Morality mechanics are rules and systems designed to have play deal with morality in some way. There’s quite a few ways to do it and with some interesting results.
Direct Morality in a game is where the system explicitly lays out what is good vs. bad and enforces it along those lines. These are actually pretty hard to do – since all of humanity’s history we’ve been still working out ethics and morality, so having a set system usually means working in a very narrow clear-cut range of ideas or something where genre tropes are simple and well established with regards to morality.
The old Marvel Superheroes RPG is an example of one that works pretty well. It’s somewhat of a narrow path to walk to get it right. If the game is too defined in producing a code, you can end up with situations like Legend of the Five Rings’ Honor system where you run into places where the honorable action costs you points or the dishonorable action gains you points. If the game is too vague about the scale or actions of morality, you get the endless discussions of D&D’s alignment system.
Divergent Morality is where the game is designed such that the mechanically coded systems of value and morality are clearly not the real issue of morality – the point is to explore where they meet, and more often, where they diverge. These work much better because nearly always we’re talking about a system where the mechanically coded “morals” are actually just pressures to constantly set up a choice between following it, breaking it, or finding ways to work around/with it towards real morality.
Polaris and Thou Art But a Warrior both use their particular codes of honor to trigger the character’s advancement along their tragic future, which, often enough, real moral choices are often strongly at odds with the code itself. Dog Eat Dog is pretty much a game built on the scathing criticism of colonialism and it’s form of cultural genocide set up as morality code. Poison’d has Sins, which include some things that are clearly wrong, some things which are situational, and other things like Paganism or homosexuality which simply aren’t.
Emergent Morality are games where the moral code isn’t directly given mechanics, but rather the mechanics as a whole are set up to pressure you to finding yourself having to make moral choices all the time. These are often subtle from a read through, but brutally powerful when you play them.
Steal Away Jordan uses it’s Worth mechanic, which, naturally puts white slave owners at the top and everyone else progressively further down the scale, and when you’re closer to the bottom you are forced to make alliances, to seek help, to even align with the oppressor just to survive. The Drifter’s Escape sets up the Drifter in a situation of horrible choices and morality emerges from that. Trollbabe explicitly sets up where your character’s effectiveness is based in risking allies to injury or death. Lacuna and 3:16 Carnage Among the Stars has advancement mechanics that explicitly set player goals against each other even as they’re supposed to be working together, which creates an extra level of friction.
Procedural consequences list out a series of actions or activities which fill or fail the moral code. “If X then Y” which makes these often inflexible and somewhat tricky to use well. This is most often what people think of when they think of morality mechanics – Vampire’s Humanity lists, Legend of the Five Rings’ Honor codes, etc.
Directive Based Consequences
Directive consequences involve points added/lost when an action is taken that fulfills the spirit of the value/morality code as determined primarily on the basis of a player making that judgment. Instead of listing out a code, it primarily sits on a player (the GM, a chosen player, the group) to decide when you’ve fulfilled or violated a moral position or code. Notice that for this to work well, the thing being judged and the basis of doing so needs some kind of guidance or clarity – or you end up with the same problem that sends people spiralling around D&D alignment arguments.
Sorcerer’s Humanity mechanic fulfills this, though Bliss Stage uses it to an even stronger degree with it’s intermission scenes.
Randomized consequences are pretty interesting. These can be things like rolling a die to see if you gain or lose points despite having done actions towards that effect, or it can be a roll at the end of your character’s arc to see what the effects are.
1001 Nights uses it’s Safety/Ambition/Escape tracks as gambles you take between scenes, which sometimes results in the most bastard player characters living happily despite their behavior. Poison’d uses the Salvation roll after your character dies to see if they make it to Heaven, or fall to the depths of Hell for their deeds.
If you find my blog entertaining and valuable, consider supporting me on Patreon.