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Started by Willow, September 13, 2007, 04:32:52 PM
Quote from: Willow on September 13, 2007, 04:32:52 PMSo, Dogs has it as a given that the players are the arbiter of morality right? Yet in town creation, the GM passes judgement on a whole bunch of NPCs- accusing them of pride, or sin, or of holding false doctrine.Let's say I've got two young men that are in love, and one is killed by the father of the other. There's lots of ways the players might go with this- they could punish the other young man, they could punish the father, they might punish both or niether, but a lot of the fun comes out in seeing what they do, and what they interpret as a sin, and what they don't.Does setting up the two lovers as Prideful detract from that? And if the Steward performed a marriage ceremony, does saying that the three of them are engaged in a False Priesthood weight things in the father's side?In a town I'm creating, I skipped all that Pride/Injustice/etc. There's some acts that *might* be sins, and they probably come from pride, and there's some ideas floating around that *might* be false doctrine, but who can judge that until the Dogs walk into town?
Quote from: Danny_K on September 13, 2007, 04:44:31 PMMy two cents:I think the Hierarchy system gives towns an underlying structure that's really important. And it gives the players something to react to -- Dogs is not the game of moral relativists moderating conflicts among free agents (although that would be interesting), it's a game about people in conflict, embedded in a very specific hierarchical system. It's overdetermined. And then the Dogs come into the town and they get to choose whether to strengthen or cut up those bonds. In Actual Play, people seem to come up with answer and rationalize it after the fact by citing logic and scripture. Kinda like real life. Therefore, my feeling is that making a town this way is sort of like playing tennis without a net. It might be fun, but you're missing out on a big chunk of the total experience.