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2018-02-07, 04:41 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
On the subject of Villain, Antagonist, or Opponent:
https://wetranscripts.dreamwidth.org/139457.htmlIt is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2018-02-07, 05:34 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
NSIS, but... to me the key point there is that any person possessing absolute fiat to interpret and enforce the law as they see fit, and in the evil "quadrant" of the chart, just isn't going to result in the rule of law. Lawful Evil tyrants can be imagined, but I don't know if a real human being is capable of such a thing.
Heck, I don't know if anyone given the power to interpret and apply any set of rules at their sole discretion without any appeal or recourse on the part of those so ruled against can be trusted to be consistent and fair.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2018-02-07, 09:44 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
The absolute limit of a pure Good universe is probably something like solipsism. You want a system where no harm or evil is even possible, but also one that doesn't particularly constrain or amplify self-determination. So you wrap everyone in a partial solipsistic illusion where they can do whatever they want but anything bad they do forks their reality and let's them continue on believing they've had their way while fully protecting others from the consequences - including even things like emotional harm from abandonment.
Then over time the solipsisms gradually present events in such a way as to try to align the moralities of their inhabitants.
So basically, imagine a railroaded game where you can always choose how you act but you can't really influence the outcomes unless they're from the approved list.
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2018-02-07, 11:45 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Yes.
"Chaos is not wholly evil, surely?" said the child. "And neither is Law wholly good. They are primitive divisions, at best-- they represent only temperamental differences in individual men and women. There are other elements..."
"
..which was published in 1975 in the UK, and 1976 in the USA, and '76 was when Gygax added "good" and "evil" to D&D Alignment in an article that I first read a copy of it in the 1980 "Best of The Dragon" which reprinted the original article; in the Strategic Review: February 1976
Poul Anderson invented Law vs. Chaos in '53 for Three Hearts and Three Lions (which had a Dwarf on the side of Law, and Elves on the side of Chaos, Anderson's Elves were not Tolkien's Elves, though they drew from the same well. The "Ranger" is from Tolkien, the "Paladin" is from Anderson).
Anderson had Law on the side of most of humanity, and "the hosts of Faerie" on the side of Chaos. When Chaos was ascendant latent Lycanthrope became expressed for example.
Michael Moorcock adopted Law vs. Chaos for his Elric stories, and it was his works that were far more known by those of us who played D&D in the 1970's and '80's.
While Moorcock's 1965 novel Stormbringer had the triumph of Chaos being humanity's doom, by '75 he was clear that humanity would suffer under extreme Law as well, and "The Balance" was to be sought.
Spoiler: More Alignment history'So, the "rules" on alignment and everything else are up to each individual table:
Dungeons and Dragons, The Underground and Wilderness Adventures, p. 36: "... everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it that way."
AD&D 1e, DMG, p. 9: "..The game is the thing, and certain rules can be distorted or disregarded altogether in favor of play...."
D&D 5e DMG, p. 263:: "...As the Dungeon Master, You aren't limited by the rules in the Player's Handbook, the guidelines in this book, or the selection of monsters in the Monster Manual..."
A History of "Alignment" in Dungeons & Dragons
Part One: The War between Law & Chaos
For the Dungeons & Dragons game, Arneson and Gygax got Law vs. Chaos from stories by Poul Anderson and Michael Moorcock.
Okay, in the novel Three Hearts and Three Lions by Poul Anderson,
which was published before and inspired Moorcock's "Law vs. Chaos" conflict in the Elric and Corum novels, and Anderson expressly conflated Holger's struggle against Morgan le Fay and the "Host of Faerie" with the battle against the Nazis in our world.
Now in the 1961 novel (based on a '53 short story) Three Hearts and Three Lions, we have this:
"....Holger got the idea that a perpetual struggle went on between primeval forces of Law and Chaos. No, not forces exactly. Modes of existence? A terrestrial reflection of the spiritual conflict between heaven and hell? In any case, humans were the chief agents on earth of Law, though most of them were so only unconsciously and some, witches and warlocks and evildoers, had sold out to Chaos. A few nonhuman beings also stood for Law. Ranged against them were almost the whole Middle World, which seemed to include realms like Faerie, Trollheim, and the Giants--an actual creation of Chaos. Wars among men, such as the long-drawn struggle between the Saracens and the Holy Empire, aided Chaos; under Law all men would live in peace and order and that liberty which only Law could give meaning. But this was so alien to the Middle Worlders that they were forever working to prevent it and extend their own shadowy dominion....."
