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Designing Morality Systems - World Building and Morality in Gaming

Looking to add a little depth and intrigue to your game? Wondering how to give your players tough choices throughout your narrative? Confused as to how designers can make you rethink your decisions and moral code when playing a game? Well, find out all the secret details to building fictional belief systems and creating fictional morality in your game today!

Designing Morality Systems - World Building and Morality in Gaming

Comments

@Cifer: meanwhile, there have been people who have at least claimed to work under a morality model where killing is wrong, but if you kill someone who is in a state of grace, you save them from slipping into evil, and thus it's not as bad. Of course, by the logic of those people like that with whom I'm familiar, that whole "killing them while they're in a state of grace" bit clearly thwarts the will of god, in so far as anything can, so it doesn't seem to be defensible. But the whole "convert them, get them to a state of grace, then kill them" concept is interestingly twisted. Note, I'm new here, so I can't yet say if this is something that is in the history videos on this channel, or if it's just stuff that will be in the history videos of this channel, eventually, assuming that humanity doesn't end itself first.

Some Ed

Yeah, V5 has further developed that, with one set of tenets universal to the entire group and one set of modifiers for each characters. Say the universal tenet is "Do not kill", but a character also chooses "Slavery is evil", so when they kill a slaver, they'd be punished less by the morality system than someone who has no particular relationship to the topic. Also, Avatar: Legends seems like a fun example for cumulative morality, as every character is torn between two principles - self-reliance and trust, role and freedom or tradition and progress for example. The characters are constantly influenced towards one or the other, with extremes being equally powerful (you can roll on these stats, so extremer means stronger) and bad (go over the edge and you likely do something horrible). But different from all the "no points for neutrality" games, there's actually a powerful ability you unlock by being perfectly balanced.

Cifer

I see your videos also go on Nebula before they go public on YouTube. Maybe you can start including Nebula links if we want to watch there? https://nebula.app/videos/extra-credits-fictional-belief-systems-creating-fictional-morality-extra-credits

Jason Montgomery

VtM alternate humanity paths are awesome for forcing you to think outside the box. Also Mummy: the Ressurected's Ma'At/Balance morality is very interesting because it is based on an ethical standard both nebulous and like 5000 years old

Veteran of the Mushroom Wars

This doesn't have to be a good/evil conflict. There's freedom vs responsibility. In the US people go on and on about their freedoms and act like being responsible to society at large is somehow wrong. Do people have the right to actively harm others?

Jason Youngberg

The tabletop moral system that taught me the most important lesson, possibly of my life, was the alignment system from Vampire: The Masquerade. Not the Camarilla. The Sabbat. It was the first time in my life I was awakened to the idea that different people could have different entire scales of right and wrong, and its allowed me to understand things so much more since.

Jathby Dredas

WWGD? That's a lot of calibrations...

Ramien


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