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R P G A M E R . C O M   -   E D I T O R I A L S

Let Rand defend the selfish roleplayer, or why having a bad case of the gimme-gimmies isn’t always bad
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TitoPaul
FAN EDITORIALIST



Much like video games, if you don’t start young, you just don’t get the appeal of Ayn Rand. There is something about The Fountainhead or Atlas Shrugged that alienates the older or uninitiated demographics. So for those of you unsure of even the pronunciation (Ayn as in Ein) please proceed to listing your favorite female rpg character on the message boards. And those of you quick to chime in “Ayn Rand is not even her real name,” take a deep breath, your version of Howard Roark isn’t in jeopardy. Everyone else, if you would, stay within the vehicle at all times, as the establishment will not be responsible for any shattered illusions.

First banish the notion that a Randian defense of selfishness means an action that does not appear selfish should not be pursued. All actions, the consequence(s) of which ultimately benefit a person, regardless of whether the person would be labeled selfish, are selfish. Secondly, all selfish actions are not justifiable, most especially when such actions cause more harm than a person might have realized. Above all, reason and rationale should be the guidelines when choosing what paths to pursue or actions to take.

To backtrack, a selfish action is any in which the action either directly or indirectly benefits the doer of the action. If I eat food to get nutrition or if I breathe air because I need oxygen, either one is a selfish act. These are not normally thought of as selfish acts, because selfishness, especially in America, is widely held to be morally reprehensible. Selfishness is condemned and associated with miserly acts of hoarding possessions, stealing from others, or otherwise being an enemy of all, friend of none and general ass. Forget that definition of selfishness because it is misdirected, inept and ultimately dim in purpose, direction and goal. What Rand says though, is selfishness is not simply a good, but the only morally justifiable good. Selfishness drives humans towards self-preservation, enlightenment, civilization, and improvement. While humans pursue their own good, this does not mean they are isolated when in the pursuit of selfish goals. Harmony, in which two or more individuals work together to achieve something neither one could have on their own, is both selfish and the foundation for a community.

At this point, you’re either on board or you’re sitting there wondering what this has to do with roleplaying games. In either case, it may be best to elaborate with an example.

Supposing I am a member of a gaming party, it would be a selfish act if, when fighting a monster, I hold back to avoid taking damage and then race to collect the treasure at the end. But this is a selfish act that is irrational and unintelligent. I may be successful once or twice in this manner, but before long my reputation will suffer or my friends will turn on me and take what is wrongly mine. So my shortsighted selfish act ultimately results in a longterm unselfish act: I have warned others of my ineptitude as a party member and my previous riches would soon after be redistributed to others. A rational selfish act in this case would be to fight along with every one else, helping when I can so long as it is not reckless. If I take too much risk and must then be saved, I have become a burden, not a help. Then if I am allied with other rationally selfish players they will help me in turn. In this way my shortterm gain may not be as large as if I were to hog everything, but in the longterm I will enjoy a much larger pool of wealth as well as other valuable, but not necessarily quantifiable items, such as trust and friendship.

If Rand were to have taken a position on playerkilling, clearly she would have considered it unacceptable. For her the use of force is to be forbidden, except in self-defense. To take action against another is to ultimately invite action to be taken upon you. And while you may be more powerful than your prey, you are not a god, and eventually someone or someones will band together and take you out. Again whatever shortterms gains you might have realized (including a sadistic pleasure in killing off weaker or inexperienced players) is lost in the longterm banning or shunning that will occur. Ultimately no one benefits from a lawless society and killing other players is not an act of self-preservation, but one of cowardice and dishonor that should and usually is punished.

As ours is not a perfect world, yes there will be some exceptions, or some evil actions that go unpunished. Why do good things happen to bad people? Why do celebrities usually get to hook up with other attractive people AND are wealthy- as if just one is not enough? And why do the most rational of acts seem sometimes not to end up in your favor? It’s just the way the dice land. But if everyone is trying to act in the most rational, selfish way, on the whole more benefits will arise than any other course of action.

Pulling back from the multiplayer scenarios, it might be easier to see this balance in the single player realm, as it is no different. Party dynamics necessarily require resources to be divided: if the healer is kept too weak and dies, your fighter too will soon die. So always relying on only one member of your party to remain alive is not an example of a selfish act but one of stupidity and actually goes against self-preservation. You need to create a balance where no one character gets all the rewards/experience/life potions, because you tilt your party out of balance. That does not mean everyone needs to get the exact same percentage of all spoils, as you would soon be sucking the enjoyment out of the game (unless this level of micromanagement appeals to you, in which event, micromanage away!) Or even that all difficult choices can be prevented since sacrifice is often unavoidable. But you should be staring at the looming horizon, not just the sparkling lids of every treasure chest, so as best to minimize sacrifices from arising.

You might be thinking this thought process follows closely the golden rule. In a way it does, but the difference hinges on the motivation. A universal maxim of roleplaying might be to act at all times in that rational way, which minimizes potential harm and maximizes potential fortune both in the long and short term, taking into account not just those quantifiable values such as experience, gold or items, but other perhaps even more valuable possessions such as friendship, trust and pride.




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