.which suggests that Law vs. Chaos is about "teams" in a cosmic struggle rather than personal ethics/morality, which is how the terms are used in the old Stormbringer RPG, and would be my usual preference.
Before D&D, Gygax & Perren had Law vs. Chaos in the Fantasy appendix to the Chainmail wargame:I suppose it waa inevitably when Greyhawk added Paladins that were "continual seeking for good" but I think that adding "Good" and "Evil" to "Alignment" was a mistake, and it was better the way the predecessor of D&D, Chainmail had it as:
"GENERAL LINE-UP:
It is impossible to draw a distanct line between "good" and "evil" fantastic
figures. Three categories are listed below as a general guide for the wargamer
designing orders of battle involving fantastic creatures:
LAW
Hobbits
Dwarves
Gnomes
Heroes
Super Heroes
Wizards*
Ents
Magic Weapons
NEUTRAL
Sprites
Pixies
Elves
Fairies
Lycanthropes *
Giants*
Rocs
(Elementals)
Chimerea
CHAOS
Goblins
Kobolds
Orcs
Anti-heroes
Wizards *
Wraiths
Wights
Lycanthropes*
Ogres
True Trolls
Balrogs
Giants *
Dragons
Basilisks
* Indicates the figure appears in two lists.
Underlined Neutral figures have a slight pre-disposition for LAW. Neutral
figures can be diced for to determine on which side they will fight, with ties
meaning they remain neutral."
So it was clear that it's sides in a wargame, not an ethics debate.
But the turning of a heavily house ruled Chainmail into what we now call a "role-playing game", brought character behavior in the mix:
Dave Arneson wrote that he added "alignment" to the game he made up because of one PC backstabbing another
"We began without the multitude of character classes and three alignments that exists today. I felt that as a team working towards common goals there would be it was all pretty straight forward. Wrong!
"Give me my sword back!" "Nah your old character is dead, it's mine now!"
Well I couldn't really make him give it to the new character. But then came the treasure question. The Thieves question. Finally there were the two new guys. One decided that there was no reason to share the goodies. Since there was no one else around and a +3 for rear attacks . . .. well . . Of course everyone actually KNEW what had happened, especially the target.
After a great deal of discussion . . . yes let us call it "discussion" the culprit promised to make amends. He, and his associate did. The next time the orcs attacked the two opened the door and let the Orcs in. They shared the loot and fled North to the lands of the EGG OF COOT. (Sigh)
We now had alignment. Spells to detect alignment, and rules forbidding actions not allowed by ones alignment. Actually not as much fun as not knowing. Chuck and John had a great time being the 'official' evil players.
They would draw up adventures to trap the others (under my supervision) and otherwise make trouble"
And here's in 1974's Gygax & Arneson's Dungeons & Dragons: Book1, Men & Magic
(Orcs can be Neutral as well as Chaos, as can Elves, Dwarves/Gnomes as well as Law, and Men may be any)
And "Law, Chaos, and Neutrality also have common languages spoken by each respectively. One can attempt to communicate through the common tongue, language particular to a creature class, or one of the divisional languages (law, etc.). While not understanding the language, creatures who speak a divisionsl tongue will recognize a hostile one and attack."
Easy "detect alignment"!
Originally there were three classes; "Cleric", "Fighting-Men", and "Magic-User" (as in "wake up the user, it's time to cast the daily spell"). Clerics didn't have any spells at first level, but they could "turn" some undead (a bit like a 5e Paladin really), and other than hints that "Law" Clerics, and "Chaos" Clerics were in conflict, there wasn't much info on what was meant until the Paladin class was introduced inLa Chanson de Rolandthe 1975 "Greyhawk" supplement (which also introduced Thieves hmm... what a coincidence funny that). From "Greyhawk":
Charisma scores of 17 or greater by fighters indicate the possibility of paladin status IF THEY ARE LAWFUL from the commencement of play for the character. If such fighters elect to they can become paladins, always doing lawful deeds, for any chaotic act will immediately revoke the status of paladin, and it can never be regained. The paladin has a number of very powerful aids in his continual seeking for good......".
