On 2/9/2017 at 0:23 AM, Kael said:I've always hated this kind of response about the Morality system because I see it as a failure of the GM that he is letting a character get away with killing a child once per year in the first place and not having other repercussions crop up. I also see it as a failure of the player as it is highly inconsistent to play a character that just randomly kills a child once per year. The character you describe is unrealistic in application and as such any such game where you have a character that ritualistically kills a child once a year but is somehow at 100 Morality is really adding up in a way that real people work.
The system is flawed because it doesn't serve as an effective tool for the GM to introduce consequences. The whole point of having a morality or karma system in a game is that the universe keeps score even you got away with your crime, but in this game it's easier to get into the clear with your morality score than it is to deal with prosecution, and that defeats the whole point.
Compare it to a system like Humanity in Vampire: The Masquerade. That's a system that truly exists to introduce a consequence to causing chaos. Vampire contains a very similar thematic aspect of persecution as Force & Destiny in that vampires need to stay hidden and will kill their own if they feel like they are risking exposure too much. It also contains a much more effective system for ensuring that players stick to some form of moral code though. Losing a point of humanity is a big deal, and the less humanity you have the easier it becomes to lose more of it, because every Vampire in the game has a dual nature, with their "dark side", the Beast, being entirely outside of the control of the player and always able to cause more carnage that the player has to live with if they don't keep the Beast under control. Compared to the F&D system it's much more of a struggle, and even evil characters have to grapple with their humanity in Vampire, by adopting a moral code that allows them to not become a mindless monster.
I also don't think it's a failure of the player either if they are playing a character that hides their evil nature from the world. Of course killing a child randomly makes no sense, but what if it's, let's say, a dark sider who uses Harm once a year to suck someone's life out to stay young forever?
What if they don't personally kill people at all, but just decide to save their company a few credits by packaging starblossom jam in mildly carcinogenic duraplast? If that company ships to several planets and serves billions of people they might be indirectly responsible for hundreds of deaths every year but nobody will really be able to pinpoint that one decision as the reason, and even the character responsible wouldn't be aware of the deaths it caused. You'd award some conflict for making a decision like that, but conflict has an entirely temporary nature, even if that decision persists for years, claiming more victims left and right.
Edited by Aetrion