Shame Is Good.

Often when we say “shaming”, we mean “humiliating.” That is, when one person tries to force a feeling of shame on another person as a way to harm them or coerce them. This is an unfortunate change in the meaning of the word, because shame is good, and crucial to social and emotional life. A healthy relationship with shame is just like a healthy relationship with anger or fear or happiness, in that it does its job. But what is shame’s job?

I go with the work of Paul Ekman and others here in the area of discussing a handful of core emotions that serve social and evolutionary purposes, each of which one can find in every society all over the world. One of those core emotions is shame. (For a rough course in this theory, watch the film Inside Out. Seriously. It’s amazing, and they did their homework) Shame’s job is to acknowledge wrongdoing and remorse as a way to reconnect a person with their community. This is the face of shame (sometimes feigned, but consistent and recognizable):

The Universal Expressions | Oh, Not Him Again

Ironically, in some cases we see this expression on the face of a person who is denying wrongdoing, but that’s what indicates that shame is a deeply-rooted and universal expression – it comes up unconsciously in one’s face when the emotion is present, and it looks similar cross-culturally.

In brief, shame says “Yeah, I screwed up.” And in our evolutionary past, when being ostracized could easily mean starving to death or being eaten, it was crucial to allow people to acknowledge wrongdoing and seek reconciliation in order for them to survive.

Shame is not a popular feeling – this whole post came from an ongoing conversation with a friend of mine (more than one friend, but one in particular), wherein he says that shame is the root of evil and should be rooted out. The thing is, when I talk to him about what he means by “shame”, he doesn’t talk about the universal emotion described above and unconsciously expressed in our faces. Rather, he is talking about humiliation, or shaming, which is completely different in my opinion.

Shame is an acknowledgement; shaming is an assault. But we confuse the two, and I think it’s a significant problem. This problem is exemplified by Donald Trump.

I think that the core element of Trump’s personality, which as driven his rise to power, his persistence despite massive moral, financial, and professional failures that would have sunk anyone else long ago, is his utter inability to experience shame. He is pathologically shameless, and I think this lies behind everything else about him – the grandstanding, the weird obsession with gold and his hand size, picking fights randomly, punching down, cheating everyone in his life, betraying allies at the slightest sign of disloyalty, and constant lying.

If Donald Trump were capable of shame, he would be an entirely different person. A far more tolerable person. He’s exactly the kind of person who would be ostracized in order to be devoured by wild animals 20,000 years ago, but in a media-driven age of radical capitalism, he instead becomes a brand. He becomes unavoidable, irresistible for some. He becomes President, because why not? His image is that he is untouchable, the “Teflon Don”, because nothing can bring him down, and the key to that untouchability is his apparent inability to experience shame.

What Do We Do With Shame?

This is a key question as we continue to reorient society to be a place where more people are heard and their concerns taken seriously. Women, people of color, LGBTQ folks, and others are, in fits and starts, over decades of conflict and struggle, making a place for themselves in our white supremacist, patriarchal, hetero-normative, etc. culture. Nobody knows how to do this. We have to dismantle some things, and build up some new things, and unlearn a lot of deeply ingrained habits, and learn new life-giving habits, all at once, in public, while the world burns around us. A non-trivial challenge, one might say.

The purpose of shame is to visibly acknowledge wrongdoing, that a transgression has occurred, and to prompt one to make amends and be re-integrated into the community. But how do we do that in a way that is fair?

In the past, there was a “boys will be boys” mentality applied to the wrongdoing of white males in the United States, as well as in the case of institutions that enforced white supremacy like the police. There were never real repercussions for wrongdoing – certainly nothing resembling justice or equity, even less so reconciliation. This mentality still exists everywhere it is not actively being brought to light and rooted out. There is a lot of work to do.