(Ok this is the fun part the special powers which include......PSYCH! Back to the restrictions)
"Paladins will never be allowed to possess more than four magically items, excluding the armor, shield and up to four weapons they normally use. They will give away all treasure that they win, save that which is neccesary to maintain themselves, their men and a modest castle. Gifts must be to the poor or to charitable or religious institutions , i.e.not tho some other character played in the game. A paladin's stronghold cannot be above 200,000 gold pieces in total cost, and no more than 200 men can be retained to guard it. Paladins normally prefer to dwell with lawful princess of patriarchs, but circumstances may prevent this. They will associate only with lawful characters"
Huh? What's lawful? What's chaotic? What's associate? And what is this charitable? I don't believe PC's know this word.
Well...helpfully there are some clues:
" Chaotic Alignment by a player generally betokens chaotic action on the player's part without any rule to stress this aspect, i.e. a chaotic player is usually more prone to stab even his lawless buddy in the back for some desired gain. However, chaos is just that - chaotic. Evil monsters are as likely to turn on their supposed confederate in order to have all the loot as they are to attack a lawful party in the first place".
OK Paladins are "continual seeking for good", "All thieves are either neutral or chaotic - although lawful characters may hire them on a one-time basis for missions which are basically lawful" "Patriarchs" (high level Clerics) "stance" is "Law", and "Evil High Priests" "stance" is "Chaos". So we can infer that Law = Good, and Chaos = Evil in early D&D, which fits how the terms were used in novels Gygax cited as "inspiration", first in Anderson's "Three Hearts and Three Lions", and than later in Moorcock's "Stormbringer" (though Moorcock eventually in his novels show that too much "Law" is anti-human as well, which is probably why Gygax added the separate Good-Evil axis so you could have "Lawful Evil" and "Chaotic Good" alignmemts later).
I'm gonna stress that I didn't know Anderson's novel when I first played D&D in the very late 1970's, and I'd bet that most other players didn't either, but knowledge of Moorcock's Elric was far more common then, from comic books!:
If you've read the "Elric" series, from which D&D "borrowed" much of this, you may remember that Elric visits a "world" (plane/dimension/alternate reality) of "Chaos" and finds a whirling cloud, in-which creatures and objects sometimes flash in and out of existence. He also visits a "world of Law" which is nothing but a grey mist.
[BTW, a nice 21st century use of the Law vs. Chaos trope is in Genevieve Cogman's Invisible Library series, in which different worlds (alternate realities) have more or less "Chaos" or "Law".
Heavy Chaos worlds are ruled by the Fey, who are the main antagonists, Law world's are ruled by (often hidden) Dragons, and we are told that while too much Chaos is worse, with too much Law humans are controlled by Dragons and not free.].
Part Two: Enter Good & Evil
1976's Eldrich Wizardry supplement added the Mind Flayers which were the first monters that were explicitly both "lawful" and "evil", and it could be a coincidence but Michael Moorcock in A Quest for Tanelorn wrote:
"Chaos is not wholly evil, surely?" said the child. "And neither is Law wholly good. They are primitive divisions, at best-- they represent only temperamental differences in individual men and women. There are other elements..."
"
..which was published in 1975 in the UK, and 1976 in the USA, and '76 was when Gygax added "good" and "evil" to D&D Alignment in an article that I first read a copy of it in the 1980 "Best of The Dragon" which reprinted the original article in the;
Strategic Review: February 1976
Spoiler: illustrations
Originally Posted by THE MEANING OF LAW AND CHAOS IN DUNGEONS & DRAGONS AND THEIR RELATIONSHIPS TO GOOD AND EVIL
by Gary Gygax
FEBRUARY 1976
..that creatures don't just exist on one of nine points of ethics/morality, there's a range:
Also in the article Gygax states:
"Placement of characters upon a graph similar to that in Illustration I is necessary if the dungeonmaster is to maintain a record of player-character alignment. Initially, each character should be placed squarely on the center point of his alignment, i.e., lawful/good, lawful/evil, etc. The actions of each game week will then be taken into account when determining the current position of each character. Adjustment is perforce often subjective, but as a guide the referee can consider the actions of a given player in light of those characteristics which typify his alignment, and opposed actions can further be weighed with regard to intensity....
