Philosophy Quiz
Using this test: Read each question and answer it immediately with the answer that best fits your reaction/opinion. Do not consider your answers for other questions, just answer each as it comes. Express the final results as a string of letters (ABBC-ADAA-FHGG-AABD)
Alternatively, a random philosophical outlook can be rolled with 16d8s.
Dilemma 1: You are travelling to the city. Along the road is the beaten body of a man, who groans out for help. A bandit’s arrow is still protruding from his stripped chest, and what belongings the bandits didn’t take are strewn about. What do you do?
A – Bandits left him as a trap, obviously. Unless I have friends with me who might be able to fight them off, I’ll go get help.
B – I’ll run for the nearest sheriff, they’ll know what to do.
C – Nothing of importance has changed; I’m going to the city. If I have time, I may see if there’s a reward for information on the victim’s whereabouts.
D – If I move him, that arrow’s going to be a problem, but I also can’t apply first aid here in the open when bandits may still be around. I’m going to move on, loop around and try to ambush the ambushers. Hopefully I can appeal to some fellow travelers and avoid getting outnumbered. When I know the area’s clear, I’ll help the man.
E – Arrow to the chest, man’s going to be living on borrowed time even if he survives this. Probably best to finish him off from a distance so no bleeding heart falls for the obvious trap.
F – Alert the local law enforcement. That’s their job.
G – Ask the man what happened from the road, and make a decision then.
H – Run to help the man, sword out to deter bandits. Every second counts!
Dilemma 2: You witness a street urchin stealing an apple from a cart. What do you do?
A – He’s just trying to eat. It’s not right, but it’s not right letting the poor kid starve either.
B – Tell the cart owner, an upstanding citizen.
C – Kid had to eat. Unless I’m guarding the cart, it’s not my problem. If I AM guarding the cart, that kid’s
losing a hand. Stumpy can tell all his thief friends to try a different cart.
D – Catch the kid, talk to the cart owner. Maybe he can get the kid a job?
E – Who cares? It’s just an apple.
F – Alert the authorities. There are laws against thievery for a reason.
G – Follow the urchin, see what he does with the apple.
H – Pay the cart owner and then run down the poor kid to pass him a few coins.
Dilemma 3: A famous witchfinder is in town investigating a murder. You have strong suspicion, but no proof, against the hermit that lives in the woods. What do you do?
A – I might have suspicions, but it’s also not really my business. I’ll leave it between the witch and the witchfinder.
B – He’s famous and successful. If I tell him my suspicions, he’ll be better equipped to investigate whether the hermit is actually a witch or not.
C – That old hag’s thrown her last curse. If I can’t find the evidence to show the witchfinder, I’ll fake it.
D – A successful witch trial can set off a panic and a witch hunt. More people will get hurt, especially if I’m right about the hermit. Best to see the witchfinder off and go investigate it myself, quickly and quietly.
E – He’ll either find the witch or the witch will find him. Maybe I’ll tip him off and see what happens.
F – The witchfinder’s Treaty clearly says that I should bring my suspicions to him. The hermit will get a fair trial.
G – Ask who the witchfinder suspects. If his suspicions coincide with your own, then that’s good validation.
H – Talk to the witchfinder, tell him all about your suspicions including whatever the hermit did to wrong you, then make sure that you’re right up front at the trial.
Dilemma 4: You are in a militia raiding a greenskin camp. You break in, only to find that the last of the male defenders have fallen and inside are only a handful of females and whelps. What do you do?
A – Well obviously I’m not killing the kids… Let them go.
B – I’ll bring the situation to my commander’s attention.
C – Unless I’m there to kill everything, I’ll probably just loot them and leave them for someone else to deal
with.
D – Offer food and shelter to the greenskin civilians. If you can get any information out of them, great, if
not, they may be inclined to less hatred of humans in the future.
E – I hear fire works well on greenskins. Then again, they haven’t done anything to me so why waste the oil?
F – I’ll follow orders.
G – Take them prisoner for interrogation/debriefing. After that, they’re really not my problem anymore.