One response has been to burn people down when their wrongdoing is brought to light and acknowledged. People who are critical of this impulse, like most recently Dave Chappelle in Sticks and Stones, call this “cancel culture.” The sense is that if someone is caught in wrongdoing and called out, they are cancelled and that’s it. No more from them in the public sphere, ever. The problem, I think, is that there is no way back. A healthy person who feels appropriate shame and wants to make amends cannot do so, and is treated very similarly to someone who is shameless and spiteful and never admits any wrongdoing. Given this situation, where shame cannot function healthfully, successful people will find that shame is a liability and we will encourage more Trumps and Trump-ism.

Shame is crucial, but for shame to work, there has to be a way back. Otherwise we are punishing healthy shame, and it’s hard to blame people for working hard not to feel that shame if they can avoid it, and keep that shame from moving them to reconcile.

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Thanos: The Apocalypse of Unprocessed Grief

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Thanos’s Core Grief

From the very beginning, Thanos’s plan seemed ridiculous to me. It was a significant hurdle for me to get over to get into the story of Avengers: Infinity War. Ultimately I did, of course, because it’s an amazing movie, and you have to get over logical problems to enjoy any superhero movie. I thought, OK, fine. They can’t just have Thanos want to kill trillions to impress Death, so I guess this is another reason. Balance in the universe. Whatever. Still a great movie.

Something struck me, though, when on Vormir Thanos said this: “I have ignored my destiny once. I will not do it again, even for you,” right before he murders his child for power. Then, it sealed the deal when Thanos explains what happened to Titan to Doctor Strange. His half-genocidal plan wasn’t listened to, and then somehow having a lack of food completely destroyed his planet and…killed everyone there? Ruined gravity? Again, don’t look too closely.

What struck me was that Thanos’s irrational plan was a lot like a lot of our irrational actions – it was rooted in unaddressed grief.

Thanos’s Grandiose, Idiotic Plan

Thanos’s plan is stupid. It’s the kind of stupid that is very human – he is fully able to rationalize it, but is unable to realize how irrational it actually is. Significant time is given, in Infinity War, to rationalizing Thanos’s plan. Apparently murdering half of the poeple on Gamora’s homeworld turned it into a paradise where everything is great. (I take this to be Thanos deluding himself, but it’s presented as a fact) After all, he’s been doing this to planets for what seems to be years. He has a whole system – the Maw even has a monologue.

In Endgame, we see a much more accurate depiction of the aftermath of such a horrific act. A whole planet, traumatized. That’s what Thanos’s plan does – it spreads trauma throughout the universe, multiplies his grief by Infinity. Thanos’s most human attribute is that he is so able to rationalize what he is doing, despite the pointless suffering it inflicts on others, and the fact that his grand plan will solve precisely zero of the problems he says he wants to solve.

Thanos Inflicting His Grief on the Universe

Thanos, driven by his own grief, is trapped in a cycle of inflicting grief on everyone around him. Whether it is his tortured “children” like Gamora or Nebula, or…every living thing in the universe.

“Hurt people hurt people”, and because Thanos refuses to have his hurt end with him, he ends up inflicting that hurt on everyone around him one way or another – mostly through genocide and torture, since he’s a supervillain, but in all of his relationships, in all of his plans, this hurt will be reiterated. On a smaller scale, this is something anyone could fall into, Mad Titan or no. Whatever hurt we don’t deal with on our own, we export. What we don’t come to terms with, we inflict on others, intentionally or not.

As a way to solve problems and achieve cosmic balance, Thanos’s plan is terrible. But as a very human character inflicting his pain on others, Thanos isn’t even unusual.

Don’t Be Thanos

I’m not an expert on grief – find a therapist. Talk to people you trust. Just commit to processing your own grief. Figure out the cycles that repeat in your life and change them. I’m saying as a geek who thinks that we can look to Thanos as an emblematic example of how, in Jung’s words,

“Until you make the unconscious conscious, it will direct your life and you will call it fate.”

Or, in Thanos’s case, “I am inevitable.” He’s right, but not for the cosmic reasons he thinks. He’s inevitable because he is failing to take responsibility for himself, and ends up inevitably inflicting his grief on everyone else.

