Re: Shadow for killing innocuous orcs
Posted: Sun Apr 01, 2018 4:06 pm
Oh boy, the more I read your responses, the more annoyed I get. Maybe I should stop?
But seriously, the one VERY important thing between Sanity and Shadow mechanism is that you lose sanity regardless of whether you do good or bad things, in fact you lose sanity simply by witnessing things that men are not meant to whatsit. Sanity is your grip of the reality and ability to withstand mind rending horrors at the same time. You can be just walking the street minding your own business when a fire vampire pops up, and you're going nuts all of a sudden, temporarily or otherwise. It's not a reward or punishment system (more on that in a bit) for playing good or bad, it's really a timer of how long you can go on as a PC. It's a constant struggle to remain sane enough to go on playing. AND it's a losing game when you come down to it, you're pretty much doomed no matter how good or bad you are, Sanity is not a moral meter in itself. Although doing bad stuff will only accelerate your slide towards insanity, and doing good stuff might actually gain you some. But that is just a momentarily respite. And that is by design.
Whereas WEG SW light side/dark side is more about your own choices, how you decide to play things in certain situations. You can do good or bad and suffer the consequences or be rewarded. You can get more powerful by using the dark side, but equally, playing good you get rewarded by force points. But it's about free will and how you choose to act. And how you position yourself in the epic stuggle between good and bad, or light and darkness.
This is similar (but not same of course) as gaining hope or shadow points. You can use the hope points to succeed better, and that is certainly a reward and hope is the 'antidote' against shadow. Whereas the mechanism of shadow, misdeeds, and suffering bouts of madness are direct penalty for doing wrong. Getting negative traits which the GM can use against the player, is a penalty system right? Not to mention there's the risk of these penalties getting worse, and ultimately forcing your companion to quit one way or another. If that is not a penalty, then what is it?
I just refuse to rule misdeeds if companions kill obviously 'one-dimensionally' evil beings, like spiders, orcs and dragons. These are inherently servants of evil, will never be otherwise, and killing them is always good. It's only if you kill them in some heinous ways which are really beneath you, or take them prisoner and torture them, and so on that I'd rule a misdeed. I don't think killing them 'unfairly' like in sleep is reason for misdeed.
But there are exceptions to enemies, like what about the wild men of Mirkwood? They're thralls to spiders, so should you rather try to liberate them instead of killing them, would it even be possible etc. Or if you're making deals with dragons, should that be a misdeed?
But seriously, the one VERY important thing between Sanity and Shadow mechanism is that you lose sanity regardless of whether you do good or bad things, in fact you lose sanity simply by witnessing things that men are not meant to whatsit. Sanity is your grip of the reality and ability to withstand mind rending horrors at the same time. You can be just walking the street minding your own business when a fire vampire pops up, and you're going nuts all of a sudden, temporarily or otherwise. It's not a reward or punishment system (more on that in a bit) for playing good or bad, it's really a timer of how long you can go on as a PC. It's a constant struggle to remain sane enough to go on playing. AND it's a losing game when you come down to it, you're pretty much doomed no matter how good or bad you are, Sanity is not a moral meter in itself. Although doing bad stuff will only accelerate your slide towards insanity, and doing good stuff might actually gain you some. But that is just a momentarily respite. And that is by design.
Whereas WEG SW light side/dark side is more about your own choices, how you decide to play things in certain situations. You can do good or bad and suffer the consequences or be rewarded. You can get more powerful by using the dark side, but equally, playing good you get rewarded by force points. But it's about free will and how you choose to act. And how you position yourself in the epic stuggle between good and bad, or light and darkness.
This is similar (but not same of course) as gaining hope or shadow points. You can use the hope points to succeed better, and that is certainly a reward and hope is the 'antidote' against shadow. Whereas the mechanism of shadow, misdeeds, and suffering bouts of madness are direct penalty for doing wrong. Getting negative traits which the GM can use against the player, is a penalty system right? Not to mention there's the risk of these penalties getting worse, and ultimately forcing your companion to quit one way or another. If that is not a penalty, then what is it?
I just refuse to rule misdeeds if companions kill obviously 'one-dimensionally' evil beings, like spiders, orcs and dragons. These are inherently servants of evil, will never be otherwise, and killing them is always good. It's only if you kill them in some heinous ways which are really beneath you, or take them prisoner and torture them, and so on that I'd rule a misdeed. I don't think killing them 'unfairly' like in sleep is reason for misdeed.
But there are exceptions to enemies, like what about the wild men of Mirkwood? They're thralls to spiders, so should you rather try to liberate them instead of killing them, would it even be possible etc. Or if you're making deals with dragons, should that be a misdeed?