Article: 94388 of rec.games.frp.dnd Path: news.tuwien.ac.at!newsfeed.ACO.net!paladin.american.edu!gatech!howland.reston.ans.net!tank.news.pipex.net!pipex!in2.uu.net!ftpbox!newsfeed.acns.nwu.edu!news.cc.uic.edu!genetics.comd.uic.edu!u58563 From: Tommy the Terrorist Newsgroups: rec.games.frp.dnd Subject: Mike's Code of Ethics Date: 28 Aug 1995 04:22:45 GMT Organization: Dis Lines: 196 Distribution: world Message-ID: <41rgal$ols@tigger.cc.uic.edu> References: <41m6gd$3sha@tigger.cc.uic.edu> <41m3uv$4aa@tsunami.traveller.com> <41nvml$5ka@jan.et.byu.edu> NNTP-Posting-Host: genetics.comd.uic.edu Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit X-Newsreader: Nuntius 2.0.4_68K X-XXMessage-ID: X-XXDate: Sun, 27 Aug 1995 03:06:14 GMT MIKE'S CODE OF ETHICS Mike has developed this CODE OF ETHICS to illuminate the errors of TSR. Mike feels that TSR's social responsibility, if any, is to produce the best games possible, or else hand off the torch to someone else who can. Mike presents but does not necessarily pledge to adhere to the following principles: 1: GOOD VERSUS EVIL The struggle of good versus evil shall not be portrayed as morality-play stereotypes, but should make an effort to portray the rationale behind each person's decisions. Difficult issues should not be avoided, but should be presented in a realistic manner so that each player can explore how his character would choose to act in situations that are not always black and white. Satanic symbology, rituals, and phrases should be used only with some knowledge of the religion, whose followers often regard themselves as less villainous than Christians. 2: REALISM AND EDUCATION The best fictional entertainment incorporates solid research into the history, technology, and culture of the peoples portrayed, or in the case of fantasy and science fiction, a serious effort to develop a consistent and believable set of technologies. It should not hesitate to present explicit details and methods of crime, weapon construction, drug use and preparation, magickal rites, science, or technologies, so that the player is able to develop a feel for the real-life events upon which such scenarios are based. Knowledge of how things are done does not cause crime --- it is ignorance that allows criminals to work unopposed. 3: AGENTS OF LAW ENFORCEMENT Agents of law enforcement (constables, policemen, judges, government officials, and respected (?) institutions) should be treated in accordance with the genre of the campaign setting. One must not allow one's attitude toward current authorities to interfere with the logical development of the fantasy world, although instances of alleged corruption or good conduct are certainly excellent inspiration of fictional equivalents. 4: CRIME AND CRIMINALS Crimes should be presented in a realistic and believable fashion. If crime is presented as a sordid, unpleasant activity, or is vigilantly and effectively countered by incorruptible officials, then logically there should be extremely few criminals currently active. Conversely, if a society supports a high level of crime, one logically must assume that criminals live and act in glamorous circumstances, or find it quite easy to bribe the authorities. [recommended reading: E. H. Sutherland, "The Professional Thief"] 5: MONSTERS Non-human creatures represent an extremely wide variety of powers, rationales, morals, and cultures. It is impossible to suggest any guideline for monsters "in general": Expect the unexpected. 6: PROFANITY If a product is to be sold for profit, the customer deserves to have some indication of the content of what he is purchasing, so as not to offend unnecessarily. Non-profit archivalists, such as moderated newsgroups and FTP sites, should be answered honestly if they inquire broadly concerning such considerations. 7: DRAMA AND HORROR The writer should never forget the value of implied horrors, or breathless secondhand descriptions, in crafting a dramatic tale. [recommended reading: H. P. Lovecraft] 8: VIOLENCE AND GORE Lurid scenes are entirely acceptable and appropriate, since to portray combat without them gives an inaccurate representation of the fictional scenario, and may even encourage young readers to engage in foolish and self-destructive acts, such as joining the armed forces. However, as with any detailed description of physical events, care must be taken to ensure that what is described is physically and anatomically possible! (at least in fantasy) 9: SEXUAL THEMES Sexual themes of all types should by no means be avoided. Rape and graphic lust should be portrayed and discussed with an awareness of the distinction between them! As it is possible that some readers may have suffered rape, or may suffer rape in the future, the effect upon the fictional victim, and that character's process of recovery, should be considered carefully. Sexual activity should be portrayed realistically and believably; mores may vary dramatically due to cultural considerations, the prevalence of disease, and the difficulty with which it is cured. The concept of love or affection for another should never be minimized or forgotten through undue preoccupation with graphic descriptions. 