H – Greenskin females are brutally oppressed; find a place for them in human lands at a halfway house or orphanage.
Dilemma 5: You are on a footbridge crossing over a cobblestone street with your overweight friend and business partner. A brick cart has slipped its blocks and has begun rolling downhill. In its path is a group of five people, too close to danger to shout; they aren’t getting out of the way. There is only one obvious way to stop the cart, by sacrificing your friend and business partner. What do you do?
A – Just watch, try to shout to the guys below. There’s not a whole lot I can do in that situation.
B – Unless I recognize anyone down below, I let nature take its course. My friend is much more important
to me than those strangers.
C – Sorry Steve, it’s five to one. I’ll tell Margaret you died a hero.
D – If I throw my own gear, I don’t have to completely stop the cart, just knock it to one side. The
gratitude from the five will probably make up for what I lose.
E – Let it happen. They’ve got forty years left maximum anyway.
F – I can’t do anything – Inaction is inaction but the only sure way to stop that cart is murder and I’m not
doing that.
G – I can’t stop the cart, but I can try to help in the aftermath. Maybe I can save a few of them if I’m fast
enough with the first aid.
H – Scream, startle the men to make them at least try to get out of the way.
Dilemma 6: A necromancer has established a tower in your area, and he is very much not welcome. You have been chosen as an edler to remove the lichmaster as soon as it can be managed by whatever means you choose. What do you do?
A – Raise a militia to go get him out of there. Hopefully the show of solidarity and force will get the point across without any actual bloodshed.
B – I’m edler, it’s my call. Whatever I choose to do, they trusted me to do it for a reason.
C – Knock his tower down on top of him. Light the ruins on fire.
D – Hire a small squad of mercenaries to reinforce me if things go badly and go talk to the necromancer. It’s possible he’s just reading books up there, and will actually be an overall benefit to the community.
E – I’ll use my position to get a few things done in the meantime. It’s amazing how creative you can be with words like “whatever means you choose.”
F – I’ll treat the necromancer in accordance to local laws as any visitor would. I’ll also let him know that this is not a place that will be friendly to him, and it would be best if he moved on without a fuss.
G – I’ll go question the necromancer. He’s likely a font of knowledge on all sorts of topics, no need to waste such a mind with such unique experiences.
H – Raise a militia, he’s here for your ancestors’ bones! He’s here to experiment with black magic! There will be plagues and curses if he stays! Who’s with me!?
Dilemma 7: You find out that the edler is hiding an embarrassing defeat at the hands of some bandits, and is marshalling for another attempt. What do you do?
A – Volunteer, maybe if you do your part the result will be different. Losses happen sometimes.
B – Let him try it again, he was chosen to be the best for the job.
C – We’ve got to get those bandits out. Tell the Electoral Council it’s time for a new edler.
D – If he failed once, he should have updated his battle plan. If he hasn’t, he’s going to fail again and it’s time to intervene, first to the council and if that doesn’t work then to the people.
E – Well, definitely NOT volunteer to go get killed like the last guys, that’s for damn sure.
F – Volunteer. He has the authority to raise a militia, and perhaps he simply didn’t have the proper caliber of recruits last time.
G – Everyone volunteering should at least know about the last group that did. I’ll send the information to as many heralds and bards as I can get to make sure that nobody gets duped into volunteering.
H – Those heroes gave their lives against the bandit menace. I’ll personally join, and I’ll make sure every one of my friends joins up, too! They’ll be avenged.
Dilemma 8: Gnolls – Canniballistic hyena-men in service to a demon god of hunger. You’ve just driven off a raiding party of them from your town. What’s the best way to ensure that you don’t suffer another attack?
A – Fortify: build the wall higher, patch up the damage they did, and be unassailable.
B – Appoint an edler to solve the problem – the greatest warrior in the town.
C – Put the heads up on pikes, and then send out sorties to kill all the gnolls in the area.
D – Slaughter a few sheep, leave them outside the walls as a peace offering. The gnolls will never smell the poison.
