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Slavery as a moral trap
Slavery is common for most fantasy RPG systems. In fact, many fantasy worlds are some variation on medieval or ancient times, when slavery was more or less accepted. Slavery appears in these worlds in a variety of ways ranging from classic slavery and indentured servitude to the semi-slavery of serfdom, binding common folks to the land.
Considering the length of recorded human history, slavery has only really been outlawed by most of the civilized world fairly recently (the last 200 years or so). That said, slavery exists even today in the modern world in dark places ruled by the power hungry and even to a certain extent in some modern corporations.
Most people raised in Western culture are sensitive to human rights. As such, we recognize slavery as diametrically opposed to the concepts of freedom and liberty for all. So today, as opposed to 200 or more years ago, slavery is very wrong to us.
But let's jump back to how characters in fantasy roleplaying games perceive slavery.
There's a strange paradox in RPGs. Most players accept slavery as a part of the world their characters exist in as long as it doesn't affect them directly. These same players who silently accept slavery in a fantasy world, will fight against it when they will have opportunity to interact with it in the real world.
Typically, slavery is connected with a character's background in some way. For example, if a PC is an escaped slave, he has plenty of motives to support every aspect of freedom for others while protecting his own. This kind of character can be useful to the GM since he or she will oppose almost every sign that freedom is being deprived from another intelligent being. An escaped slave will defend the rights of the weak against the goals of the strong because might does not make right.
A character like this can make keeping the game moving fairly easy, but these characters can also be very difficult to run. Any sort of fanaticism creates space for possible complications. But%u2026 what if you as GM could use slavery in a slightly different way.
Put your players in a situation that involves slavery, but let them decide what to do about it. Even if none of the PCs were affected by slavery directly, they can deal with it in a more subtle way.
I did it to my players once. And story goes like this.
It was a campaign with two players, both of whom had difficulty accepting slavery during the game. But even though their characters had no opportunities to interfere with ongoing slavery in the world, they believed much the same as we do today: slavery is wrong.
They came to the home of an older, 50+ year old NPC. He owns a big house & plantation in the middle of a country which sees slavery as something normal.
He is an amazing host - generous, funny, intelligent and well-mannered. In my group, both of the player characters had different backgrounds: one was a thief and the other a knight. And even though each had a different point of view, after many sessions they started to recognize that each had a kind of code of honor. And this was the basis for a relationship in which they could trust each other.
So the host appeared in much the same way to the characters. For the knight he had stories about great battles he once fought; for the thief he had interesting philosophical observations.
And slavery? It was still there in the background, but after a few days on the plantation the players forgot about the slaves. After not seeing any brutality or terror so often connected with the treatment of slaves, they started to treat them as%u2026 normal servants. The characters dove into the world of their host - comfortable, full of joy. And they really started to like the guy quite a bit.
And then, one night, the slaves rebelled.
I put my players in a difficult position. Will their characters support the violence of the slave uprising? Or will they defend the house of their host and his family?
To the player characters, the slaves were a completely unknown group of people - largely faceless and nameless. And now those same people were an angry mob trying to destroy the life of their friend the slave owner, burning his home and killing his family. If the situation was different, the players may have joined the rebelling slaves because their fight was just.
And the slave owner had become a friend to the PCs - a person they got to know quite well while spending a few days with him and his lovely family.
So the PCs (and their players) were left in a predicament. Would they support the slaves' violent bid for freedom? Or would they support the slave owner in quelling the rebellion?
I did not leave the players too much time to decide. I convinced them that the rebels would be dangerous for them as well. Why? Well, they were guests in the house of a slave owner. The mob of rebelling slaves was angry and bloodthirsty. There was no time for negotiations. But the PCs knew that their host had quite a big group of guards. There was a slim possibility he would be able to defend his home, without the PCs getting involved.
And what did my players do? They decided to%u2026 run away. They described their situation and point of view to me with very angry words.
Did they act like heroes during this adventure? What do You think? What would you have done differently?
Consider using moral traps like this to force your players' hands from time to time. It offers a great chance for roleplaying and a little taste of the brutal reality some of the fictional situations might bring about.
