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Old 01-15-2021, 06:19 PM
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StainlessSteelCynic StainlessSteelCynic is offline
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As a Ref, I am quite willing to include black, white and grey moral areas for the PCs to encounter. I try to run games with the caveat "No restrictions, only consequences". That's a very brief way of telling the Players, this is a game and so you can try anything, obviously some things are impossible (like making a computer out of a microwave oven for example) but if you do something that negatively impacts others, there will be consequences to your actions.

I recently read a discussion on another site for a different game where the GM believes that if you have to explain what behaviour is expected/acceptable from the PCs then you probably have the wrong Players.
I understand what he was getting at but I don't particularly agree with it. Sometimes Players want to try things that they won't do in the real world, at low levels this is akin to letting of steam or being a little naughty for the thrill of it.
I'm fine with that, a brief dalliance can be accepted as the Player testing the boundaries. If it goes beyond that, then their PC is going to find that life can be tough for evil characters.

I try to start each campaign with a brief overview of the gameworld to show that it has laws and punishments for malefactors (basically, this is the "what behaviour is expected" speech) but there's only a couple of hard and fast rules for any games I run: -
1. No restrictions, only consequences
2. as GM, I reserve the right to modify rules to benefit the story (rules lawyers can suffer in silence or they can leave, their choice)
3. I'm running the game, my word is final and I will retcon events if they screw up the game (especially if they were a deliberate attempt to screw the other Players or the GM)

Having said that, I am not interested in going into graphic detail when anything illegal, evil, abhorrent or morally reprehensible occurs. Taboo topics are not off limits but I'm not running the game to provide somebody with cheap titillation.
The event can occur but it's given only enough information to allow for impact and to form the foundation of the consequences of that act. if a PC does something evil, I want the Player to properly understand that their PC has committed an evil act so that when the consequences occur, they know why it's happening.
Information about the act can be relayed to the Players, but I don't see any reason to provide detail on the act (practically a "fade to black" sort of thing).

I've dealt with situations in the past where one PC was going to kill another PC and more recently where one PC actually did shoot another PC in an attempt to kill that PC.
The first situation was resolved by having all the other PCs become aware of the situation (Merc: 2000 game - it was in the back of a transport helicopter, you couldn't hide the event). The other PCs stepped in to prevent the murder attempt.
The second was in a Dark Conspiracy game and it was resolved by stopping the game and explaining in greater detail, all the events that lead to the situation the PCs were currently in, so that the offending Player understood all the circumstances and the options. We came to a consensus that killing the other PC was not an action his PC was likely to initiate after all because he, the Player, had misunderstood some of the earlier events. The shooting was retconned.

I also had a situation where one Player in a D&D game, who had a Cleric did not bother to heal other PCs because in the Player's words. "The Gods will look after them".
I resolved that by having his Cleric lose his spells, the Player was playing for themselves and not the team. His actions caused the unnecessary suffering of other team members and made me as GM fudge some dice rolls so the PCs that were injured did not die from the neglect the Cleric was showing.
The consequence for his actions was that his Cleric was no longer able to cast spells and would have to atone for their actions.
The Player left the game. No tears were shed at his departure.

I mention that incident because the Player was exactly the type of person that I imagine would have no hesitation in executing prisoners, torturing people and so on. If he had done any of those actions, there would be consequences that impacted the entire player group - not just negative reputation with NPCs, but NPCs actively seeking to punish the PCs for the misdeeds of one PC, losing favour with the gods, losing favour with the local authorities and so on.
The game is a group experience, for all the group to enjoy. So if you want to be a selfish arsehole, there's the door, hurry up and leave because the game will become a whole lot less fun for you as all those consequences start to kick in.

There's also an important aspect of gaming that should be examined before any of this gets included into a campaign - know your Players.
As mentioned above, taboo topics are not off limits but I am not going to provide a scenario for some Player to play out some debased fantasy they may have.
In practical terms, if I get a Player who is a jerk, I reduce the in-game opportunities for their PC to screw over other people or if they do something evil, harmful etc. etc., then they definitely get to see consequences of their act (e.g. the Cleric mentioned above).
If they want to be arseholes, then I will punish their Characters. If they continue, then I will tell the Player that due to their anti-social attitudes, I no longer have room for them in the game - again, actions and consequences.

But that also brings up what the Players are comfortable in dealing with. One of the people in my current gaming group is absolutely against any form of abuse against children being depicted in a game. This person typically overreacts to the idea and it has stopped one of the other GMs from running a Call of Cthulhu scenario but as GM we have to realise and respect that some people do not want to deal with some things in their entertainment.
As such, I usually don't put those sort of events into a game and if anything, it fires up the imagination to come up with an event that will challenge the PCs and Players but without using elements that the Players don't want to deal with. However I will use the rumour of such events occurring if the storyline requires it - again, no detail, just the minimum information necessary to convey a background event.

Well, this post certainly got longer than I expected. I'll stop waffling on now...
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