E – Fucking leave.
F – Send them a billet of war and prepare for a campaign.
G – Gnolls don’t usually attack settlements that might actually beat them, this is no normal raid. Find out what they’re there for.
H – Lead an attack out of the town with as many men as I can muster, hitting the gnolls while our hatred is still fresh.
Dilemma 9: You are leading a catspaw in advance of the next days’ battle, setting fire to greenskin arrow reserves. Your commanders have told you that acceptable losses for your party are 7, just under half of the 15 of you. The reserves are located in a tradehouse that’s been taken over by the enemy for use as a depot. You keep watch while your team saturates the building with oil so the enemy can’t just put out the fire. The one who went inside, your second in command, sets off a trap and the door slams closed with a loud magical claxon sound alerting the enemy to your incursion. You look at the door; you don’t have time to get him out AND light the fire unless you want to get swarmed and probably all 15 of you will die. What do you do?
A- You can't just leave a man in there; we can find another way to win a battle.
B- This mission is only a part of the whole thing; our commander is counting on us to succeed and he already told us what acceptable losses look like.
C- He knew the mission, he knew the acceptable losses. We've got a job to do.
D- My second in command wouldn't be my second without being good in a fight. Taking him out now for this little victory means we'll miss his sword for the main fight.
E- We're going to war tomorrow. There's an excellent chance we all have hours to live, anyway. Light it up.
F- Orders are orders.
G- Have him ransack the place while you break the door down. You might at least get away with some intelligence to salvage this mission.
H- What? Get him out of there!
Dilemma 10: 10 miners are trapped in one of two shafts (shaft 1 or shaft 2), and floodwaters are rising. You must decide which shaft to block before finding out where the miners are. They are no more likely, given your evidence, to be in 1 or 2. You are able to block the water from reaching one of the shafts, but you don't have enough sandbags to block both. If you manage to completely block the shaft where the miners are, they are all saved; if you block the other shaft completely, they all drown. If you do nothing, letting both of the shafts fill halfway with water, one miner will drown in any case. What do you do?
A- You've got to try; block one and hope you're right.
B- I've got to make a decision. I wouldn't be in charge if I wasn't the right one to make this choice.
C- Leave it. Sacrificing two to save eight is an obvious choice.
D- Leaving the lives of eight people to a coin toss because you might be able to save an extra two is insane.
E- 50/50 to save everyone. I'll take those odds.
F- If I picked wrong, that would be murder.
G- Call out, see if you can figure out which tunnel they're in. Indecision is the same choice as inaction, but you may have time to learn the other first.
H- I can't condemn people to death because I MIGHT save a couple of them.
Dilemma 11: You are responsible for an accidental death, but the accident was such that there is no possibility that authorities wouldn’t accuse you of murder, and the trial is likely to be quick and not go in your favor. You are forced to change your identity, and focus on making amends. You become a pillar of the community, improving the lives of everyone up to an employing several dozen people. A vagrant is correctly accused of theft, but is then misidentified as you from your abandoned life. They are going to try that vagrant for theft AND murder, and he will almost certainly be hanged. What do you do?
A- Obviously the right thing is to turn myself in. How is this even a question?
B- I've done so much good, I've atoned, I've helped dozens of people just like this vagrant, and he is definitely a thief, probably is a murderer anyway. My life weighed against his isn't even a contest.
C- I got away with it once. Getting away with it twice is hardly a problem for me.
D- Risking my life and all the good that I've done for a vagrant that's likely to die in a few months anyway is a fool's errand. I've got resources now, I can contribute to the man's defense. Given that he's actually NOT me, proving it shouldn't be difficult.
E- I had a pretty good run. Time to face the music.
F- I have to turn myself in. Even avoiding the trial in the first place was wrong, but now that someone else is on the hook for it, the cost is too much to bear.
G- Who is this vagrant? He has a story, and that might alter the calculus here.
H- I can't let another suffer for my sins, accident or not. That's not an option.