The Moment of Courage and Despair

One of the things that people commonly underestimate is the depth of grief and despair to be found in the works of JRR Tolkien. This is, without a doubt, a big part of the huge impact that his work had on me, starting as an early adolescent to the present day. I could either say that I struggle with depression, or that I perceive the world around me and feel tremendous grief and despair about it, and either one, or both, would be true.

A friend recently @ed me on Twitter, wondering what I had to say about eucatastrophe, as I’ve written and thought about it in the past. Eucatastrophe is, in brief, a “The eagles are coming!” moment, as found at the climax of both The Hobbit and The Lord of the Rings. It is an idea that Tolkien first described with that term, but not an idea original to him by any means (of course). Tolkien learned it from Christianity, and would say that his idea of eucatastrophe is merely patterned after the story of the crucifixion and resurrection of Jesus. In fact, he argued that we find ideas like eucatastrophe compelling precisely because they mirror the great story of God saving the world. It come up in his poem Mythopoeia, if you look for it, and in many of his writings. Dig in – I’m not going to cite everything here.

My friend said the following on Twitter:

“Because Holy Christ, do we need a little eucatastrophe right now. I honestly don’t know how else a deliverance from global social media-fueled capitalist fascism will occur.”

Now, this is a Unitarian Universalist saying “Holy Christ,” so you know it’s serious and they’re at wit’s end.

Since he asked me, I thought about what I might say on the topic of eucatastrophe, because I definitely share his despair about the situation of the world. And rightly so – if you are optimistic about the next 100 years for humanity and the natural world, I’m comfortable saying that you are ignorant of, or willfully ignoring, a lot of things. And to be clear, I don’t blame you. If you can’t escape the burning house, you can try to make sense of the flames. Maybe that’s all we can do.

The eucatastrophe is by definition unexpected – it is something you did not anticipate or even imagine happening. Even if you don’t believe that Jesus came back, you can probably agree that after his crucifixion, no one around him expected him to come back. None of his followers behaved as if he was going to come back – not even the women, who were clearly the smart and courageous ones.

Let’s say my friend and I are right, and only an eucatastophe can save us, and millions of other species as well, at this juncture. That means that our current moment is some moment before this eucatastrophe. But what is the moment before eucatastrophe like? The main eucatastrophe scene in both The Hobbit and The Lord of the Rings occurs while the point of view character is unconscious, but let’s look at the one from The Return of the King, starting with preparation for the last battle at the Black Gate in the chapter “The Black Gate Opens.”

During their preparation for the last battle, Gandalf says this:

‘We must walk open-eyed into that trap, with courage, but small hope for ourselves. For, my lords, it may well prove that we ourselves shall perish utterly in a black battle far from the living lands; so that even if Barad-dur be thrown down, we shall not live to see a new age. But this, I deem, is our duty. And better so than to perish nonetheless – as we surely shall, if we sit here – and know as we die that no new age shall be.’

Bilbo growing in courage is a theme of The Hobbit, and courage without hope is a theme in The Lord of the Rings, becoming a more dominant one as the story progresses. Even the small glimmer of hope that Gandalf clings to here is snuffed out in the same chapter, as we will see. But this is the kind of decision-making that occurs before the eucatastrophe – no reasonable hope of victory or success exists, and yet they resolve to see the fight through to the bitter end.

Here we get the admixture that is found in many places in Tolkien’s writing – a combination of faithfulness and fortitude in the midst of a hard task. Here Tolkien drew upon his understanding of Roman Catholic moral theology and virtue, as well as the grim courage in the face of certain death that typified the Germanic heroic literature which was his professional life. It is, in the best sense I think, martyrdom. It is something we can see reflected in, for example, Daniel chapter 3:

16 Shadrach, Meshach, and Abednego answered the king, “O Nebuchadnezzar, we have no need to present a defense to you in this matter. 17 If our God whom we serve is able to deliver us from the furnace of blazing fire and out of your hand, O king, let him deliver us.[b]18 But if not, be it known to you, O king, that we will not serve your gods and we will not worship the golden statue that you have set up.”