....Alignment does not preclude actions which typify a different alignment, but such actions will necessarily affect the position of the character performing them, and the class or the alignment of the character in question can change due to such actions, unless counter-deeds are performed to balance things."
So in general "Law" was the side of humanity, and "Chaos" was on the side of the supernatural in Anderson and early Moorcock, and very early D&D, but 'Good" and "Evil" complicate matters.
Per Gygax, I infer from that "Alignment" didn't control the PC's actions, PC actions are a guide to what "Alignment" the DM rules a character is for game effects.
So leave the entry blank, and let the DM deal with the alignment claptrap (frankly as a player I'd rather keep a character possessions inventory sheet and foist the "stats" on the DM anyway)!
But oD&D was just "guidelines", nothing was "official" until Advanced Dungeons & Dragons which was a completely different game!Originally Posted by Gygax
Part Three: Advanced Dungeons & Dragons
Fitting as a "bridge" between oD&D, and AD&D, the 1977 "Basic Set" had a "5 point Alignment system" (Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral), but the 1978 Players Handbook had the full "nine-points" that we know today.
Spoiler: the 5-point system of the 1977 "bluebook".CHARACTER ALIGNMENT
Characters may be lawful (good or evil), neutral or chaotic (good or evil). Lawful characters always act according to a highly regulated code of behavior, whether for good or evil. Chaotic characters are quite
unpredictable and can not be depended upon to do anything except the unexpected -- they are often, but not always, evil. Neutral characters, such as all thieves, are motivated by self interest and may steal from their companions or betray them if it is in their own best interest. Players may choose any alignment they want and need not reveal it to others. Note that the code of lawful good characters insures that they would tell everyone that they are lawful. There are some magical items that can be used only by one alignment of characters. If the Dungeon Master feels that a character has begun to behave in a manner inconsistent with his declared alignment he may rule that he or she has changed alignment and penalize the character with a loss of experience points. An example of such behavior would be a "good" character who kills or tortures a prisoner.
So...
Originally Posted by 1978 PHB
That'll teach those pesky PC's not to stray!
Oh and "Until the character has again achieved his or her former level of experience held prior to change of alignment, he or she will not be able to converse in the former alignment's tongue nor will anything but the rudest signalling be possible in the new alignment language."
1e AD&D DM's were always supplied with pizza with the correct toppings!
(Not really, I have no memory of those rules ever being used).
Wisely the 1981 "Basic rules" went back to Law/Neutral/Chaos, which was retained in theSpoiler: 1991 "Rules Cyclopedia"Alignment
An alignment is a code of behavior or way of
life which guides the actions and thoughts of characters and monsters. There are three alignments in the D&D® game: Law, Chaos, and Neutrality. Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment he or she has picked, but must tell the Dungeon Master. Most Lawful characters will reveal their align-ments if asked. When picking alignments, the characters should know that Chaotics cannot be trusted, even by other Chaotics. A Chaotic character does not work well with other PCs.
Alignments give characters guidelines,to live by. They are not absolute rules: characters will try to follow their alignment guidelines, but may not always be successful. To better understand the philosophies behind them, let's define the three alignments.
Law (or Lawful)
Law is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws that are fair, keep promises, and care for all living things.
If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good
Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as "good" behavior.
Chaos (or Chaotic)
Chaos is the opposite of Law. It is the belief
that life is random and that chance and luck rule the world. Laws are made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful.
To a Chaotic creature, the individual is the
most important of all things. Selfishness is the normal way of life, and the group is not important. Chaotics often act on sudden desires and whims. They have strong belief in the power of luck. They cannot always be trusted. Chaotic behavior is usually the same as behavior that could be called "evil." Each individual player must decide if his Chaotic character is closer to a mean, selfish "evil" personality or merely a happy-go-lucky, unpredictable personality.
Neutrality (or Neutral)
Neutrality is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset this balance. The individual is important, but so is the group; the two sides must work together.
