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Duergar and "nonstandard" races
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<blockquote data-quote="monsmord" data-source="post: 7272104" data-attributes="member: 6876475"><p>I've not played a duergar, so can't offer any help about their specific integration problems or attributes/hindrances, but I have played evil characters. And for me, it's the word "character" that's important.</p><p></p><p>IMO, it would be unfair to duergar (or any "evil race") to describe them as having no knowledge of goodness. There's a tendency to conflate "evil" with being deceitful, brutal, selfish, lacking empathy, loveless, inconstant, disloyal, murderous, etc. But there are "good" races, cultures, and characters with those qualities as well. If a race was truly so thoroughly contemptuous of others, it'd be hard to build communities, have families, etc. YMMV, and your campaign world's cultures may be unique and unlike our world's, but chances are the duergar are capable of a wide range of outlooks and attitudes towards both their race/culture and those of others. Your character doesn't have to be "good" or as un-like their fellows (a la Drizzt) to be playable.</p><p></p><p>D&D alignment is a sticky wicket here. Does your party include a paladin or some other class that makes integration extremely difficult? Does your group often find or use aligned magic items? Does your campaign world feature black-and-white heroes, race wars, pacts among "good races" or "evil races" to battle the other, or a great deal of racism across the populace? Issues like this could prove problematic.</p><p></p><p>But from a character- or party-building standpoint, there's no reason an evil character couldn't integrate fully with a generally good or neutral party unless their behaviors are so wanton that every encounter becomes a philosophical or moral argument. "Evil" characters can befriend, love, defend, protect, value, and be loyal to anyone that suits them, for whatever reasons. And what an opportunity for role-playing drama (and, in a best-case, comedy)!</p><p></p><p>In the end, your players and DM are the most important considerations. If your campaign world supports it, and everyone at the table is willing to role-play, you should find a home.</p></blockquote><p></p>
[QUOTE="monsmord, post: 7272104, member: 6876475"] I've not played a duergar, so can't offer any help about their specific integration problems or attributes/hindrances, but I have played evil characters. And for me, it's the word "character" that's important. IMO, it would be unfair to duergar (or any "evil race") to describe them as having no knowledge of goodness. There's a tendency to conflate "evil" with being deceitful, brutal, selfish, lacking empathy, loveless, inconstant, disloyal, murderous, etc. But there are "good" races, cultures, and characters with those qualities as well. If a race was truly so thoroughly contemptuous of others, it'd be hard to build communities, have families, etc. YMMV, and your campaign world's cultures may be unique and unlike our world's, but chances are the duergar are capable of a wide range of outlooks and attitudes towards both their race/culture and those of others. Your character doesn't have to be "good" or as un-like their fellows (a la Drizzt) to be playable. D&D alignment is a sticky wicket here. Does your party include a paladin or some other class that makes integration extremely difficult? Does your group often find or use aligned magic items? Does your campaign world feature black-and-white heroes, race wars, pacts among "good races" or "evil races" to battle the other, or a great deal of racism across the populace? Issues like this could prove problematic. But from a character- or party-building standpoint, there's no reason an evil character couldn't integrate fully with a generally good or neutral party unless their behaviors are so wanton that every encounter becomes a philosophical or moral argument. "Evil" characters can befriend, love, defend, protect, value, and be loyal to anyone that suits them, for whatever reasons. And what an opportunity for role-playing drama (and, in a best-case, comedy)! In the end, your players and DM are the most important considerations. If your campaign world supports it, and everyone at the table is willing to role-play, you should find a home. [/QUOTE]
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