Like many of the heroes we see in The Lord of the Rings, including Gandalf at the Bridge of Khazad-Dum, Theoden in Helm’s Deep, and now the Captains of the West preparing to march on Mordor, here we have the heroes of the story resisting not because they expect victory but because they simply refuse to give up. Being faithful to what they value and believe is more important than winning, and even the hopelessness of their situation cannot turn them aside.

But even the small hope that Gandalf holds out is later extinguished.

When they reach the Black Gate, neither the Captains of the West nor the first-time reader knows what has happened to Frodo and Sam, but the Mouth of Sauron relishes the opportunity to crush everyone’s hope:

The Messenger put these aside, and there to the wonder and dismay of all the Captains he held up first the short sword that Sam had carried, and next a grey cloak with an elven-brooch, and last the coat of mithril-mail that Frodo had worn wrapped in his tattered garments. A blackness came before their eyes, and it seemed to them in a moment of silence that the world stood still, but their hearts were dead and their last hope gone.

As the moment before eucatastrophe is drawn out, even small hopes are extinguished. The hopes of the strongest, the leaders of this last desperate attempt at buying time for true victory, are crushed. Not long after this, battle is truly joined, and everyone’s hope is lost. Now nothing seems to stand between them and a painful, meaningless death.

The wind blew, and the trumpets sang, and arrows whined; but the sun now climbing towards the South was veiled in the reeks of Mordor, and through a threatening haze it gleamed, remote, a sullen red, as if it were the ending of the day, or the end maybe of all the world of light. And out of the gathering mirk the Nazgul came with their cold voices crying words of death: and then all hope was quenched.

And we, as the reader, are privy to Pippin’s last thoughts, which hint at eucatastrophe for us. But from Pippin’s point of view, this is his death, ending in defeat as he thought would happen all along, crushed and suffocated beneath the weight of a troll-corpse, one more lump of carrion for the crows.

‘So it ends as I guessed it would,’ his thought said, even as it fluttered away; and it laughed a little within him ere it fled, almost gay it seemed to be casting off at last all doubt and care and fear. And then even as it winged away into forgetfulness it heard voices, and they seemed to be crying in some forgotten world far above:

‘The Eagles are coming! The Eagles are coming!’

For one moment more Pippin’s thought hovered. ‘Bilbo!’ it said. ‘But no! That came in his tale, long long ago. This is my tale, and it is ended now. Good-bye!’ And his thought fled far away and his eyes saw no more.

We see that there might be some hope to keep us reading, as we look at see that we have 3/4 of the book left to go through (including Appendices) before we’re done. We know the story continues, but Pippin does not. As far as he knows, all of his friends are dead or will soon be killed, and the Shire will be destroyed, and all the known world will be plunged into darkness.

Wrath, Grief, and Ruin

The moment before eucatastrophe is a time of wrath, grief, and ruin. Wrath, as we see Gandalf seize the tokens from the Mouth of Sauron, in memory of his friends, and then he drives the ‘Messenger’ off in terror. Fine. There is no hope. Gird up your loins, then, because we are coming for you.

Grief, because in learning that Sam and Frodo are apparently captured, sentenced to long, slow torture spanning years until they are utterly broken, Gandalf is losing two beloved friends and companions. Not only the hope of the world was with them, but Gandalf’s love, concern, and friendship. Pippin can’t help but cry out, revealing that they know to whom those things belonged, and the Mouth of Sauron delights in their pain as eagerly as if he was wearing a red MAGA hat.

Ruin because this was the end. At that point, no one in leadership had any expectation of survival. They came to terms with the fact that all they had left to do was to go down fighting.

So then, if we are in a similar moment, what is it that we can look toward that will save us from social media-fueled capitalist fascism?

Nothing.

Fight anyway.

