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Book of Exalted Deeds: What would you put in it?
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<blockquote data-quote="Humanophile" data-source="post: 379421" data-attributes="member: 1049"><p><strong>And as my example...</strong></p><p></p><p>As for me, I'd open with some pretty standard claptrap about the nature of good, about the good/evil dichtomy in most campaigns, and about how important that duality is in most fantasy. I'd give a sideways nod to acknowledge both the evil and the amoral campaign (with maybe a little blurb pointing out the benefits of each), but also admonish against intermixing styles and give advice for making sure everyone's on the same page. Close the first part of the book out with talk of relative moralities, in the sense of "in this culture, it's good to do X, while in others, it's considered neutral or evil, but Z is always evil". (F'rex, in a feudal japanese campaign, it would not be good to prevent a dishonored samurai from comitting seppuku, while in a more western fantasy campaign with modernized sensibilities, it would not be good to allow someone else to commit suicide without at least trying to talk them out of it. However, killing an innocent [or even an honorable enemy who surrenders] is pretty much a universal no-no.)</p><p></p><p>Since celestials are pretty much synonymous with good, some section on their general attitudes, types, and motivations would be required, as well as different ways to deal with them. After all, good creatures can range from kindly and pacifistic to stern and defensive. Provide pointers on making even the most strict celestials clearly good instead of athority figure parodies. Close out this section talking about celestial origins (giving options; are they created by the gods, born from other celestials, or dead mortal spirits at different stages of refinement/advacement), and maybe a paragraph or so on risen fiends.</p><p></p><p>Come back to relative moralities, and more importantly, nonrelative parts of morality now. Include either a list of direct do's and dont's, or else a Goofus and Gallant style series of shorts. Give a few examples of moralities with slightly altered do/don't lists, as well as a couple that might look good off the bat but that have irreconciabile difficulties with Good as the D&D game describes it. Expand out into slightly alternate approaches to D&D alignment (there was an alignment traits post someone made here a while ago, that might be included, as well as such things as good and evil points, alignment being scratched off the character sheets and being entirely up to [and tracked by] the DM, and even keeping a solid sense of moral responsibility when mechanical alignment is removed).</p><p></p><p>Close out with an essay on different ways to focus on good vs. evil in your campaign, be it the classic Good heros descend into the dungeon to beat up Evil monsters, all the way to Evil being a seductive force running rampant in the world with the Good heros having to fight hard to avoid falling into its clutches, and finally, sprinkle with a handful of new celestials and other "monsters" of good, as well as feats, spells, and maybe a domain or so intended primarily for good-aligned use.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 379421, member: 1049"] [b]And as my example...[/b] As for me, I'd open with some pretty standard claptrap about the nature of good, about the good/evil dichtomy in most campaigns, and about how important that duality is in most fantasy. I'd give a sideways nod to acknowledge both the evil and the amoral campaign (with maybe a little blurb pointing out the benefits of each), but also admonish against intermixing styles and give advice for making sure everyone's on the same page. Close the first part of the book out with talk of relative moralities, in the sense of "in this culture, it's good to do X, while in others, it's considered neutral or evil, but Z is always evil". (F'rex, in a feudal japanese campaign, it would not be good to prevent a dishonored samurai from comitting seppuku, while in a more western fantasy campaign with modernized sensibilities, it would not be good to allow someone else to commit suicide without at least trying to talk them out of it. However, killing an innocent [or even an honorable enemy who surrenders] is pretty much a universal no-no.) Since celestials are pretty much synonymous with good, some section on their general attitudes, types, and motivations would be required, as well as different ways to deal with them. After all, good creatures can range from kindly and pacifistic to stern and defensive. Provide pointers on making even the most strict celestials clearly good instead of athority figure parodies. Close out this section talking about celestial origins (giving options; are they created by the gods, born from other celestials, or dead mortal spirits at different stages of refinement/advacement), and maybe a paragraph or so on risen fiends. Come back to relative moralities, and more importantly, nonrelative parts of morality now. Include either a list of direct do's and dont's, or else a Goofus and Gallant style series of shorts. Give a few examples of moralities with slightly altered do/don't lists, as well as a couple that might look good off the bat but that have irreconciabile difficulties with Good as the D&D game describes it. Expand out into slightly alternate approaches to D&D alignment (there was an alignment traits post someone made here a while ago, that might be included, as well as such things as good and evil points, alignment being scratched off the character sheets and being entirely up to [and tracked by] the DM, and even keeping a solid sense of moral responsibility when mechanical alignment is removed). Close out with an essay on different ways to focus on good vs. evil in your campaign, be it the classic Good heros descend into the dungeon to beat up Evil monsters, all the way to Evil being a seductive force running rampant in the world with the Good heros having to fight hard to avoid falling into its clutches, and finally, sprinkle with a handful of new celestials and other "monsters" of good, as well as feats, spells, and maybe a domain or so intended primarily for good-aligned use. [/QUOTE]
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