No, I'm saying it's a game built off a wargame chassis, which is still at the heart of the game.
I find myself agreeing with all of this. I think this is how most of us play.
So going back to what I'm saying about
my experience with Planescape. It didn't turn us into storygamers or raging thespians. It
did add complexity to Alignment, adding a little depth to the old "well my guy is LG, so he would bla bla bla", which was fun and struck at a moment when we were realizing life was more than just black and white.
And yeah, it did indeed lead to drawn out interactions with shopkeepers, but that was because the shopkeepers were often
themselves fleshed-out and fascinating characters worthy of a deep-dive down their dialogue tree. The result of that was player investment in the setting which made for an immersive urban crawl. I've been in a Ptolus campaign for more than three years now. It's been a blast, but similar to what your saying, our gamist playstyle has rendered this rich setting into a structure
in which we adventure as opposed to actually
being the adventure like Sigil was. Both are styles of play that I have greatly enjoyed.
Dozens of people died in every Conan comic book I ever read
I've had this thought once or twice as well. I think that's why I think a lot of oldschool D&D characters are some degree of neutral. Like the pulp action heroes they're based on, they're generally good intentioned, they are often noble and/or honourable whenever possible, but they're not going to spend a lot of time thinking about the widows and orphans of the Temple Guard or agonize long over solving the world's big problems until those problems affect them personally. Which matches your average player. Most of us want to be the good guy, but we're playing a game, we're going to do bad things to frustrating game elements that get in the way of our ambitions.
And
@squeen , the solution of course is to not force your players into moral quandaries ... which isn't always possible. If the adventure pits the characters against a tribe of anything really, there's going to be women and children. The tribe may delight in devouring the flesh of sentients and commit horrible atrocities in the name of good-fun, but still...women and children. The DM should remain impartial, but the gods/fates/dice should punish those who act callously/thoughtlessly against their stated character qualities. It's exhausting if it happens all the time, but the occasional moral debate between players at the table can be fun and immersive.
That said; I've been reading the Arthurian legends to my kids and you're average LG paladin filled with drive for justice and the need to protect the weak is capable of astonishing barbarity and complete thoughtlessness towards anyone considered 'the other'.
Which, I'm super sorry for this guys, comes back to this colonialism issue which I've also been thinking about a lot of lates. This may be an oversimplification and I'm open to correction, but
mowing down green dudes is fun. Almost
everybody enjoys it, not just 'cis white males'. If you want to dig into the ramifications of humanoid genocide with your gaming group and they're into it, go for it! But, trying to excise the medieval mentality out of D&D effectively guts the game. In my (possibly wildly ignorant) opinion, the best solution is not to try to bend the rule books to their breaking point to make everybody happy, but simply to create an alternate campaign world where pulp-fantasy realism gives way to anachronistic themes more reflective of and welcoming to some modern sensibilities. (I kind of think places like Eberon and Sigil offer that already?) Let people vote with their dollars. I suspect the majority of us seek the therapeutic simplicity of mowing down
identifiably evil green dudes, taking their stuff and building a castle on their conquered lands. Like E has been saying; it's a fucking game.
That doesn't mean we have to be that guy IRL.
well that led to some weird militant-centrist stomping around and posturing. Apologies once again all.