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The in-game morality of the typical roleplayer tends to be heavily influenced by the structure of the game. Games in which green-skinned humanoids are evil, and good guys kill bad guys, and points are doled out in direct proportion to damage dealt... that will create one kind of gamer culture, games that reward XP strictly for completing missions will create another.

Games that have actual, real-world legal consequences for actions that modern society would consider criminal are not popular.

I rather like Lily's line in the fourth panel there, and briefly considered that it might work on a T-shirt, but it occurred to me that having my readers wear clothing that advocates theft and murder may not be the best way to build my personal brand.

0381-------------------------------------
(Thursday afternoon, INT: Overdrive Computers)

LH: I'm surprised you aren't more concerned about this game, Gina. You know what Max is like. Combat-focused system or not, I think we all know this game is going to be a nonstop cavalcade of you-know-what.
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GU: Hey, I've been gaming with Max for years now, I know she uses sexual propositioning like most people use pronouns, it's more or less white noise to me now. As long as she keeps her roleplaying strictly verbal, I think I can withstand six hours with her in the driver's seat.
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EB: Yeah, but it's one thing to hear about her characters' activites - or, heaven forbid, if her characters actually hit on you - it's another if her brain actually controls the fabric of the universe. We're talking about a world with a law of physics that provides tangible, measurable rewards for indiscriminate sexual intercourse.
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GU: As opposed to our regular games, in which the laws of physics provide tangible rewards for indiscriminate theft and murder? What the heck kind of religion do you guys think I follow?
LH: Hey, now. It's not murder if they deserved it, and it's not theft if it's from a corpse.