Which is better in module story lines:
1. A black and white approach to morality - you're evil, I'm good. The evil person does very bad things and the good person beats them about the head with pointy sticks and fireballs until evil is defeated and good prevails.
2. A grey approach to morality - you're a bit evil but then I'm no angel. The evil person does bad things perhaps for good reason and the good person beats them about the head with pointy sticks and fireballs until evil is defeated and good prevails. However on the way the good person is given choices which might be considered evil but again may be justified.
I ask this because I am looking at the plot lines for my own mod. I realise this is a matter of choice, both ways of writing the story can give interesting play. However from a roleplay point of view are we looking for something outside our own existance where we see and deal with shades of grey all the time, something black and white and clear cut. Or is the story everything and the sense of achievment gained when the module is completed independant of the path we take to get there?
I know Kamal_ has given us a chance to be evil in his mod but the choice to be bad is still a clear roleplay choice and (hopefully) outside of our normal experience.
So I guess my question is, when you play are you looking for clear cut moral boundaries, good and bad with a clear sense of "I did that" at the end of it. Or are you happy to be led into a story which does not always have distinct moral boundaries.
PJ
Modifié par PJ156, 16 mai 2011 - 09:43 .





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