A Neutral character is most interested in per-
sonal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own best interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither).
Alignment Behavior
Take this situation as an example: A group of player characters is attacked by a large number of monsters. Escape is not possible unless the monsters are slowed down.
A Lawful character will fight to protect the
group, regardless of the danger. The character will not run away unless the whole group does so or is otherwise safe.
A Neutral character will fight to protect the
group as long as it is reasonably safe to do so. If the danger is too great, the character will try to save himself, even at the expense of the rest of the party.
A Chaotic character might fight the monsters or he might run away immediately—Chaotics are, as always, unpredictable. The character may not even care what happened to the rest of the party.
Playing an alignment does not mean a character must do stupid things. A character should always act as intelligently as the Intelligence score indicates, unless there is a reason to act otherwise (such as a magical curse).
Alignment Languages
Each alignment has a secret language of passwords, hand signals, and other body motions.
Player characters and intelligent monsters always know their alignment languages. They will also recognize when another alignment language is being spoken, but will not understand it. Alignment languages have no written form. A character may not learn a different alignment language unless he changes alignments. In such a case, the character forgets the old alignment language and starts using the new one immediately....
Unfortunately 'Law' was "usually "Good"', and 'Chaos' was "usually Evil", but "not always".
I still see the point of Alignments in the Monster Manual, but now that D&D has dropped ""Alignment Languages", I'm not sure what the point is of players writing one on their character record sheets, as "Ideals", "Flaws", "Bonds", etc. seem to replace "Alignment" as a role-playing aide.
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2018-02-08, 02:31 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Marut-2 Avatar by Serpentine
New Marut Avatar by Linkele
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2018-02-08, 07:40 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
I think Elysium already fits this purpose pretty well: it's a place so genuinely and purely happy that it's difficult to place into the context of a world where evil exists. Just as Hades robs the mortal mind of the ability to imagine anything but sorrow and misery, time in Elysium causes a person to forget that struggle and conflict sometimes have a purpose.
In general, though, I think it's worthwhile to avoid establishing a rule of equivalence between the opposed alignments. There are certain parallels that work (such as Hades and Elysium), but they're concretely different and they should look have their own identities.Originally Posted by KKL
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2018-02-08, 08:04 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Thanks for reminding me of the outer planes part... I tend to forget those because just the moral/ethical part of Alignment makes me cringe.
The attendant cosmological elements of Alignment are just another reason why it's so frustrating (for me at least) when incorporated into a setting or an actual campaign.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2018-02-08, 08:08 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Elysium is kind of interesting, because it explicitly sacrificed the completeness of it's goodness to trap and contain some unknown cosmic threat in it's third layer. So in a way, even in a setting with extremes of concepts, pure Good wasn't able to exist within the setting without being at least sightly pushed away from its utmost extreme.
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2018-02-08, 12:47 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
2d8hp, that was quite informative.
Thanks, it was a great read.
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2018-02-08, 07:38 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
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2018-02-09, 12:10 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
OP:
Good BBEGs are very possible. I've done one, and my inspiration came from this quote by C.S. Lewis:
“Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience. They may be more likely to go to Heaven yet at the same time likelier to make a Hell of earth. This very kindness stings with intolerable insult. To be "cured" against one's will and cured of states which we may not regard as disease is to be put on a level of those who have not yet reached the age of reason or those who never will; to be classed with infants, imbeciles, and domestic animals.”Red Mage avatar by Aedilred.
Where do you fit in? (link fixed)
RedMage Prestige Class!
Best advice I've ever heard one DM give another:
"Remember that it is both a game and a story. If the two conflict, err on the side of cool, your players will thank you for it."
Second Eternal Foe of the Draconic Lord, battling him across the multiverse in whatever shapes and forms he may take.
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2018-02-09, 06:28 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Your exact words did not make the point you think they did. If you think I'm validating your point, at most that shows that the argument is about your exact words rather than their spirit.
Originally Posted by Aliquid
Originally Posted by Aliquid
Originally Posted by Aliquid
Though I'll note it's not because their rules escape the need for interpretation, it's because once they have been interpreted (by a machine, through machine language), they are objective.
