[RPG] How to efficiently run a morally challenging campaign

dnd-4egm-techniques

I recently started running a DnD 4e campaign of my own. My goal was to make it an ethical dilemma for the players, to really give them a chance to play a game where character/personality based choices truly mattered. The campaign took place in a time of war between humanity and orcs, and I had envisioned it as a road with three options: the PCs join the orcs, the PCs join the humans, or the PCs join neither.

To make the internal conflict credible, I gave both sides their share of good and evil. Unfortunately, I think I have been too successful at that: at the end of the first encounter, I had at least one player going down each one of those three branches. Now the situation itself is quite hilarious, and I have a solution to sort it out on the short term that will bring an interesting twist to the plot. But it left me wondering: how can I run a campaign based on morally challenging decisions, while keeping my PCs from killing each other or separating, yet at the same time respecting the fact that all these characters have (as they should) differing ideas and ideals?

Best Answer

Choose 1 of the following: Individualized Plot Decisions, 4th Ed Party Cohesion, Respect Characters Ideals1. At the end of the day, your system and your goals don't match up well.

You can:

  • Present challenging decisions
  • Prevent PC conflict
  • Respect different ideas and ideals.
  • Run a game designed for murderhobos to have colourable excuses to kill everything.

At the end of the day, your choices oppose each other and are not particularly compatible with the game system you've chosen. If you want to present choices that matter, they have to matter: PC conflict must be allowed as the losing side must be allowed to escalate (see Dogs in the Vineyard).

While the same page tool is useful here, it's important to begin by articulating your priority of desires. If you want to require group cohesion, set up narrative (and if you can) mechanical incentives for consensus. If you want to present challenging decisions, figure out your characters' motivations and pry at them. You may find that your game of D&D doesn't fulfill your requirements well. This is fine. There are hundreds of game systems out there, and one of them will fit better.

Fourth edition can certainly present morally complicated decisions, but doesn't fufill your requirements as the decisions exist purely in the narrative area of the game. Therefore, they're an excuse to frame different set-piece battles, not have the possibility for party-conflict.

The way to think about it is that 4e is like a big summer blockbuster. There's plot, and there are action sequences. The plot does an absolutely necessary job of tying the action sequences together and making us care about them. In "plot" time, there are very little rules and the protagonists can shout at each other as much as they want... so long as the issues are resolved (to a point where they can banter with each other about them during the fighting at least) by the next "set piece battle."

4e's rules focus on set piece battles between the party and monsters. This conflict is built deeply into the game (mainly due to different rules for monsters and PCs). This means that PCs cannot engage in PvP: there are no rules for it. While you can fake it, fparty-conflict has never worked when I've tried it, save when one person betrays the party, discards their character sheet, and that character becomes a boss-monster for the party to kill.

Note the assumptions there. Things that interact with the party, by definition, die. Good encounter design in 4e is to threaten the party with death without actually killing the party. Note also the protagonist is the party not the individual characters within the party. More so than in all the other D&D games, parties are cohesive groups by the mechanics, and not simply a bunch of fellow travellers.

If you don't want a game full of tactically interesting set piece battles connected by however much plot you're willing to provide and your group is willing to engage in, 4e is not for you. The party, as protagonist, can certainly make these ethically challenging decisions: they inform which battles are to come and what framing goes on in those battles. The PCs can influence the party's decision making process, but cannot defect from it save by defecting from the game.

1On a 10+ choose 2, On a miss, the MC gets to completely derail your campaign.