***
This post was originally published on http://gameknightreviews.com as a part of "Ancient Scroll's Secret Room" column
You Are Under Arrest
Gudie to an interrogation session

How many times have you, as a player or GM, had characters face the long arm of the law? Usually this isn't a happy meeting, since most characters have (at one time or another) broken the law at some point. Yes, you might say "My group's conscience is clear like a Paladin's heart," but even the chivalric life of a Paladin might be considered a crime in a kingdom dominated by the followers of chaos or evil.
So, don't worry - there are no "innocent" characters. There are only those who were not interrogated properly.
Here are some tips and tricks showing how to play things out when characters get arrested%u2026
Detention of PCs may be a good idea for part of an adventure or it can even be an adventure itself. But before you decide to put adventurers behind bars, you will need to make some preparations.
Being arrested is almost always something PCs do not expect. They've usually managed to avoid law enforcers so many times that when they finally get caught, it should be kind of a shock. The best way is to arrange an arrest scene in a moment they won't even think about being stopped. Maybe they will drop in to a local pub, try to load some resources onto their spaceship, or meet an informant at an inn.
This first shock will be your ally. Use it.
Don't let the PCs stop to think about what to do. Law enforcers should act with surprise on their side. It's not like they're going to send an invitation to the PCs. Instead, they will prepare a trap.
Also don't forget that law enforcers are not law enforcers by accident. They are very well trained. They are organized. They have a plan and the means to implement it. When they want to hunt down and interrogate the PCs, they are prepared and will strike at the least expected moment.
Your players might protest and say, "But the town militia is bunch of stupid and stubborn men!" Well, it may be true. It is up to you how you see and describe them. But it does not change one thing: they are numerous and organized. Catching PCs may be more difficult for them, but they will do it.
The best way to play out an arrest adventure is to run your game session in a place where you will be able to use a few rooms. Use the space available to you. If you have the gaming room, kitchen and bathroom, use them all. Why? Because after being detained it can be very useful to separate the PCs. Remember: isolation is the key to a successful interrogation. As a game master you can separate your players and travel from room to room to role-play the situation. The best solution is to have one more free room for an interrogation chamber.
Another important thing to do before your game session: document your PCs past "achievements". It means gathering information about previous events when the PCs broke the law. During the interrogation that information will be your asset - the PCs will probably not remember exactly what they did and how they did it. You will. And they may be surprised how much the law enforcers, through the game master, know about the PC's past activities.
After a surprise arrest, the players will have to be separated. Take each player to a different room. It should - from the very beginning - make them anxious. After shock, isolation is the second tool of law enforcers. They will not leave PCs chit-chatting in a waiting room. They will separate them as soon as possible. This is the condition of sucessful interrogation.
So the isolated player's characters will start to ask themselves questions: What and why happened? What to do? What to say?
You can inform the players that everything their PCs have possessed is now taken away from them. Particularly paranoid and sneaky PCs may have something hidden especially for such an event like a lockpick or paper clip. But do not let the players communicate. Do they have mobiles? Take them away for gaming time.
Do not answer any questions. If someone starts demanding answers, you can say: Soon you will get all your answers, but I will be the one who asks questions.
Or simply: Don't worry, soon you will be interrogated.
You can also leave a spark of hope: I am sure it is a misunderstanding and it will all be explained as soon as possible.
Then leave players with their thoughts. Most will not know where you are. Maybe with another player? Maybe you left to buy snacks? Whatever you do in this moment, their imagination will work for to your advantage.
Then visit every player, pretending to be a guard, and order them to go to sleep. Then have a cup of coffee. The real game will start soon%u2026
Interrogations usually consist of three parts.
1. Checking the identity of the suspect. This is a good moment to make PCs feel nervous again.
Just go into the room and ask: What is your name? Your occupation? Age?
Write it down and give it to the player to sign. These are only simple bits of information about their identity, nothing more. But players will hestitate before signing. Psychology makes them do so.
