D&D General Deleted

Heracles and other Greek heroes were not real and don’t have any real connection to modern culture. Plus they’re still “divine warriors,” being demigods and all, but Heracles didn’t go around killing heathens in the name of Zeus or anything like that. It’s so far removed from our modern culture that it feels very different from the European Christian knight/crusader parallel. White supremacy groups still pretend to be medieval knights. From what I’ve seen, that doesn’t happen with Greek heroes.
Have you not noticed that, like, half of American government buildings are modelled on Greek and Roman architecture?
I’m aware that knights and the concept of chivalry predate the crusades. But the concept of a knight-errant doesn’t, from my understanding. Gawain and the Green Knight came well after the Crusades. As did the quest for the Holy Grail and Lancelot’s courtly love with Guinevere. Unless what I heard was wrong, the idea of knights going on adventures to recover holy relics and the introduction of the medieval idea of “love for love’s sake” came from the Crusades. Given that you have more experience in this field than me, please correct me if this isn’t correct.
You're really conflating a lot of things that had complicated origins, mostly unconnected to the Crusades. It's impossible to pin an exact starting date on the concepts of knightly chivalry, but they largely grew out of the traditions of the court of Charlemagne, or at least as those traditions were later romanticized. The notion of a knight errant comes from the tradition of chivalric romances that, again, evolved over many centuries (the term itself comes from Sir Gawain and the Green Knight, a poem written well after the Crusades but connected to the Arthurian mythos which predates the Crusades, extended through the time of the Crusades, and remains popular today). Chivalric romances weren't about crusading at all; they were about courtly ideals and tales of daring.

As well, the Crusades were not a monolithic event in the high middles ages in Europe. They were very significant at certain times, but very intermittently and regionally. How, when, and where they were conducted was a result of a lot of factors, especially trade, feudal politics, and the complicated relationships between church and state. But most of the time, most places in Europe were not concerned with any Crusades, and they were not the raison d'être for knighthood or chivalry.

In your OP you also sort of caricature knights as all being basically like henchmen for higher ranking nobles - enforcers, and so forth. This is a gross over-simplification. The rights and responsibilities of knights were vastly different across Europe and at different times. In general, though, knights were considered respectable and important, and many had considerable power. There were knights and there were knights.

Crusading was usually considered a badge of honour, for sure, at the occasional times and places when there was a crusade being organized. But these were always also political events of a very complicated nature, which is why they pretty invariably went sideways.

TLDR: Knighthood was and is a lot bigger than the Crusades, and I very much doubt that most people immediately think of the Crusades when they think of medieval knights. I suspect that most people think first of King Arthur and his court, which comes from chivalric romances. I think that is where the notion of the paladin, specifically a questing knight, resides.

Edit: You mentioned questing for holy relics and such. Holy relics were big business throughout the Middle Ages in Europe, before, during, and after the Crusades. Holy relics are still big business today, for that matter, and not just for Christians. But most knights in chivalric romances weren't questing for religious relics. It was usually love and honour.
 
Last edited:

log in or register to remove this ad

This isn't meant to be a morality fight between DM/player, instead this is meant to be an internal struggle of the character and how it affects them (conditions if any) and what mechanised resources are used to overcome urges or not overcome them to build on story.
Yep, I got that.

For instance at the very basic, you get players that declare their characters do x during downtime, without even a chance that they may not be industrious/energetic. From sunrise to sunset they perform x perfectly, no personal distractions/desires that get in the way.

Another example, a woman is sent to lure a paladin from his duty or to discredit him with the court in some way, how is that role-played out? In combat there is always a challenge and risk? But in social exchanges, its left to the DM to outsmart/out-trick the player. There is nothing within the game that can test the character's interaction with the seducer. It always has to come down to magic and a will save.

We have no true currency for these kinds of exchanges and how certain interactions may make characters more susceptible to x or y in the future - build on flaws, amend ideals, weaken bonds...etc
And I agree with you that there is a shortage of mechanical resources in D&D for this sort of thing. I'm not really sure what a good way forward would look like. The first model I think of for the sort of things you talk about here are Prince Valiant and Burning Wheel (which for present purposes have very similar resolution systems: roll a dice pool and count successes against a target number that may (but need not always) be generated via an opposed check). Seduction, in particular, is a thing that has come up in my Prince Valiant game (normally Glamourie vs Presence) and has sometimes been resisted and sometimes not.

But D&D doesn't have a standard/uniform resolution framework which these sorts of conflicts can the just be straightforwardly plugged into.
 

