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Nerdarchy > Roleplaying Games  > Campaign Settings  > Aether Skies  > Playing With Morality: Shades of Grey in TTRPG Storytelling

Playing With Morality: Shades of Grey in TTRPG Storytelling

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How to Run Morally Complex Campaigns Inspired by the Intrigue of Aether Skies

Open Legend aether

Aether, you know, that stuff that surrounds us…I’ll stop right there before the C&D arrives.

In many tabletop roleplaying games, players are used to clear lines between hero and villain, light and dark, right and wrong. But in Aether Skies, those lines are deliberately blurred. Spies protect cities by manipulating civilians. Heroes make deals with monsters. Leaders sacrifice the innocent for the “greater good.” The world isn’t evil—it’s just complicated.

This is the perfect playground for morally grey storytelling—the kind that challenges players to make decisions with real consequences and no easy answers. In this post, we’ll explore how to design and run nuanced, intrigue-laced campaigns that reflect the rich moral ambiguity of Aether Skies.


1. Build a World That Forces Choices

In Aether Skies, survival itself demands compromise. Whether your players are scavenging Aether from the cursed surface or running clandestine missions across the floating cities, there should always be pressure to choose between compassion and efficiency, ideals and survival, truth and stability.

Design With Dilemmas:

  • A noble offers sanctuary—but only if the party hands over a rogue Grounder they promised to protect.

  • A city’s Aether supply is running low. You can save it by stealing from another, but doing so risks war.

  • A ritual could seal a growing rift… if a sentient construct is sacrificed to complete it.

Let your players feel the cost of their actions—not in alignment points, but in relationships, reputation, and ripple effects.


2. Make Every Faction a Shade of Grey

Avoid “evil empires” and “noble rebels.” Instead, design factions with real motivations that players can understand—even if they don’t agree.

Factions in Aether Skies:

  • The Aethernati: A secret police force that maintains stability in the skies… through blackmail, surveillance, and occasional disappearances.

  • The Knights of Anti-Aether: Religious zealots bent on returning to the surface—but they’re also the only ones trying to break dependence on a corrupting magic.

  • Grounders: Surface scavengers seen as reckless thrill-seekers—but without them, the cities would have no rare metals or ancient tech.

Players should feel torn. Let them form uneasy alliances, befriend rivals, and discover truths that turn enemies into reluctant allies. The key is to make everyone believe they’re the protagonist in their own story.


3. Reward Consequences, Not “Correct” ChoicesAether Skies

When players are faced with hard decisions, reward them not for choosing the “right” answer, but for leaning into the narrative weight of their choices.

Let decisions have real, visible fallout:

  • The party saves a district from aether parasites—but the method damages an important strut, causing rolling blackouts and civilian unrest.

  • They smuggle a family out of a high-security city, but leave behind critical intelligence that falls into the hands of a rival faction.

  • They expose corruption in a noble house, only to empower a more ruthless, efficient tyrant in its place.

Tie these outcomes back into the story. Let them reshape the world. Encourage players to live with their consequences rather than try to fix them.


4. Give Players Moral Mirrors

Create NPCs who reflect different moral perspectives—especially when tied to the same issue. Let players see the debate in motion.

Example:

A smuggler, a priest, and a refugee all want access to the same stolen Aether core:

  • The smuggler needs it to power a lifeboat for escapees.

  • The priest believes it should be destroyed as a corrupting influence.

  • The refugee wants to sell it and start over.

Who do your players side with? Who do they betray? These moments define the characters far more than battle victories ever could.


5. Let Secrets Drive the Story

Aether Skies is built on conspiracy, espionage, and hidden agendas. Use secret knowledge as a moral weapon.

Give players:

  • A journal revealing their patron is connected to Haven’s return.

  • A message from an enemy warning of a deeper threat.

  • A captured artifact that only reveals its power once you’ve already used it.

The more your players learn, the less black-and-white their choices become. Make them question their allies, their cause, even themselves.


6. Allow Internal Conflict in the Party

Encourage debate. In morally complex worlds, it’s natural for characters to disagree. This isn’t about PvP violence—it’s about portraying clashing ideals.

Create situations where:

  • One player wants to uphold a deal, another wants to betray it.

  • A cleric views Aether as corruption, while a sorcerer relies on it to live.

  • A rogue’s contact is an old enemy of the paladin’s city.

Let these moments play out in character. Let them argue, persuade, even splinter—and then come back together, changed.


7. Endings Without Clear Victories

In Aether Skies, there may be no true “winning”—only surviving, influencing, and learning what you’re willing to live with.

A campaign might end with:

  • The party saving a city from destruction… by releasing something worse.

  • The return of the gods… but they aren’t what the faithful hoped.

  • The party becoming rulers—only to face the same impossible choices as their enemies did.

When the curtain falls, players should ask: Did we do the right thing? Did we even have a choice?


Final Thoughts: Embrace the Uncomfortable

Running morally complex games isn’t about being grim for the sake of it. It’s about respecting your players enough to give them hard questions and trusting them to explore who their characters are in the shadows between right and wrong.

In Aether Skies, nothing is sacred. The cities are built on compromise. Power is never clean. But it’s here—in the moral murk—that your most memorable stories will unfold.

Let your players write legacies forged not by purity, but by choice.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.