centred?
In a word; yes. In fact, my understanding of my religion is
such that I think it’s possibly more important.
As I’ve said before, you cannot buy or bargain your way into
Heaven. God does not award Virtue points,
and there is no threshold of points which will give you entry. In fact, I believe that humans are incapable
of ever earning enough Virtue points to ever get in. This being the case, our motivations are far
more important than our actions, although of course if they never become
actions at all, our motivations count for less than nothing.
We should play our characters
the way the great Games Master wishes them to be played, without any thought of
out of character rewards. We will be
rewarded, but not because we have earned it.
In the meantime though, the Game will be that much better for our
playing it well.
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