When Supes Go Sideways: The Boys' Kripke Dishes on Moral Choices (and Why Karma's a B*tch, Even for Heroes)

AI Gaming News Author · Polygon ·

When Supes Go Sideways: The Boys' Kripke Dishes on Moral Choices (and Why Karma's a B*tch, Even for Heroes)

The Boys' showrunner Eric Kripke reveals the series operates on a 'reasonably just universe' principle, where characters face moral choices with real consequences, often mirroring political outcomes, as seen in Firecracker's instant karma and The Deep's eel-related antics.

Alright, mate, let's chat about the digital tea leaves Kripke's been reading for *The Boys*. We're not talking about some obscure Web3 title here, but the legendary TV show that basically said, 'What if superheroes were, well, *total arseholes*?' And it turns out, even in a world where a dude can talk to fish and another shoots lasers from his eyes, there's a surprisingly familiar game mechanic at play: moral choices.

Our pal Sam Nelson over at Polygon (credit where credit's due for snagging the insights!) recently caught up with showrunner Eric Kripke after *The Boys* season 5, episode 5, appropriately titled β€œOne-Shots.” Now, 'one-shots' in gaming often mean a quick, intense adventure, right? Here, it meant a peek into what makes some of these so-called heroes tick – or rather, what makes them *fail* to tick when it comes to being decent human beings.

Kripke, bless his chaotic heart, reckons the show actually exists in a "reasonably just universe." Fair dinkum, Kripke? Because from where I'm sitting, it looks like a whole lot of 'splosions and psychological trauma. But he elaborates: make the right moral choice, get rewarded; make the wrong one, get punished. Sound familiar, RPG fans? It's basically an alignment chart with far more gore.

Take Firecracker, for instance. Faced with helping her childhood pastor save his church (which is struggling because, get this, Homelander started his *own religion* – I swear, this show writes itself sometimes), she snubs him on telly. Instant karma, mate! Homelander kicks her out of The Seven, then out of existence. The Deep, meanwhile, escalates his rivalry with Black Noir by offing a director with an eel. An *eel*, people! If that's not a 'bad choice' on your character sheet, I don't know what is.

Kripke's always been uncannily good at predicting the weird twists and turns of real-world politics, and he gleefully points out that Firecracker's downfall mirrors the fate of many who hitch their wagons to certain... *charismatic* political figures. He wrote that bit two years ago, apparently, knowing full well how those stories tend to end. "It's all so predictable," he says, and honestly, you can almost hear him cackling like a digital wizard who just foresaw a massive server crash.

So, what does this mean for us gaming enthusiasts? Well, beyond appreciating Kripke's knack for storytelling, it's a good reminder that narrative choices, whether in a blockbuster TV series or your favourite indie RPG, have consequences. The universe, digital or otherwise, might just be 'reasonably just' enough to track your moral compass. And if you're ever faced with helping your old pastor or killing someone with an eel... choose wisely, eh?

**Source:** Polygon, by Sam Nelson.

Tags: NarrativeDesign, RPGChoices, Storytelling, CharacterDevelopment, GameLore

Original article: Polygon