Originally Posted by Aliquid
As for "aggressively enforcing", there's only three situations where alignment is supposed to be enforced:
1) the player chose to play a character type which has its in-game roles and powers defined in respect to serving some higher power or ideal, such as a Paladin, Druid, Cleric or Warlock. In these cases, the enforcement is meant to reflect in-game dissatisfaction of those powers and ideals.
2) the player is not playing their character according to their proclaimed alignment, at which point the GM can declare them to be of a more fitting alignment and give them an XP penalty. A special case of this is when a player is inconsistent at playing any kind of alignment, when the stacking penalties may effectively doom a character. This too is meant to reflect in-game wrath of the gods, and is also a tool to stop players from gaming the class-based rules above, and the magic-based rules above. This category of enforcement is largely gone from 3rd edition onwards.
3) in respect to some magical items, feats, monsters etc. fantastic objects with a traditionally moral dimension to them.
Nothing about this requires moral dilemmas to be constant part of the game, but there are only few ways to completely remove the chance of a moral dilemma from screwing over a character:
1) No moral dilemmas ever. No decision ever involves conflict between characters' values.
2) No-one ever plays character types which are defined by their morals. No knights in shining armor, no druids concerned with balance of good and evil, no priests held to a high standard by their god etc.
3) No class features, spells, magic items or other supernatural thingamajobs reliant on a character's moral nature. No arrows which pierce evil, no magic clouds which can only carry the pure-of-heart, no sacrificing the innocents to summon demons etc.
So which of these, if any, matches your idea of reducing alignment to "vague background fluff" and why would it be desireable?"It's the fate of all things under the sky,
to grow old and wither and die."
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2018-02-09, 08:22 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
I claim that it is possible to have a Good party opposing a Good nemesis who is objectively doing the wrong thing.
Picture this: The King of Farbanks has been spirited away by devils. The Paladin Queen wants to get him back, and is preparing to launch an invasion of the Abyss. This is certainly in keeping with the pseudo-Arthurian morality which paladins are partly based on, and destroying devils is Good. However, it's also a terrible idea and most other Good characters should want to prevent it. Unfortunately, paladins can be very stubborn, especially when they're in charge, so diplomacy is unlikely to work. Unless the party can disrupt her plans in some way, the Queen of Farbanks is going to get a tremendous number of people killed.
Reasonable PCs might include:
A representative of the Oligarch of Barram, responding to the Queen's military buildup. After all, Farbanks has a history of crusading against its neighbours.
A Master of the Spellweaver's Guild. In order to get her army into the Abyss in the first place, the Queen is undermining the Guild's perfectly sensible (and Good) ban on Abyssal conjurations, by sanctioning individual spellcasters to research the necessary spells.
A peasant or townsman who knows that many of his neighbours may not return from this war, and famine is a distinct possibility.
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2018-02-09, 08:24 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2018-02-09, 08:27 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
"Go to extreme lengths to rescue someone who needs rescuing" is a pretty standard thing.
Heinlein, for example, commented on how much human mythology makes use of it, and how "several people die trying to rescue one person" is a very common headline.Marut-2 Avatar by Serpentine
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2018-02-09, 10:18 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
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2018-02-09, 12:32 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Or maybe that you are missing the point...
Which is again because the rules specifically leave it so and call out for interpretation, at least in 1st edition AD&D. That is, your interpretation of alignment rules is more correct than others because it has support from the rules.
But that is not relevant for this debate, because the people posting on this thread are not playing with each other. We have multiple DMs here running multiple games. You can not say that your interpretation of the rules is more correct than someone else on this board for their game.
As a result, arguing on this board over which interpretation is correct is utterly pointless. We can discuss the implications of different interpretations, but we can't assert that ours is the correct one.
My specific points throughout the discussion have been that "the rules allow for this".
And this is where I simply disagree as far as games are concerned. If you were right, you couldn't have a computerized alignment systems like Nethack and ADOM have. We have such systems, and hence you are wrong.
The only reason computer games allows for alignment measurement is that they provide discreet options for every scenario. You can only say these specific things, you can only do these specific things etc. When there is a list of specific things, you can make a decision on each and every one of them ahead of time.
With a TTRPG, there are way more options and way more variety than a CRPG. You can't codify every choice that the PCs might make.
