• Wolf Link 🐺@lemmy.world
      link
      fedilink
      arrow-up
      73
      ·
      1 year ago

      Amen. As a DM it is completely fine to generate challenging “food for thought” situations for their players, but when you start to play against your party and actively sabotage their characters, decisions or playstyle, it’s time to step down as a DM.

      • TwilightVulpine@kbin.social
        link
        fedilink
        arrow-up
        9
        ·
        1 year ago

        For a while I’ve been getting the impression that some DMs are the same as power players, they just feel validated by having the Golden Rule to wield.

        To justify this sort of thing with “it’s what my villain would do” is about as bad as when a player does it.

      • LoamImprovement@ttrpg.network
        link
        fedilink
        arrow-up
        6
        ·
        1 year ago

        The issue with this kind of thing is almost never the actual challenge or moral dilemma, wherever and however it may spring up - it’s usually about trying to narratively ‘pants’ a character with a poorly contrived But Thou Must or Sophie’s Choice, and the most generous interpretation of that action is that the GM feels that the suffering of a PC will help tell a good story. I find more often that these scenarios pop up in Humiliation Conga campaigns, where the GM just gets a kick out of creating worlds and encounters that primarily serve to inflict pain and misery on the PCs, and sometimes even the players themselves. And that’s not to say that those kinds of stories and settings can’t work or be enjoyable (Paranoia and the character-focused 40K games like Rogue Trader come to mind) but it has to be the kind of story that everyone at the table wants to tell.

        • Archpawn@lemmy.world
          link
          fedilink
          arrow-up
          3
          ·
          1 year ago

          And the problem with an actual moral dilemma is that nobody knows the right answer. It can work great for establishing your character and seeing how they react to a situation with no clear answer, but you can’t just have God say “no, you’re wrong” and have it be satisfying. At least, not unless you’re prepared to have the paladin say "no, you’re wrong*, and eventually become a god of their own. I imagine that would be very satisfying. Still probably something you should talk about beforehand though.

          • starman2112@sh.itjust.works
            link
            fedilink
            arrow-up
            2
            ·
            1 year ago

            My favorite example of an actual moral dilemma is in No Man’s Sky, of all places. You meet someone early in the game, and find out that they’re actually dead and what you’ve been talking to is just their soul trapped endlessly transmitting a distress signal.

            No Man's Sky spoiler

            You capture their soul in an electronic mcguffin, and have a choice between putting it in a simulation of the universe so they can continue to “explore” (which is eerily similar to what the player is doing, now that I think about it), or open it and let their soul free, killing them for good and letting them rest in peace.

            I spent longer making my decision there than I have with any other decision in any other game. I absolutely love that nobody ever suggests that you made the wrong choice, no matter what you decide. I hope to one day make my players think that hard about a decision in my campaign.

            • Archpawn@lemmy.world
              link
              fedilink
              arrow-up
              1
              ·
              1 year ago

              Can’t you ask them? Also, how hard is it to stick your soul in a simulation? That sounds awesome.

              • starman2112@sh.itjust.works
                link
                fedilink
                arrow-up
                1
                ·
                edit-2
                1 year ago

                The character doesn’t know they’re dead. In D&D, the players might be able to ask, but in NMS, you have to choose without even knowing what they would prefer.

                If you choose option A, you can opt to tell them the truth about their new simulacrum of a life later on, but I chose option B, so I don’t know how they respond to it and the wiki doesn’t say.

                • Archpawn@lemmy.world
                  link
                  fedilink
                  arrow-up
                  1
                  ·
                  1 year ago

                  Why can’t you choose option A, tell them, and then if they say that they’d prefer option B, delete the simulation?