The Means at the End

This is a dangerous place to leave the discussion, because one could easily imagine the MAGA-bomber giving a similar answer – that wrath, grief and ruin drove him to the last desperate act of political assassination. Any number of people, driven to horrific violence, might tell a similar story of perceived loss, and of what they saw as courage in the face of terrible odds.

For this reason, any movement that seeks to resist social media-driven capitalist fascism, or however else you imagine the looming end, must be nonviolent. 

Because a terrible end to this human story seems so inevitable; because the odds are so overwhelmingly stacked against any such resistance; because the forces of evil are so thoroughly ascendant, there is no other option that has any hope of leading to moral ends. In the story of The Lord of the Rings, violence didn’t work. It didn’t bring hope or lasting victory. In our current story, we thought that we defeated the Nazis back in 1945. Little did we know that millions of Americans would support a President who our own Nazis would see as their last, great hope, who would sing the praises of authoritarian dictators and vilify the press, campaign on explicit bigotry and nativism, and basically follow the blueprint of 1930s Germany.

In the face of wrath, grief, and ruin, driven to extremity, human beings who hold up violence as an option will almost invariably turn to violence. This is where the imagery in The Lord of the Rings falls short in applicability to our situation today. We aren’t fighting orcs, we are fighting other human beings who are on the wrong side of history for some human reason. They are not driven by the supernatural will of the emissary of a fallen angel, but driven by recognizable, human motivations like fear, addiction, greed, cowardice and apathy.

The means with which we fight must be humane above all else. 

Here, radical ideologies are often unhelpful, but Christianity might be a powerful resource. Earlier, I described the moment before eucatastrophe as martyrdom from Tolkien’s Roman Catholic point of view, and the martyrs, as far as I know, died resisting nonviolently. (Know a lot about martyrs? Comment below)

To live in this moment before eucatastrophe, we need much more MLK Jr. than we need Aragorn. But to see and understand this moment, I think we can look to the works of Tolkien, to understand our current moment. If it is the moment before eucatastrophe, we will of course not know, but the heroic thing is to fight anyway, with or without hope.

Epilogue

‘Other evils there are that may come; for Sauron is himself but a servant or emissary. Yet it is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till. What weather they shall have is not ours to rule.’

The above quote from Gandalf is not quite accurate, given climate change, but important nonetheless I think. There is always another evil – we are only responsible for the fields that we know.

Attribute Decay in RPG Design

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“You cannot pass,” he said. The orcs stood still, and a dead silence fell. “I am a servant of the Secret Fire, wielder of the flame of Anor. You cannot pass. The dark fire will not avail you, flame of Udûn. Go back to the Shadow! You cannot pass.”

This isn’t an original idea – I know that in Misspent Youth for example, your attributes change as part of the game – but attribute decay is something I have been using in Servants of the Secret Fire, my Middle-Earth RPG that I’ve been poking around at forever. I also just brainstormed an attribute-change system for another person’s game, so it’s on my mind.

In brief, the idea is that your attributes, or ability scores, or whatever the name is in the game for you character’s basic capacities, change over the course of the game. In Servants of the Secret Fire, that change is through decay which I’ll discuss below, as an example of this idea in practice.

To begin with, a character in Servants of the Secret Fire has five attributes: Bearing, Grace, Might, Wisdom and Wits. They’re in alphabetical order, but also in order of priority when conflicts arise, and they each interact in different ways that don’t matter for the purposes of this blog post. Those are the five attributes, and many other things in the system derive from them, just like the classic six ability scores in D&D or attributes in 99% of RPGs out there. Not trying to innovate here.

But one of the design goals for SotSF is to model the moral structure of Middle-Earth as Tolkien wrote about it. It isn’t just any generic fantasy world – it is a particular world with particular assumptions behind it. One of those assumptions is that evil is powerful but limited. Here, my mind goes to a W. H. Auden quote from his review of The Lord of the Rings that I love, which includes the following: “Evil has every advantage save one; it is inferior in imagination.” Evil is less flexible, and those corrupted by evil are unable to see beyond their own machinations – and that is how they are overcome.