As for "aggressively enforcing", there's only three situations where alignment is supposed to be enforced:
1) the player chose to play a character type which has its in-game roles and powers defined in respect to serving some higher power or ideal, such as a Paladin, Druid, Cleric or Warlock. In these cases, the enforcement is meant to reflect in-game dissatisfaction of those powers and ideals.
2) the player is not playing their character according to their proclaimed alignment, at which point the GM can declare them to be of a more fitting alignment and give them an XP penalty. A special case of this is when a player is inconsistent at playing any kind of alignment, when the stacking penalties may effectively doom a character. This too is meant to reflect in-game wrath of the gods, and is also a tool to stop players from gaming the class-based rules above, and the magic-based rules above. This category of enforcement is largely gone from 3rd edition onwards.
3) in respect to some magical items, feats, monsters etc. fantastic objects with a traditionally moral dimension to them.
2) If the GM gives someone (who doesn't fit #1 above) a penalty for not following a couple of letters on their character sheet... then the GM is a power tripping jerk. Just change the PC's alignment and leave it at that.
3) Pretty much the exact same as #1. A power is tied to an ideal... you can't use the power without the ideal (e.g. a sword that only works for good characters)
The "aggressively enforcing" comes in when a GM starts micro-managing a player with a Paladin PC, and starts punishing him for not behaving perfectly all the time. "that comment you made to the mayor was slightly rude...", or "there was that one time where you walked by a homeless person without offering them money..."
Nothing about this requires moral dilemmas to be constant part of the game
Some people like playing with moral dilemmas. It can make the game interesting, but when the GM punishes the players for not making the choice that the GM subjectively interpreted as the best option...
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2018-02-09, 01:12 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
You would think, if good were objective, than an objectively good person would (at least try) to do good things. Not "everything they do is good because they're Good", but "because they are Good, they do good things". If you were to simplify it massively, let's say the Good-Evil axis in D&D is "Adopts Puppies" to "Kicks Puppies". Just because your alignment is "Adopts Puppies" and you do things to further the cause of "Adopts Puppies", doesn't mean kicking puppies to get others to feel bad and adopt them is an "Adopts Puppies" action. You are still objectively kicking puppies, you just think it's the best was to help for some reason.
So, similarly, just because you believe yourself to be doing what is best, does not make you Good. As others have pointed out, true Good v. Good conflict is different than Good v. Evil.
Edit: Not to say a Good person can't make mistakes or a person who wants to be Good can't realize the error of their ways. It's just that things like crusades, particularly against provably non-Evil faiths, are pretty clearly non-Good.Last edited by Luccan; 2018-02-09 at 01:14 PM.
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2018-02-09, 03:39 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
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2018-02-10, 07:33 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
A bit late to the party here, but I recall Gary Gygax once said that a Good aligned Paladin could kill a villain directly after that villain repents, guaranteeing that the villain could not fall to evil again- and still maintain paladinhood. Meaning you waited until someone was saved, then killed them, and it's still a good act.
This is around the same time Elves couldn't be resurrected (They had no souls) and Paladin was human-only, mind.
To that end, yes it would be possible to have a Good BBEG. If Evil is going around seducing people to the cause (Literal succubi even) your good BBEG could be killing people, inquisition-style, prior to their "Infection" so they would have the best afterlife, and it would still be a "Good" act.Last edited by Acanous; 2018-02-10 at 07:35 AM.
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2018-02-10, 08:08 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2018-02-10, 08:13 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
A "good BBEG" is oxymoronic. "Evil" is in the description.
You can however, of course have a principally good aligned character in opposition to the party. If the party is good, the opposition can come from other places - most immediately apparent being the law-chaos axis. The conflict can come of something strictly personal - such as vengeance, or any number of other sources, like love, misunderstanding, disagreement in method, take your pick.
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2018-02-10, 02:14 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
One of the Mods did theorise that Gygax was joking in that particular case, a few threads back:
http://www.giantitp.com/forums/showt...ts#post7554049
But you have to be careful, part of that thread he's plainly joking.Which part was that?where he says about killing a recently converted person to keep them from backsliding, for example, that seemed like his dry humor at work.Marut-2 Avatar by Serpentine
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2018-02-11, 06:01 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
the part about backsliding might have been a joke, but he goes on to say in a few different ways that Paladins can kill prisoners and still be good.
