Motyw zła ontycznego i moralnego w polskich narracyjnych grach fabularnych I i II generacji
Słowa kluczowe:
evil, morality, tabletop role-playing games, narrativeAbstrakt
The article analyzes the depiction of the concept of evil in Polish narrative tabletop role-playing games (RPGs) of the first and second generations, focusing on the distinction between ontological and moral evil. The study examines RPG systems published between 1994 and 2006, such as Dzikie pola, Neuroshima, and Monastyr, using content analysis of core rulebooks and expert interviews with game creators. The findings reveal that the portrayal of evil in Polish games evolved from the personification of absolute antagonists in the first generation to more nuanced moral concepts in the second generation. The research highlights the influence of local cultural traditions, fantasy literature, and Poland’s historical context on the unique representation of evil. The article contrasts Polish RPGs with Anglo-American systems, where archetypes of transcendent and inevitable evil prevail. It addresses the question of how Polish RPGs differentiate their depiction of evil across generations and how these changes reflect the shifting expectations of players. The results indicate an increasing tendency to relativize evil in Polish games, emphasizing the exploration of complex moral and social dilemmas, which distinguishes them within the global RPG context.
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Utwór dostępny jest na licencji Creative Commons Uznanie autorstwa – Na tych samych warunkach 4.0 Miedzynarodowe.