In order to bake this into the system, I decided that each attribute would decay to a lesser attribute, and that this would reflect moral corruption, or the influence of the Shadow. It would make it possible to see corruption as an incremental loss of creativity and capacity, which I think fits well with Tolkien’s moral universe. (The decay breaks the alphabetical order, but no-one’s perfect.)

Bearing decays into Dread. Where you once had a magnetic personality and a larger-than-life presence that could inspire, you are now only able to coerce and threaten. We see this in the Orcs and the way the treat each other, or in Sauron overwhelming power that only manifests as fear.

Grace decays into Quickness. For Grace, imagine the way that Elves move through the world, both physically and interpersonally. This decays to mere Quickness, like the Orc stabbing Frodo in Moria, or Gollum lunging for the ring.

Might decays into Force. One might use Might to defend the weak, or even as Boromir does to plough through the heavy snows on Caradhras. But it decays into Force, useful only for violence and to impose your will on others.

Wisdom decays into Cunning. As an example, we can look to Saruman of Many Colours versus Gandalf the Grey, and then White. Saruman literally comes from Angl0-Saxon for “cunning man”, and he retains his ability to create engines of destruction but loses the insight and deep lore that made him a Wizard. He still knows how to do things, but not whether he should.

Wits decay into Subtlety. Instead of broadly useful cleverness that would let you solve a puzzle, or a riddle, you only have the ability to hide and dissemble and subvert.

Functionally, each decayed attribute is the same as the previous one but with diminished options.With Bearing, you can do four or five things, but with Dread, you can only do one or two. If this was an Apocalypse-style game, you would simply crossed off some of your moves. Your options narrow, so that you can still be powerful and formidable in a conflict, but you are less of a person.

I like this system, in part, because it reflects my own view of morality and my own experience of the world and other people. People who are evil are so often people who see few possibilities. People who resort to violence often do so, in my view, because of a lack of creativity and imagination. As someone committed to nonviolence in my own life, I have had this conversation many, many times. I say I’m a pacifist, and people ask what I would do in a certain situation, where they can only imagine doing nothing or using violence. My response is that I have an infinite number of options minus two – I can’t do nothing, and I can’t resort to violence. And then I list a bunch of other options off the top of my head, because I’ve practiced this kind of thinking.

Evil is so often justified as necessity, but to me, it is just a failure in the person in question. They have allowed some of their capacities to decay, to become corrupted, until their options narrow and their imagination is strangled. This is so common in the world that I wanted to reflect it in this game.

 

A Simple Hack: Non-Lethal D&D

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I was recently listening to an episode of Saving the Game, in which they described an issue they had with their Pugmire play group. Normally in D&D, there is tons of violence and killing, and that is the norm. The majority of problems are solved with weapon attacks and abilities that deal damage, or make it easier for your allies to deal damage. D&D is designed to be played this way – and of course individual groups will have more or less violence in play, but you go down into Dungeons to fight monsters and you face Dragons to kill them and take their treasure. That’s the game, at its core, and always has been.

The issue in this case is that, in Pugmire, the protagonists and antagonists are mostly dogs and cats, and one player was really disturbed by dogs and cats, even anthropomorphic ones, being killed the way goblins and orcs tend to be in other D&D settings. It had increased emotional impact, the way that the death of a dog can be in a movie where there are innumerable human deaths (just ask John Wick).

Hit Points become Morale

I’d like to draw on an MMO I used to play regularly, Lord of the Rings Online, to recommend a simple hack of D&D that retains almost all of the mechanics but enables combat to be non-lethal a majority of the time, while still giving the lethal option if you want one. Basically, cross out “Hit Points” and write in “Morale.”

