Editing Xia: Disharmony and Righteousness

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 19: Line 19:
 
* Righteousness and disharmony are '''not''' equal to right and wrong. The codes of morality here are enforced by the will of Heaven itself, and the code is only as correct as the Laws of Heaven are correct. Indeed, those who seek to serve Hell often do so because they consciously reject the Laws of Heaven. Xia follow these rules sometimes because they believe in them, but more often because they fear to be punished for disharmony, and hope to rewarded for righteousness. After all, their trigrams come from the gods!
 
* Righteousness and disharmony are '''not''' equal to right and wrong. The codes of morality here are enforced by the will of Heaven itself, and the code is only as correct as the Laws of Heaven are correct. Indeed, those who seek to serve Hell often do so because they consciously reject the Laws of Heaven. Xia follow these rules sometimes because they believe in them, but more often because they fear to be punished for disharmony, and hope to rewarded for righteousness. After all, their trigrams come from the gods!
  
βˆ’
* The system given here isn't designed to punish or reward '''players''', but rather '''player characters'''. It could be argued that a player still has the choice of leading his Xia hero to damnation, and to rage against heaven. Yes, he'll be creating problems and dangers for himself by doing so, but what is the meat of drama in a game if not problems and obstacles? A player might even deliberately have his character be immoral, so as to create a more interesting story. This system isn't meant to be a straitjacket over player choice, but rather just an added layer of simulation to describe how the world of Xia works and what the in-game consequences of certain moral choices are.
+
* The system given here isn't designed to punish or reward players, but rather player characters. It could be argued that a player still has the choice of leading his Xia hero to damnation, and to rage against heaven. Yes, he'll be creating problems and dangers for himself by doing so, but what is the meat of drama in a game if not problems and obstacles? A player might even deliberately have his character be immoral, so as to create a more interesting story. This system isn't meant to be a straitjacket over player choice, but rather just an added layer of simulation to describe how the world of Xia works and what the in-game consequences of certain moral choices are.
 
<br><br>
 
<br><br>
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)