What if they refuse to answer questions about their identity? It makes things worse for them. You can say for example: Don't worry, we know who you are and what you did. We are not mistaken.
2. Free speech of the suspect.
Just walk into the room with the player or take him/her to your interrogation chamber and say nothing. If s/he starts to speak anything, ask "helpful" questions.
Do you know why you're here?
Do you know what can happen to you?
Etc%u2026
Try not to answer any of the PC's questions, but repeat yours. You should also suggest that the PC should start talking. If he/she chooses not to communicate, leave him/her alone - just say: You've had your chance to come clean. Soon we will start discussing the details.
3. Questioning of the suspect.
The most important part of the interrogation starts here. Now is the time to force PCs to speak. And play with them, because they should not know what the other PCs said.
Start with simple information. Tell a player's character what will happen when s/he lies. Don't play "good and bad cop." Players know about it from the movies and television. Instead just use more psychology.
Start asking questions. If a PC is stubborn and does not want to answer, there are several ways - without using force - to make her/him feel that not talking isn't helping their situation.
For example, you might say: Your friend X [another PC] has said a lot of interesting things. They do not put you in good light.
Or:
X [name of PC who was not fitting into the group] has been working for us for a long time. We know everything. X will finish his report before Noon and then he will be free to go while you sit here for who knows how long.
Or try to recruit him/her by saying:
I have found some questionable details in the testimony from X. I believe you can correct them.
Hunt like a true Amazon
War Is A Dirty Thing
Today I want to discuss another hardcore but common RPG issue - War.
We all know and love the traditional fantasy RPG hero type: bulging muscles, big sword, incredible strength. And we've seen how they can work beautifully while engaged in chopping down hordes of goblins. During RPG campaigns and adventures, our player characters often participate in wars cutting down enemies left and right. And usually, those wars are just. And in those cases, we know without the smallest doubt that we fight on the right side. This is especially true when we (the "civilized" humanoid races like humans, elves, and dwarves) have to face the grim, bloodthirsty hordes of darkness%u2026 typically made up by the goblinoid or monstrous races.
However when both sides of the conflict involve characters of the same race, things start to complicate a bit. It's easy for a player to strip away rational motives, feelings, and doubts from enemies like orcs, especially when some invisible greater power sends them to crush members of a less monstrous race. But what happens when it's humans on the other side?
Sure, the other guy is an enemy. We know this already or have been told so by our superiors. He has vile plans, usually he is an invader, brings fire, pain and tears to our beloved country. As long as we see an invading force of thousands on the horizon, again it's easy to avoid thinking of them as having human traits. But in a face-to-face fight? If you ever pause long enough to ask "What is this guy doing here?" your perception of the situation can change in an instant. Why?
Because suddenly our enemy has become more "human," which makes the situation uncomfortable. He's somebody's son or maybe he has a loving girlfriend or wife waiting back at home. Maybe he's not a professional soldier or mercenary, but was forced to join the army. Maybe he volunteered because his kids were starving. In the end, maybe he's just a nice family guy like we are.
So why he is fighting in this unjust war and invading our land, burning our homes? Is he brainwashed? Maybe just not very smart? Maybe someone put a spell on him? Why he is doing something that an average person wouldn't - harming other people?
If you are able to force your players to think about the motivations of their enemy - a single soldier and not the whole army - your player's point of view can turn upside down. They may not be so eager to fight any more. They may not run away, but I can bet that they will try do something to minimize the "kill rate." And this may change their approach to war forever.
How to do this? There are some simple tricks I use. For example, once I let my players (by accident of course) listen to campfire talk in enemy's camp. Was the enemy was doing strategy planning? Nope. Were they talking about how excited they were after the day's murder and destruction? Nope. They were talking about their families and what they would do if the gods got them back home safely%u2026 In the morning, the fighting mood in my party decreased like letting the air out of a balloon.
