Those readers who have been following this series will remember the basic moral question regarding Necromancy: namely the fundamental decision for each game as to whether to treat Negative Energy as an objective force or an ultimate moral indictment. The central question surrounding fiends is less obvious, but in no way less important to your game. We know that a Gelugon is Evil, he's got a subtype that denotes him as being specifically Evil, that's not the question. What we don't know is how Evil he is. That's a central question that has to be addressed within the context of each game. Let's face it, a lot of people really aren't comfortable with villainy more pernicious than the antagonists in a Saturday morning cartoon. Other people have a different and equally valid hang-up: they aren't comfortable having their characters stab enemies in the face repeatedly until they bleed to death unless those enemies are extremely bad people. As so frequently happens, the rules for Dungeons and Dragons are written to accommodate both play styles, which in reality ends up including nothing. Perhaps unfortunately, you must come to a table-wide consensus about what your gaming is not doing before you can have your game do anything at all.
Keep in mind that none of these play styles are "worse" or "better".
Moral Option 1: A Worthy Opponent
"Fools! You have interfered with my plans for the last time!"
For many games, the fact that the bad guys are bad is pretty much sufficient. Like the villains in Saturday Morning Cartoons, their villainy requires – and gets – no explanation. Actual villainy is fairly upsetting to contemplate, and a lot of people don't want to do it. I don't blame them, cannibalism, deliberate infliction of pain, and exploitation of the innocent are unpleasant. Talking about secret prisons where torture is conducted night and day without respite or reason is super depressing.
Implications: The biggest implication here is that since Evil and Good are basically just political parties or ethnic hats, it is perfectly OK to have mixed alignment parties or to ban mixed alignment parties. You're never going to have a serious discussion about what it is that Evil people do, so it's actually not important how you handle them. You can even switch how you're handling it in the middle for no reason. One day, the Atomic Skull can just chip in to save the world from Darkseid. Another day you can go kill the Atomic Skull without feeling bad. It's very liberating, because you can tell a lot of stories – so long as none of those stories involve actual evil actions happening on camera.
Pit Falls: While it is certainly a load off the mind to not be constantly reminded of child abuse, torture, and sexual misconduct, bear in mind that this is Dungeons and Dragons – your foes are more than likely going to be killed with extreme stabination. Possibly in the face. Possibly more than once. If the villains aren't doing anything overwhelmingly bad, it's entirely possible that it won't seem like they deserve being killed. If subjected to enough analysis, one might even find that your own "heroes" appear to be the villains in your cooperative storytelling adventure. Certainly, He-Man never took that sword and chopped Skeletor into chunks. Star Wars: Episode One was such an unsatisfying movie in no small part because the villains never did anything bad.
Glossing over the villainous activities of the bad guys should go hand in hand with all of the players acknowledging and understanding what you are doing and why you are doing it. As long as everyone is making the active and informed choice to not deal with the heavy moral questions – it's all good.
Moral Option 2: The Banality of Evil
"It's 9 O'clock, time to get back to some Evil."
Many DMs will want to play their fiends pretty much like Nazis – their agenda is hateful, but in their off time they go hang out at the pub just like everyone else. You could even sit there with them and drink together unless you happen to be a Jew. This is the default assumption of a lot of Planescape literature, for example. An Evil creature is Evil because it ever does Evil things, not because it's necessarily doing any Evil right now. Darkness and light are, in this model, pretty ephemeral concepts – characters who wish to save their own sanity will end up either paying perhaps too much attention or ignoring them completely often as not.
Implications: Since bad guys (and presumably good guys as well) spend most of their time being regular guys and only infrequently perform acts worthy of praise or scorn, it's extremely easy for heroes to fall to Evil and extremely easy for villains to be redeemed for full value. People on both sides of the Good/Evil axis are doing pretty unexceptional stuff most of the time, so the allegiance that even Evil Clerics have to darkness is pretty tenuous.
This way of handling things is so much better at handling mysteries than are other morality systems that it may as well be a requirement if you ever want to play a "who-done-it" adventure. Since the good guys and bad guys spend most of their day being actually indistinguishable one from another, it makes distinguishing them actually difficult – and that has to happen if there is to be any question of who the PCs are supposed to stab.
Pit Falls: Be wary of over-humanizing the villains. In many stories, the bad guys are a lot more interesting than the white hats; and that can seriously derail a campaign if it happens in a role playing scenario. Beware also of the fact that if the Evil Overlord is mostly chillin like a villain with his family and having brews with his bros, it's going to be pretty hard to justify it when you inevitably stab him right in the face. Also remember that while The Banality of Evil is great for mysteries, it's actually so good for mysteries that the game can bog down. Players can get caught up in the minor goings-on of characters you don't even care about. Paranoia can be paralyzing when any scullery maid could really just go Evil at any time and poison your food to try to get your wallet. It can be realistic, but realism takes place in real time. That's not good if you're trying to raise hippogriffs as steeds.
Moral Option 3: The Face of Horror.
"I think I have Evil sand. In my pants."