LOTRO uses morale as the hit-point system, and for an MMO set in Middle-Earth it was a very intelligent fix to the problem of handling the constant death and resurrection that is a mainstay of pretty much every MMO out there. There is no fictional support in Middle-Earth as a setting for a party going on a raid to attack a boss, getting killed, resurrecting themselves and jumping back in. As much as that is goofy and makes no sense, it is necessary to how MMOs are currently designed. In order to make this system make sense, hit points were changed to morale. This changes the fiction of what healing and resurrecting are, without changing the mechanics at all. In LOTRO, when you drop to 0 morale, your character flees the battle to a safe point nearby. Then, when she calms down, you can meet up with the rest of your group or run back into the dungeon or combat. Minstrels are healers in LOTRO, bolstering their comrades morale without having to supernaturally heal them, another element common to MMOs that would not make much sense in Middle-Earth.

So, back to D&D. If we change hit points to morale, and leave it at that, the game functions in a similar way. Healing spells become magical encouragement spells. Long rests where you recover all of your hit points make more sense, not less. Melee attacks beat down an opponent’s will to fight, and spells terrify and demoralize. All of these things can also injure your opponents, but the injuries are non-fatal. Bruises and fractures and cuts and burns, but nothing life-threatening.

With the classes as written, hit points can be morale. Fighting classes will have more morale, with the most going to the barbarian. This makes perfect sense – the barbarian is basically frothing at the mouth, full of rage, and really hard to bring down. In contrast, a wizard is more cool and collected, and probably easier to take out of a fight. They’d be less willing to risk losing a finger or an eye, or receiving a brain injury, than a fighter type. Again, it makes sense.

Dropping to Zero

The big difference with this hack is what happens when a creature reaches 0 or fewer morale. Obviously, there are no death saves. What I imagine happening is the creature tries desperately to flee or, if that is impossible, collapses in exhaustion and surrenders. The defeat should be total – weapons thrown down, cowering, etc. In theory, the PC group now gets what they wanted – defeating their foes, or being able to take their treasure, or exacting an oath that they will never trouble these lands again. Whatever it is that the violence was supposed to solve. I’d also make sure that whatever happened leaves marks on your foes. They don’t come through this unscathed. They are physically and psychologically unable to fight – however that looks based on what has happened.

Coup de Grace

This hack still leaves the opening for the coup-de-grace, of course. Once you’ve beaten down your foe, you can still finish her off. I find this interesting because you are given a moment in between in which you can choose not to. In military terms, your opponent is a casualty but has not been killed, since a casualty is just a soldier who is taken out of a fight.

The Truly Monstrous

Some monsters are not intelligent, or cannot be negotiated with. There are implacable aberrations driven by hunger alone, or undead animated by necromancy, or constructs who follow their creator’s commands until destroyed. In these cases, I don’t see nearly as much of a problem with morale meaning something much more like hit points. But I think this is something that the DM and players can easily decide ahead of time, and it opens up new roleplaying possibilities.

The D&D Prisoner Problem

One significant problem I can see with this hack in a D&D game is the prisoner problem. When D&D characters take prisoners, at least in my observation and experience, there is always a big debate. The Paladin wants to chain them up and transport them to the nearest magistrate for a full trial. The Fighter wants to beat them up for information. The Rogue wants to slit their throats and take their gold. (Or however this plays out at your table) I think that to use this hack and make it work, you have to just agree on a meta-game level that when reduced to 0 or fewer morale, your foe is done. They aren’t going to lie to you and then go off and rejoin your enemies so you have to fight them again. They are terrified and beaten and at your mercy, and if you let them go they will limp away someplace else and try to take up a different life. If you meet them later, they will just run away or beg for mercy. I think that if this is understood as just how the game will work, most problems should be easy to solve.

Gaming with Kids

As we gamers get older and have little proto-gamers of our own, it can be hard to introduce D&D to them, at least for some of us, because it is such a bloodbath. But with this simple hack, you can still, I think, have all of the swashbuckling adventure without all of the killing.

Thoughts?

Share what you think of this hack. Add your own nuances or modifications. Have you tried anything like this in a D&D game? How did it go?