Dilemma 12: A lunatic has prepared a ritual that will summon an archdemon. Everything is in place, and the ritual will happen whether the lunatic continues to participate or not. You capture him, but you cannot find where the ritual is to take place in any of the papers or journals on his person. One of your companions suggests torture. What do you do?
A- You've got to do it. Demons torture people, too, and those people didn't summon the damn thing.
B- Wretched thing like him will break, guaranteed.
C- He suggested it? No, no, no... I suggested it.
D- If word gets around that we torture people, they're going to stop surrendering. There's got to be another way to get the information we need.
E- Well, obviously we're going to torture him. And if he doesn't talk, prop him up in front of the impending portal and let him feel it.
F- The rules forbid torture. We must find another way.
G- Get him to describe the ritual. If you know enough about it, you can find a way to reverse it.
H- The monster deserves a little torture. Cut off his balls, then ask him some questions.
Dilemma 13: You are working directly for an edler who is tasked with breaking up a thieves’ guild in the slums. He tells you that he intends to descend on the slums and make an example out of everyone wearing guild colors, red and black. Your friend lives in the slums as a charity worker and is a Deminite succorist, who wear black and red stripes to identify themselves. The edler orders you to make preparations but also swears you to secrecy. What do you do?
A- Tell your friend. He's about to be nailed to a tree for charity work, that's not right.
B- The edler knows best. I'm sure he's not enough of an idiot to fail to recognize a succorist uniform versus gang colors.
C- Goal is to clean out the slums. Arrest the succorist with the rest of them, and vouch for him at whatever trial he gets.
D- Killing charity workers is hardly for any benefit. You can't tell your friend or it might give away the attack, but you CAN find a way to get him out of there for the purge.
E- Screw it. Get him drunk the night before. Whatever happnes, he'll get one more good day in, at least.
F- Orders are to keep the secret. I have to keep the secret.
G- Give your friend a new outfit and insist they wear it the day of the raid.
H- I have to try to save my friend. I'll resign if I must.
Dilemma 14: A friend confides to you that he has committed a particular crime and you promise never to tell. Discovering that an innocent person has been accused of the crime, you plead with your friend to give himself up. He refuses and reminds you of your promise. What do you do?
A- That's tough, but he is your friend. Really, it's the police's fault for failing to find him.
B- My friend is a good man, I know he is. Whatever reason he did it, I'm sure it was a good one.
C- Not my problem unless I'm investigating the crime.
D- I don't like it, but I did give my word. A reputation for breaking it will bring problems down the line.
E- Life sucks and then you die. It won't do the world any more good to have your friend suffer instead of a stranger.
F- You turn him in. Clearly.
G- Investigate the person. His identity is important in this equation.
H- He's my friend, and I promised. End of story.
Dilemma 15: You are bringing aid to a human settlement in the Badlands. The orc cult in charge of that settlement captures you and tells you their plan, giving you a choice. They have created a potion that turns humans into orcs, though their minds remain. The change will most likely be permanent. The choice they give is this: Renounce your humanity, your religion, and your country. Become an orc, worship Makub, and serve the clan, or be tortured hideously to death. Select members of the town are given the same choices. What is your decision?
A- I can't help them if I'm dead. Magical transformations might be reversible...
B- I'm sure my will is strong enough to resist the influence of the orcs, no matter what face I'm wearing.
C- As an orc, I'd be stronger, tougher, and meaner. With their brawn and my brain I'd hardly have any problem taking over, and then I'm a warchief.
D- Once you renounce these things, getting them back will be difficult. Torture before death is maybe a few hours, but a martyr can move people to action.
E- I could be an orc. Why not?
F- This is their land. These are their rules. Imposing my laws on them involves a war.
G- I've never been an orc before. It could bring new insights. At the very least, having a human-friendly orc sneaking information out of the badlands could be extremely useful.
H- I can't become one of them. I won't.
<br>A) Commonism B) Virtuism C) Pragmatism D) Consequentialism E) Nihilism F) Legalism G) Didactism H) Motivism<br>
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