Another trick is to show your players that it's not just the enemy doing bad things. In one of my games there was war about religious issues (it was a fantasy world, so nobody felt offended). The attackers were really barbaric. But the defenders provoked them many times by bullying followers of their god living for years in the invaded country. As the invasion was coming closer, repression against people of the other faith increased. It was enough to describe one or two situations when "brave" defenders acted nasty. And my players changed their opinion about the "barbaric invaders". They started to ask questions like "Who is the real defender?" and "Who is the oppressor?"
My biggest "antiwar" adventure was based in the time of the Great War (World War I). My players started the game as a group of US soldiers and played a few sessions. The last session started just before an attack on German trenches and the story went like this%u2026
A wave of soldiers, heavily thinned by artillery and toxic gas, finally nears the enemy trenches. Both sides of the conflict are now engaged in the firefight. From the trenches, the machine guns rattle as the soldiers started shooting at random. Both the PC's allies and the Germans suffered heavy casualties. Any moment now the fight will shift to a hand-to-hand approach and the most frightening part of the battle will commence - melee combat.
But my dear soldiers, there is a small twist. Your soldier is no longer an American, but instead you've taken on the role of a young soldier in a German uniform on the other side.
You now see, the American soldiers' frenzied assault on your trenches. You now see that the color of the uniform is meaningless. Why? Because young men, sometimes boys, on both sides of the front line have the same experiences, the same memories, dreams and fears. Just as your team of Americans running straight towards the German trenches do, and just as the German soldiers in their fortifications do. English names aren't that different from the German ones. Forget about past sessions. All of scenarios we played in this campaign might as well have been something that happened to the German soldiers.
So now, shooting wildly, your squad awaits the furious attack of the Americans. Only a dozen meters left until they reach the trenches. Someone barks out the order "Fix%u2026Bayonets!" Your blood is pumping so hard it almost bursts your veins and each moment a new body joins the fallen. Grenades are thrown while the enemies' bayonets glitter in the darkness. You can feel the blood pulsing in your ears. It's strange, but despite the cannonade, you can still hear your own heavy breathing. The world slows down%u2026
Then my players became US soldiers again who, after a murderous passage through the no man's land, rush towards the enemies' trenches. The screams, hits, blood and fury hit them full in the face.
In this bloodbath, I asked my players: "What are you doing here boys?"
Why did I do it? To make my players aware that, in the tumult of clashes between huge armies, personal dramas take place. There's room for fear for what may come as well as little pleasures like a cup of hot coffee or a visit to the cabaret. The global war machine doesn't care - it swallows and grinds everybody equally just like the toxic gas on the battlefield that, with a change of wind, may suddenly suffocate the allies. Meanwhile somewhere in relative safety, bent over maps, cold blooded generals with rakish mustaches and elegant uniforms decide who's to live or die. Their sticks move human fates on the map, killing some and saving others.
In truth, war never ends. Each moment, for as long as mankind can remember, there is fighting somewhere in the world and young men are sent to their deaths. Some of these sacrifices are honored to make them heroes, but most are faceless, nameless bodies stripped of their humanity.
Think about this the next time your characters march onward to another war campaign. Through gaming, we can reexamine some important, sometimes hard, subjects. I know gaming is fun, but I think it can bring catharsis and consciousness as well.
I dedicate this article to the victims, soldiers, and civilians affected by war.
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New Guestbook Comments
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Mauhro
Feb 29, 2012 @ 9:15 am | delete
- I used to play RPGs for many year, now i am too old for that but really appreciated this lens
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Lemming13 Feb 21, 2012 @ 9:27 am | delete
- Some excellent ideas, and congratulations on your command of English, very good indeed.
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karmicchristian
Feb 21, 2012 @ 3:19 am | delete
- Cool and interesting ideas!
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mismatch
Feb 20, 2012 @ 2:24 pm | delete
- Interesting ideas for daily rpg.
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JoshK47
Feb 20, 2012 @ 1:59 pm | delete
- Interesting ideas!
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Mistel
Feb 20, 2012 @ 8:28 am | delete
- Some good ideas here for roleplaying scenarios! :)
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glodny
Feb 20, 2012 @ 8:31 am | delete
- Thanks. More will come soon. You may also check my Castle Legends
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