Faalor, a NWN campaign world
Faalor mists

The Moral Tone of the Faalor Campaign World

As a Christian and bit of a moralist (primarily, I'm a fan of Kant and Rawls), it's sometimes hard to justify to my peers the fact that I play D&D.  In the Church at large, it's at best a gray area; at worst, I must be a demon-worshipper.  Obviously, I find role-playing games to be an enjoyable pastime, worthy of my thought, creativity and time.  I do though think that there are certain dangers associated with these types of games.  

My main problem with them is their lack of moral guidelines.  Everyone's heard stories about player characters going on elaborately-planned rampages, raping and pillaging through a fantasy world AND being rewarded for it.  I am not opposed to players playing evil characters (I kind of enjoy it myself from time to time).  I just find it impossible for me to imagine playing an evil character that does not suffer because of his evil deeds.  I realize this is pure fantasy, but we should think about the message our game play sends to others and reinforces in our own lives.

Faalor is a unique fantasy world, not because of the <sarcasm>amazingly creative setting and profoundly rich story lines</sarcasm>, but rather because I, as the Dungeon Master and creator of the setting, have built into the world certain moral realities.  These realities create reasonable moral boundaries for the players and the campaign as a whole.  Please, don't take this as a preachy rant, but rather as an explanation of why I run games and characters the way I do.

We are told (and it only makes sense), that we should think about good things, we should fill our heads and hearts with positive images wherever possible (Philippians 4:8).  Therefore, I tend to greatly discourage graphic descriptions of:

  • Demon worship
  • Violence (especially torture)
  • Overt sexuality

Obviously, these things happen in Faalor; there are demon-worshipping rapists running around, but I have no desire to focus my attention on the graphic details of their nefarious activities.  There's no reason why, if these activities are necessary in game, that we have to play them out in their gory details.  These actives can easily be moved "off camera".  

That doesn't mean that major moral issues can't be handled center stage as well. Dealing with intolerance, injustice and crime as well as simple moral dilemmas like promise-keeping and fidelity can and probably should be graphically depicted in game.  Moral conflicts involving cooperation of PCs, tolerance and intolerance, religious and philosophical differences have a real place in the campaign.  Something good (for us players) can come of focusing our attention on these sorts of activities when they are explored in detail, in game.  We can learn something about ourselves, problem-solving and life in general by focusing an appropriate amount of attention on these activities.

The following guidelines are in place to protect the moral clarity of the DM and players:

  1. All actions have reasonable consequences, given the "realities" of the campaign.  (Galatians 6:7)
  2. Corollary of 1: If any character in the campaign (PC or NPC) does something good, noble or moral, the "world" will respond in kind, even if internally and eternally, if I may use the word.
  3. Corollary to 1: If any character in the campaign (PC or NPC) does something immoral, evil or criminal, the "world" will catch up with him/her.
  4. Corollary of 3, only very intelligent or lucky characters can survive very long being "evil".
  5. Corollary of 4, while there are permanent forces at work for evil, normal evil characters have very short life-spans.
  6. The "world" is a morally neutral place; moral meaning is derived from the actions and reactions of the characters (PC and NPC) as they behave in the world.
  7. Allegiance to the various gods of the Faalor world is designed to be an outward "sign" of moral clarity and is useful in determining moral and ethical underpinnings of the character.
  8. Corollary of 7, there are forces in the "world" that will attempt to morally steer characters and characters must make conscious choices about their actions.  (This is a major factor in story and character development.)
  9. Corollary of 7, some of these forces will "help" a character achieve some quick goal, but at a very high price. (Matthew 16:26
  10. Alignment is a moral compass, and will be used in game to help determine a character's fate.
  11. Alignment can move based on character actions in game.

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