ok im waffling on about fallout instead of having breakfast but i saw a criticism of how the prisoners were treated that's stuck with me.
spoilers!
so i think the criticism wasn't incorrect, per se: it condemned the way the show portrayed the vault dweller's naive intention to rehabilitate their murderous captives. it found fault with a common, and horrible, message that tv shows like to say, which is that carcerial violence and even the death penalty is the only effective way to deal with criminals, who are a fundamentally Bad category of human. im sick of that message too! but i think that wasn't what was going on here, actually.
so like, the vault dwellers had only ever experienced violent loss the once, and didn't really know how to cope other than denial and repression of the ordeal. but they were all hopeful and enthusiastic that their prisoners, the invaders that came to kill them all and take their stuff, could be eventually welcomed into the community as their comrades. the champions of this cause were nebbishy dorks and painfully out of touch academics. this is pretty normal for how prison reformers are portrayed, if extremely fucking annoying for those of us who ARE in favor of prison reform.
but so of course when the son of the former overseer, Norm, speaks up and suggests killing the prisoners, because why should they share resources with invaders who explicitly wanted to keep hurting them? why should they show mercy to their attackers? everyone is appalled by this suggestion. because they had to reinvent the whole concept of vengeance right then and there, because grudges and cycles of violence are anathema to a bottle society like theirs. they have been raised all their lives to forgive and forget and now, put to the test, they're recommitting to this ethos: get along, let the past go, look towards the future, believe the best of everyone.
but the prisoners die, anyway. the prisoners are killed with rat poison. and the thing is that Norm who suggested it didn't do it himself. and the prison guard who's blamed for it, even though she privately agreed with Norm that the prisoners are dangerous and unforgiveable, she didn't do it either. it's not a moment of triumphant, cathartic vengeance and it doesn't prove that there's no way to negotiate with terrorists and invaders but kill them like vermin because that's not what the message is meant to be.
the message is that norm stands there in the middle of these inconvenient prisoners, these corpses dressed in his own people's uniforms, and he looks at the new overseer. and he knows that she killed them, and she knows that he knows. she wanted him to know. this is her message and he's reading her loud and clear. and he doesn't look like a guy who's just been backed up by authority, who's just been validated in his desire for the ultimate control over those who have wronged him.
he's scared and pale and the music is ominous as fuck. and he's inside the cell, he's directly in the middle of it.
because what just happened is that he realized his entire society is being held prisoner, and the overseer is the one with the rat poison. and that he doesn't know, anymore, what freedom and safety and justice actually mean, just that he doesn't have them and he doesn't know where to find them.
that's what that scene meant. not that rehabilitative justice is a pathetic delusion of people who have no idea how to make hard choices.
but that before you advocate for killing prisoners, you might want to see how big that prison is, first.
and which side of the bars you're standing on.
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In the wake of FCG' fate I've been thinking about death in ttrpgs, and how it kind of exists on three levels:
There’s the gameplay level, where it only makes sense for a combat-heavy, pc-based game to have a tool for resurrection because the characters are going to die a lot and players get attached to them and their plotlines.
Then there’s the narrative level, where you sort of need permanent death on occasion so as not to lose all tension and realism. On this level, sometimes the player will let their character remain dead because they find it more interesting despite there being options of resurrection, or maybe the dice simply won’t allow the resurrection to succeed.
Then, of course, there’s the in-universe level, which is the one that really twists my mind. This is a world where actual resurrection of the actual dead is entirely obtainable, often without any ill effects (I mean, they'll be traumatized, but unless you ask a necromancer to do the resurrection they won’t come back as a zombie or vampire or otherwise wrong). It’s so normal that many adventurers will have gone through it multiple times. Like, imagine actually living in a world where all that keeps you from getting a missing loved one back is the funds to buy a diamond and hire a cleric. As viewers we felt that of course Pike should bring Laudna, a complete stranger, back when asked, but how often does she get this question? How many parents have come and begged her to return their child to them? How many lovers lost but still within reach? When and how does she decide who she saves and who she doesn’t?
From this perspective, I feel like every other adventurer should have the motive/backstory of 'I lost a loved one and am working to obtain the level of power/wealth to get them back'. But of course this is a game, and resurrection is just a game mechanic meant to be practically useful.
Anyway. A story-based actual play kind of has to find a way to balance these three levels. From a narrative perspective letting FCG remain dead makes sense, respects their sacrifice, and ends their arc on a highlight. From a gameplay level it is possible to bring them back but a lot more complicated than a simple revivify. But on an in-universe level, when do you decide if you should let someone remain dead or not? Is the party selfish if they don’t choose to pursue his resurrection the way they did for Laudna? Do they even know, as characters, that it’s technically possible to save someone who's been blown to smithereens? Back in campaign 2, the moment the m9 gained access to higher level resurrection they went to get Molly back (and only failed because his body had been taken back by Lucien). At the end of c1, half the party were in denial about Vax and still looking for ways to save him, because they had always been able to before (and had the game continued longer it wouldn’t have surprised me had they found a way). Deanna was brought back decades after her death (and was kind of fucked up because of it). Bringing someone back could be saving them, showing them just how loved and appreciated they are. Or it could be saving you, forcing someone back from rest and peace into a world that's kept moving without them because you can’t handle the guilt of knowing you let them stay gone when you didn’t have to. How do you know? How would you ever know?
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