Many DMs will want to make their Evil as Evil as possible. That can get… pretty Evil. It can actually get so Evil that people who overhear you playing the game will get a very bad impression about your group and the things you talk about. The starker the contrast between Good and Evil, the more righteous the acts of heroism the players commit. Tales of monstrous action are fascinating and the horrid and disgusting can hold people's interest indefinitely. By having the forces of Evil disembowel people in loving detail you can capture the imaginations of your players with actually relatively little creative work on the part of the DM. There have been over 10 Jason movies because those things practically write themselves, and people keep watching them because they genuinely are as intriguing as the are revolting.
Implications: With the forces of Evil running around doing actual stomach churning crime, having Evil and Good "team up" is essentially implausible. In fact, having Good and Evil characters in the same party is pretty much a non-starter. When playing with The Face of Horror the universe is essentially a cosmic battle between Good and Evil, the forces of Law and Chaos have some fights too, but essentially that's just crime compared to the world shaking conflict of darkness and light.
Further, while Good and Evil being as immiscible as Rubidium and Water makes for a well defined party demographic, it also has other far reaching consequences. When you go to the Abyss, the sand itself is Evil. Once you've made the determination that this means more than that Paladins can find every grain – you've bought yourself into the determination that beaches in the Abyss are themselves morally reprobate somehow.
Pit Falls: While The Face of Horror ends up making Good and Evil a much more important distinction than Law vs. Chaos, that's not really a problem. Sure, it's not reciprocal or equivalent and that's a breach of the Great Wheel tirade, but that's not really important to the game. Let's face it, when was the last time you saw a statted up enemy prepared to cast dictum? No, the problem is that if you make Evil as nasty as it can be made, it's really nasty. It makes other people in the game uncomfortable, and it disturbs people who hear portions of your game out of context. People like talking about stabbing their sword into an evil monster, that's all heroic and crap, but actually looking at sword wounds is icky. People don't want to do it.
Evil, if defined as "things we don't like", is pretty much exclusively composed of things we don't like. That means that the more we focus our attention on the details of what's going on, the more we'll want to clean our eyes out with soap. And while skirting that line can make a story grimly compelling, remember always that different people have different tolerances for this sort of thing. Just because something is gross enough to catch your prurient interest without wrecking your lunch doesn't mean that it isn't so nasty as to drive other people away. Tolerance for discussing child murder in the context of a story is not a virtue, and there is absolutely nothing wrong with the people who don't enjoy watching movies in the splatter horror genre.
Moral Option 4: Perfection in Balance
What use is the light that casts not a shadow?"
In this model, evil is a force that sits diametrically opposed to good. In order for one to exist, the other must exist as well. Evil is what gives good its meaning, and in fact one can simply define one by the other: to be good is not-evil, and to be evil is to be not-good. When playing with this option, evil plays a vital role in society and cannot be eliminated without dire consequences. For example, when the Jedi eliminate the Sith Lords, they set themselves up for an even more powerful Sith Lord to rise and kill them all, ushering in a new order of Evil, which is in turn later demolished by the calling out of a powerful Jedi who can defeat it. Neutrality is the rule of the day in this model, in the sense that evil and good will always be in the midst of trumping each other in an effort to “win”, a goal that is as meaningless as it is impossible.
What does that mean for your game? In this model, evil will always be the fly in your ointment and the piss in your cheerios, and good will always be the silver lining in the stormcloud and the complementary bag of nuts in your red-eye flight. Even the most powerful and good organization of clerics in your world will have a cruel inquisitor, and even the most death-hungry cabal of necromancers will have a guy who is kind to puppies and little children. Organizations and people will be “mostly” one thing or the other, but not all of anything, and people will be OK with that. Kind kings will be mostly good, but will have no problem massacring an entire generation of goblinkind in an effort to keep the roads safe, and liches who eat souls will defend the land from rampaging chimera without reward in an effort to keep the peace.
Implications: In a sense, this is the easiest of moral options, as you won’t need to really keep track of what’s going on with alignments. People will occasionally do things out of character, and that’s fine. Society will be quite tolerant, as they completely think its OK for there to be a Temple Street with a shrine for Orcus worshippers competing for space with a hospital sponsored by the clergy of Pelor. When one organization for good or evil gets stomped down, another one will pop up to replace it in an endless game of cosmic whack-a-mole.
For character with alignment related class features, atonement is a far easier process. Occasional deeds that violate your alignment are tolerated, as long as attempts at acts of atonement are made in a reasonable time frame. The Paladin that kills an innocent to defeat a powerful demon may have to visit the innocent’s family and make restitution after the battle, and the Cleric of Murder who defends the king from an assassin may have to seek out several of the King’s loved one’s in order to rededicate himself to his dark god.
Pit Falls: It can be pretty cool to have a party that has an assassin, a druid, and a champion of light in it – there's a lot of early D&D that has that as virtually the iconic party – but if the great game between Good and Evil is an inherently pointless game, that can make the story of your characters seem pretty banal. It's a line that can be hard to walk. It's just plain difficult to simultaneously have any individual attempt to destroy the world be important while having it be built into the contract that there will be another one tomorrow.
9.05.2009
Subscribe to:
Post Comments (Atom)

0 remarks:
Post a Comment