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Evil Monster Ancestries - Yay or Nay?
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<blockquote data-quote="Crimson Longinus" data-source="post: 9287641" data-attributes="member: 7025508"><p>You said:</p><p></p><p>And my point was the you can give species different temperament without giving them predisposition towards "good" or "evil." You now agree with this. Yes, we can imagine dispositions which might make the creatures ream more "evil" in some sense, but we also don't need to assign creatures such. Also, I don't think that things like "aggressiveness" is necessarily evil, especially in primitive pseudo-medieval world where vigilante justice is accepted way of doing things. Creatures can be easily angered by injustices, and act aggressive towards tyrants, slavers etc.</p><p></p><p></p><p>We are not talking about anything objective and measurable, we are talking about a social construct. And the purpose of this construct is to communicate morals of the fictional setting. That people who play these games cannot agree what it means is a clear indication that this tool is not fit for the purpose.</p><p></p><p></p><p>Certainly.</p><p></p><p></p><p> No, I am not. I am claiming that objective morals tends to produce boring fiction.</p><p></p><p></p><p>If being destructive without being able to make moral choices about it is evil, how are natural disasters not evil?</p><p></p><p></p><p>Perhaps. I am not saing that we cannot try to define morals, or discuss them. We certainly can. But in fiction exploring morals is interesting, and objective morals get in the way of it. I don't want there to be Gygax given correct answers to moral questions, I want the players to be freely able to make up their own mind what good and evil means to them. Having in-character ethical debate produces far more engaging fiction than casting "detect evil" ever does.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9287641, member: 7025508"] You said: And my point was the you can give species different temperament without giving them predisposition towards "good" or "evil." You now agree with this. Yes, we can imagine dispositions which might make the creatures ream more "evil" in some sense, but we also don't need to assign creatures such. Also, I don't think that things like "aggressiveness" is necessarily evil, especially in primitive pseudo-medieval world where vigilante justice is accepted way of doing things. Creatures can be easily angered by injustices, and act aggressive towards tyrants, slavers etc. We are not talking about anything objective and measurable, we are talking about a social construct. And the purpose of this construct is to communicate morals of the fictional setting. That people who play these games cannot agree what it means is a clear indication that this tool is not fit for the purpose. Certainly. No, I am not. I am claiming that objective morals tends to produce boring fiction. If being destructive without being able to make moral choices about it is evil, how are natural disasters not evil? Perhaps. I am not saing that we cannot try to define morals, or discuss them. We certainly can. But in fiction exploring morals is interesting, and objective morals get in the way of it. I don't want there to be Gygax given correct answers to moral questions, I want the players to be freely able to make up their own mind what good and evil means to them. Having in-character ethical debate produces far more engaging fiction than casting "detect evil" ever does. [/QUOTE]
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