Most D&D Paldins don't have crosses on their shields.
Yes, i understand that.

And that's the point. At one time, it wasn't all that unusual to see a paladin with an actual cross on their shield or tabard. It was fairly common in D&D art at the time.

Now? No, you never see it. And that's my point. We've gone a long way moving forward from where the paladin was in 1982. And that's a good thing.
 

Well, I did give an example of a Paladin subclass that doesn’t rub me the wrong way, Oath of Heroism. But it is the outlier, coming from the Ancient Greek setting.

I’m not sure what would fix the Paladin for me. That’s why I asked for ideas in the OP. Maybe if their scope was broadened a lot so things like Oath of Heroism was the norm, not the exception. I’m curious what the 2024 PHB Paladins will look like. If they look similar to the 2014 version, I don’t think that would be an improvement. Paladins are proficient with all weapons and armor. They could have as much visual diversity as Fighters do. But they’re still mostly knights in shining armor, sometimes with just different styles (spikes for Conquest, antlers for Ancients, etc).

Or D&D could lean more into the troublesome roots and make morally gray/outright evil knights. Like the Templars from Dragon Age, Space Marines from 40k, or Brotherhood of Steel from Fallout.

I think either of those would be improvements. I do think 5e’s move to remove the alignment restriction and add in some thematic diversity was a great step. I’m just not sure that it’s enough.
Again, let's be fair. An oath of Ancients for example, has virtually nothing to do with Christian iconography. It's not like the 2014 paladin was mired in Christian imagery or tropes.
 

Yes but idea is that one is supposed to have an issue with that and one is not allowed to NOT have an issue with that?
Ummm, yes?

Yes, you should have an issue with the image of the crusader knight. I'm not really sure how anyone can honestly not have an issue with the imagery. The holy warrior that kills the unbeliever is pretty hard to defend as a morally just image.

So, yeah, given the choice? I'm going to side with the idea that everyone should have an issue with this.

Now, as I said earlier, and repeatedly, I believe that D&D has moved well past this imagery. The "crusader knight" hasn't really been part of D&D for a very long time. And both the classes and the art surrounding paladins has largely rejected the "crusader knight" as a trope.
 

Providence stories function by declaring that the actions that happen were always going to happen. That there was never any chance of a different result.

<snip>

we saw you roll the dice. We saw that there WAS another possibility.
The necessity or inevitability is a property that obtains within the fiction. Not a property of the process of authorship. For instance, and as is well-known, JRRT took several goes to get Strider's identity and lineage sorted out in his writing of LotR. So it's simply not true to say that - from the point of view of the process of composition - Strider was always going to be Aragorn, the destined scion who would restore Gondor to grandeur.

But this fact about the contingency of the process of authoring the story does not affect the content of the story.

Likewise in RPGing. You, the player, see me roll the dice. That doesn't mean that your character saw dice being rolled "in the heavens". Contingency in the resolution process does not preclude necessity in the fiction. I mention, again, the example of Traveller, which uses dice at many points in the resolution process without therefore being committed to any view on whether the physics of the sci-fi world is deterministic or not.

I am aware of the Quantum Ogre, and the ability for a DM to alter the structure of the story on the fly, to make it appear as though it was all planned... but this is not Providence. This is not an immutable, divine plan of action.
But of course it can be. A tale about an immutable, divine plan of action can be conjured up on the spot, spontaneously, just as much as it can be written carefully and with revisions. The GM can roll the Ogre up here-and-now on a random encounter table, and then - when framing the encounter with the Ogre, decide that the Ogre's presence right here and now, in this very spot, is some manifestation of a providential plan.

The group could even do this retrospectively if they wanted to, just as JRRT did in respect of Bilbo's encounter with Gollum.

Maybe you think I don't understand meta-mechanics that allow the shaping of the narrative? But that has never been what I am talking about. I understand and accept those. I also would say that those ARE NOT examples of Providence

<snip>

The game of Fate doesn't countermand this. Dice are still rolled, the results are still random. You keep insisting that just because they are random in game does not mean they are "random" in-fiction. Which might be true, but that is subtly different than it being Providence or the Will of the Gods. Sure, I can roll that an NPC has a love of dancing, and then I can back-fill why that is, so that their love of dancing isn't "random" but a feature of their continuing narrative. But I cannot say that I planned from the beginning for the party to meet this Dancer. I didn't. It wasn't planned, it was not inevitable.
Do you have a god complex? I don't. I am not talking about whether or not the GM, or anyone else, willed something or made it inevitable. I am talking about the content of the fiction, not the process by which it is created.