10: NUDITY As clothing is a custom specifically of humans living in cold climates, logical consideration should be made of whether fantasy races will find use for it. Players should not be expected to make broad generalizations, such as that clothed members of unknown species are sentient, since one would expect, for instance, cold-resistant sentient beings to clothe imported tropical beasts of burden. Taboos concerning reproductive organs, organs for care and feeding of offspring, legs, faces, etc. should similarly be recognized as peculiar traits of specific cultures, though doubtless quite important to them. 11: AFFLICTION The reactions of various cultures to physical afflictions will vary widely, and reflects their specific values. A logical treatment thereof is essential to the believability of the setting. 12: MATTERS OF RACE Races and nationalities, if closely related, should logically be equal in capacity. The possibility of very different "races", with different strengths and weaknesses, is a fascinating realm of fantasy and should be explored without hesitation; however, in the interests of peace, it would be wise to draw a clear line between fiction and reality here. 13: SLAVERY Slavery, by its very nature, does not need to be portrayed in a biased fashion; characters of good alignment and chaotic ethics can make the proper choice without assistance.... and so can those who are not. 14: RELIGION AND MYTHOLOGY As religion is a personal choice based upon the thought process, it is a valid target for criticism, ridicule, and proposal --- however, paying customers deserve fair warning before they purchase something they do not like. 15: MAGIC, SCIENCE, AND TECHNOLOGY If it is possible to make a convincing explanation of a fantastic or scientific device in terms of current ritual or scientific knowledge, it certainly enhances the campaign to do so. If the writer's research turns up interesting references for further reading, it is courteous and informative to append them to the text. 16: NARCOTICS AND ALCOHOL Actual drugs should be presented realistically, with a full description of their pleasures and pitfalls. Persons not knowledgeable concerning a drug should do some basic study before presenting it in a manner that misrepresents its effects. Authors should never forget that drugs are -not- all the same, and that some are far more dangerous than others. Only factual portrayals of such substances encourage rational conduct --- anything else encourages people to make unwise decisions. 17: THE CONCEPT OF SELF IN ROLE PLAYING GAMES The distinction between players and player characters shall be strictly observed, to avoid confusing language. 18: LIVE ACTION ROLE-PLAYING This game is written to support entirely imaginary characters and scenarios. Attempts to mix fantasy and reality should be checked above all for safety, but also for game balance. Part of the appeal of the game is in the possibility of playing a character of dramatically different physical characteristics! 19: HISTORICAL AND FICTIONAL PRESENTATIONS Historical or fictional situations, institutions, or attitudes should never be mistaken to portray the actual beliefs of the author! 20: PLAGIARISM Plagiarism is the essence of interactive gaming and writing, and should be pursued freely and without regrets. 21: TRADEMARKS Trademarks are a lousy idea for anything but attachment to physical goods to distinguish them from competitors ("trade mark"), so don't use them. 22: This document may be freely distributed in its original, unaltered form. Since this is not the original form, I suggest that you do not read it, copy it, or use it, unless: A) you believe that "parody" is an acceptable defense as in copyright law, B) you believe that free discussion of the issues justifies extensive quotation as in "fair use", or C) you think that all this copyright crap is anti-free-speech, ineffective, lawyer fodder, useless, unreasonable, and in defiance of common sense.