"An eye for an eye and a tooth for a tooth is by no means anything but Lawful and Good. Prisoners guilty of murder or similar capital crimes can be executed without violating any precept of the alignment. Hanging is likely the usual method of such execution, although it might be beheading, strangulation, etc. A paladin is likely a figure that would be considered a fair judge of criminal conduct. "
So I unno. Maybe he was couching some of it in humour, but he had some pretty firm ideas about alignment, that seem internally consistent.
"Mercy is to be displayed for the lawbreaker that does so by accident. Benevolence is for the harmless. Pacifism in the fantasy milieu is for those who would be slaves. They have no place in determining general alignment, albeit justice tempered by mercy is a NG manifestation, whilst well-considered benevolence is generally a mark of Good. ""You want to see how a Human dies? at ramming speed."
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2018-02-11, 06:13 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
That's why I prefer BoED - mercy is something you can, and should, at least try to grant everyone - not just the "accidental lawbreaker".
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2018-02-11, 06:43 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Create a society that is comfortable but flawed.
The good BBEG wants to bring the apocalypse, but not in the sense of destroying the world but destroying this evil and unfair society, the heroes are powerful figures whose power and comfort depends on the status quo, they fight the villain.
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2018-02-11, 11:58 AM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
This only “works” if you change half-fiends to fiends; they aren’t, and don’t have the [evil] tag. By-the-book Paladins can work with by-the-book tieflings and half-fiends (provided said fiend-blooded individuals are not evil-aligned) without issue. And can’t slaughter them as “never evil to kill them” for the same reason they can’t just up and murder out of nowhere everybody who they pass on the street that pings on Detect Evil.
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2018-02-11, 12:18 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Reminds me of a gaming story I heard way back... about a Paladin PC who immediately attacked anything that pinged Evil.
Until the day that that a young woman, 15 or 16, came running up to the party, and pinged Evil, so he yelled out "Fiend" or "Devil" or whatever, and attacked. She died on the first hit.
Turns out she wasn't Evil, it was {Dread Artifact} in her possessions... she was the only person "good" enough to carry {Dread Artifact} around without being corrupted by it, and on the way to destroy it or lock it away or whatever, her guards had all been killed by cultists or whatever. So, having escaped the ambush, she'd come running to the famous paragon of goodness and his friends...
(This came up in one of those "is it fair to set Paladins up to fail" discussions.)Last edited by Max_Killjoy; 2018-02-11 at 12:19 PM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2018-02-11, 12:25 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
Tieflings yes, but the Half-Fiend template changes the recipient's alignment to Evil so paladins can't associate with them. We can do this same construction with a city of redeemed fiends like the succubus paladin if the [evil] tag is the only thing at issue here.
Sadly, the way BoED/BoVD are written makes it easy to find problematic stuff even outside of context. It isn't 'never evil to kill fiends', but actually 'always a Good act to kill fiends'.
The more interesting point is, I suspect any hard-coded system that assigns a moral valence to actions with only a finite horizon of context, designed to summarize a particular moral intuition, can always be broken by a sufficiently different context than the rule was written for (broken meaning that the original author of the rule will conclude that it fails to return the correct verdict). I probably have to add that the moral intuition must care at least a little bit about outcomes, even if it's not fully utilitarian or consequentialist. Of course the context that does this may be highly unlikely (a city of reformed fiends; your average trolley problem; etc).
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2018-02-11, 12:31 PM (ISO 8601)
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Re: If Good is a tangible and objective force, shouldn't a good BBEG be possible?
The MM does say that not every "Always Evil" creature is in fact Evil - that they are capable of changing alignment.
In the section for each Alignment subtype, it says that the creature's "actual" alignment does not have to match it.
Also, "Associate" generally means "accept as a member of your adventuring party".
I don't know about a city of redeemed fiends, but we know that in D&D there was an army of redeemed fiends - led by K'rand Vahlix:
http://tvtropes.org/pmwiki/pmwiki.ph.../AscendedDemonLast edited by hamishspence; 2018-02-11 at 12:33 PM.
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