I played in
Patrick's weekly LOTFP game on Wednesday. (There's an
actual play here.) The highlight of the night was probably Patrick's off-the-cuff "Don't you die on me, man!" rule: if you are willing to shout "
Don't you die on me, man!" at the top of your voice while stabilising somebody on negative hit points, you automatically succeed. It only works if you play in public, though.
But I digress. What I really wanted to talk about was amorality, and how D&D in particular (but role playing games in general) facilitate it. It really was remarkable how,
literally within 10 minutes of joining the game, my character had conspired to loot a crypt, burgle a church, and murder an innocent old woman in cold blood for the crime of being a witness to our theft - and that such goings-on were treated as an almost mundane event within the context of the game (although the DM, to his credit, did disapprove of our awful behaviour regarding the old woman). That could almost be a motto for D&D, I think: the mundanity of amorality.
Let me make a few things clear before I proceed: first, I don't think this is a bad thing. Secondly, I'm well aware that D&D doesn't have to be played this way, often isn't, and perhaps shouldn't. And thirdly, I use the term "amorality" advisedly - what I am talking about is not so much evil or badness but merely the absence of ethical thought: a total deliberate abandonment of moral sentiments, almost nihilistic in its scope.
D&D enables amoral behaviour: that is my contention. It allows you to give voice and effect to actions and beliefs that you would never exercise in real life - in other words, to give free reign to your id without that pesky super-ego getting in the way. In this respect it is rather like Grand Theft Auto, or Grand Theft Auto is rather like D&D: it is a sandbox in which being bad has no real consequence, and your inner demons can come out and play.
There are, however, limits. There are behaviours and beliefs that are not even acceptable to air within the context of a game of D&D (probably rightly, in my opinion); there are lines that oughtn't to be crossed. And the laws of the jungle - a kind of quid pro quo altruism - intervenes too: players help each other in the hope and expectation the favour will be returned. So, despite the fact that my character partook in the murder of an old woman without a second thought, he was kind to the lantern-girl he hired to join the party in entering the dungeon, and assigned one of his dogs to protect her. When the idiotic fighter (complete with irritating 17-year-old player) ran off and fell down a pit trap, the rest of us helped him out because he'd sacrificed material gain in order to find us healing earlier that day. There
are moral rules, of a kind.
This suggests that morality enters D&D alongside the "real world", when that intervenes. Player-characters tend to behave better towards one another than to NPCs, because what happens to them matters in the real world: they have players who are real people and who are really invested in them. And likewise, player-characters tend to behave well towards in-game children and animals, because cruelty to children and animals is so utterly unacceptable in our society that it cannot be seen as anything other than abhorrent and evil even in the context of make-believe. (Rightly, I might add.) This is also true "at the margins": rape and torture are likewise so unacceptable in our society that they can generally only be seen as evil in-game, again probably rightly.
Otherwise, all bets are usually off. As I said, I don't particularly see this as a bad thing: it is probably a sign of good mental health that you are able to let your id loose and reign it in at will. The capacity to switch off one's own capacity for moral thought is probably an indication that, otherwise, one's moral compass points in the right direction.
If this entry has been somewhat rambling, it is because it's been 3 weeks since I blogged, and my blogging muscles are atrophied. Bear with me: I'm like a footballer returning from a hamstring injury, or a Carlos Tevez-esque lay-off - I can't quite do the full 90 minutes yet, and need a 60th-minute substitution.