It's the golden rule of roleplaying games, there's even a sidebar in FaD CRB: fun first, rules second. But this is obvious and has been overstated, and the premisses for this discussion seems to me to revolve around a very distinct and inflexible reading of the rules. That may sound patronising and arrogant, I hope you're not offended as that is the last thing I want - but I prefer to be honest. To me this kind of reading of the rule puts it in a vacuum and removes any form of agency, not just from the game as players and characters (which seems to be part of the issue with the system taken up here), but also from the mass of individuals engaging with the game on some level or another. It becomes a narrow, dogmatic and uncreative reading of the rules for a game that is meant to nurture and cultivate creativity, story-telling and spontaneity.
Yes, the mechanic is slanted towards being good-guys. That may not be to everyone's liking, but it makes sense in a game which theme is to fight bad guys and be good guys. On the other hand it doesn't, like earlier iterations, shoehorn the players into having to play good guys. They can choose, but it may require a bit of (different) effort to go evil.
- Design flaw? Maybe.
Page 52 specifically calls out as a guidline that: (paraphrasing) if a character has not been in a situation where s/he was at risk of gaining conflict (but regardless of whether or not conflict was gained), no roll should be made. Of course, this is a guideline, but it's not a sidebar. So you could call it optional if you so want to, but I call it RAW as it's presented as a guideline for RAW. It's there to give the GM and players a better understanding of how to adjust the game as it goes on, to adapt it to how they play.
- Badly written? Perhaps. Design flaw? I don't think so. Confusing? Possibly. RAW? Yes.
I agree that the d10 roll seems a bit arbitrary and it doesn't in any way take into account "good deeds" as negative numbers. I don't think that's needed though. Good deeds are important and are automatically rewarded by the morality system being slanted towards goodies. I'm not sure a cap on how much morality is gained over a session based on "good deeds" will serve the system or the game in a good way. It seems to be an unnecessarily strict and limiting rule.
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Still, is this a design flaw? Maybe.
Someone's calling it out, being a fan and biased (like myself) doesn't change the fact that they (at least serpentdude and lethal) have several valid points "against" this system. Sure, it's from their perspective, but isn't that just as valid as us fanboys'? Serpent seems to have played and he (I'm assuming gender, sorry) has presented some examples from what I assume is his own game. Lethal has also admitted that he's approaching this without having tested the morality system (at least I think I read that - I apologise if I got that wrong). Regardless, their concerns are valid, if perhaps seemingly minor to someone with a different perspective, or with different experiences, it isn't always as simple as some of the arrogant self-proclaimed gaming intelligentsia claims: "you're doing it wrong." That is simply very rarely the case.
As for the chosen Morality, emotional weakness and strength. The whole triggering thing for that seems silly to me, as optional or obligatory. Unless you negate the doubling effect and only let triggered moralities let you roll at the end of the session - accumulating conflict until the one session your morality is triggered and you're sitting on 32 conflict over the last 5-6 sessions... even with negative conflict, as separate points or something that just reduces conflict... neh.
This system presents to me the ample opportunity for GMs, the player and his/her fellow players, to play on, prey on and manipulate. I as the GM present moral dilemmas, one player's character can talk another player's character into doing something that can earn one or both of them conflict. If it isn't used by the players and the GM actively, it easily becomes a bad, repetitive and silly mechanic. As with advantages, triumphs, despairs and so on will become too if you only follow the supplied tables for how to interpret them, instead of taking responsibility for your own game, your own fun, and use what is presented as intended: to have fun.
There are other ways of using morality too, like with Obligation (and Duty?) you could provide bonuses on social stuff in some context for high morality, but negative in others... being of high moral means you'd rather not deal with some people, or you let it easily show through emotional weakness or something else, which can provide setback dice, but also perhaps even conflict? I think this system puts a lot of potential in the hands of the players and the GM. Choosing morality should matter, not just for game mechanical reasons, but also for roleplaying reasons. Although, I'm derailing. Sorry.