This is why I mention Fate. Suppose that my Fate character has the aspect Chosen by Destiny, or (even better) Providential Purpose. And then that is used to trigger some event which reflects my character's destiny or purpose. By definition, that event was (in the fiction) fore-ordained from the beginning of time, even though (at the table) we only decided here and now to make it part of our story, as part of the process of bargaining over fate chips.

More boringly, and linking Fate to my Traveller example: in a sci-fi game using Fate, all sorts of events will happen as the result of fate chip bargains. That does not mean that, in the fiction, those events were not the result of mechanical causation that has unfolded, deterministically, from the beginning of time.

Even your example of Thurgon fails this, because when you first mentioned that event, you indicated that the roll could have failed. So you cannot tell me that it was never possible in the fiction for any other result to happen, because you ALSO told me that another result was possible. And, as a reader/player/watcher the moment I know that there was more than one possible path, then I know there was no Providence at play.
But you don't know that it was possible in the fiction for another thing to happen. All you know is that, at the table, it was possible for us to narrate a different fiction. The latter does not entail the former. Obviously so. It is obvious that from the fact that people write fictions in which determinism is true, or in which determinism is false, we can infer nothing about whether determinism is true or false in the real world. And the converse is likewise obvious: from the fact that there was a random element in what fiction was narrated, and hence it was (in some sense) not necessary or inevitable that that fiction be narrated, it does not follow that in the fiction, the narrated event was not necessary or inevitable. If things were not as I am saying, then it would follow that - if the universe is, in fact, not deterministic or foreordained, then no one could ever tell a story about providence because there would always be some random or contingent factor contributing to their decision as to what to narrate.

If I am sitting at the table with you, and you insist that the only possible result is the one that just happened... I'd ask if you were okay, because clearly there is another possible result.
This gets to the crux of it. Your PC can't talk to the GM. The process of authorship of the fiction is not itself an element of the fiction. Unless you are breaking the fourth wall in an ironic or absurdist RPG (like Over the Edge).
 

The holy warrior that kills the unbeliever is pretty hard to defend as a morally just image.
I don't think it needs to be defended as just, though.

In FRPGing we significant relax actual moral standards as to permissible violence. We also elevate certain ideals (such as honour) that actually have little moral value, and in doing so tend to turn a blind eye to social arrangements (like nobility and other social hierarchies) that most of us in the real world find morally and politically objectionable.

In other words, part of the genre involves a departure, in our imaginations, from actual standards of justice and right conduct. We invoke imaginary standards, that are consistent with the romanticism of our settings and stories.

Is the holy warrior who resolutely fights the unbeliever a workable component of those imagined standards? Is it part of our romanticism? I'm prepared to accept that this is something where different people respond in different ways. To me, at least, @Levistus's_Leviathan (in the OP and the recent follow-up post) seems to be responding to more than just that idea. It's the particular context of the holy warrior who resolutely fights the unbeliever, and all the real-world baggage that is part of that context, that (as I read it) is prompting the concerns those posts set out.
 

It's the particular context of the holy warrior who resolutely fights the unbeliever, and all the real-world baggage that is part of that context, that (as I read it) is prompting the concerns those posts set out.
Fair enough.

The point being, it's pretty hard to justify the paladin's origins based in Christian Crusades, and square that with the notion that this is supposed to be the paragon of goodness in the game. I'd rather not get bogged down in minutia because it truly misses the point.

@Levistus's_Leviathan's concerns are quite valid, IMO. Paladins, as originally described, both in the text and in the artwork, borrow heavily from sources that are, to put it mildly, icky.

The thing is, the 5e paladin, and the whole alignment baggage that comes with it, has largely ejected most of the imagery and ties to the historical crusader paladin.

IOW, while I do think @Levistus's_Leviathan has a point, I do think it's been taken a bit too far. We ARE fixing this. We are aware of the issues and steps are being taken to move past this. It's no different, really, than the ten thousand other bits of ickiness that fantasy as a genre is full of. We've gone a long way towards stripping Lovecraft out of the Mythos. We've gone a long way towards stripping Tolkien out of orcs.

And all of this is a good thing. Are we finished? Is it job done? No, not really. But, we should recognize that we've come a long way from Orcs of Thar.
 

Again, let's be fair. An oath of Ancients for example, has virtually nothing to do with Christian iconography. It's not like the 2014 paladin was mired in Christian imagery or tropes.

Oath of Glory is from a setting inspired by Greek Mythology, in regular D&D terms, its a very Arborea kind of Oath.
 


Remove ads

Top