Campaign Standards: Slavery yea or nay?

One of the two major human kingdoms has been on and off at war with a neighboring Elvish Kingdom for centuries. Elves are kept as slaves. The Elven nation just slaughter any humans they capture, since a large portion of the population views them as vermin.

The monstrous races keep slaves, but the other nations generally don't practice slavery in the open.
 

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for a slightly different look at slavery, you could read the wheel of time series. in the seanchan empire slaves can rise to high positions and can have authority over free people.
 


....Eberron has the Warforged. The warforged were created as slaves, and only recently received their freedom. Not to mention you get into the topic of mental domination and thralls. Again Eberron, the Riedrian humans are slaves to the Quori/Dreaming Dark, they just don't know it. They're kept in a constant state of passivity to be the easiest to mentally dominate/possess.

Eberron also has 'bound' elementals. Depending on your take as to the intelligence of the elementals, this could be slavery.
 

I was forced to change my thinking on the fly when what became one of the major PCs in the game* rolled "Slaver" as her past profession; leading to some wonderful in-character lines such as "Stop taking prisoners and start taking inventory!", and forcing me to pay much more attention to slavery in general than I'd really intended to.

Now there is a player who knows how to maximize the amount of treasure taken in an adventure.
 

I used slavery in my very first 4E campaign. Basically, there was a city of Asmodeus-worshippers who extensively practiced it, and most of society accepted it as the harsh reality of a collapsed economy after the fall of Nerath. Even the ruling nobility were considered "slaves" to the infernal hierarchy. The city was one of the best defended in the region because they were able to hire gnoll mercenaries (slaves that underperformed or rebelled were condemned to be traded to the gnolls, which most often meant becoming a gnoll's supper). The big goal of the campaign was to overthrow the temple of Asmodeus and overthrow the ruling caste in that city.

Most of the players jumped in whole-heartedly, gladly raiding slave-taking missions outside the city and working with a resistance movement. They finally achieved their goals right at the end of the heroic tier, freeing all the slaves and giving the noble families a chance at either reforming or leaving town. Our party's warlord was appointed Margrave of the conquered city. That was tons of fun, as he had to balance practical day-to-day concerns with intrigue and cleaning house from the old regime. I thought it was a reasonably typical campaign with political overtones, but the players really enjoyed it and repeatedly told me how they'd never played anything quite like it.

I do have to admit, however, that one of my players had a big problem with this part of the campaign. She kept missing sessions here and there, and only later did I find out it was because she had an issue with the subject material. Apparently, she took the entire slavery thing as a sexual metaphor and equated it with state-sanctioned rape, and considered me extremely insensitive for dealing with it. This really surprised me--I didn't think that anyone who played D&D would actually have the attitude that I personally endorse something evil just because it appears as something to be fought against in my campaign.
 

I don't really understand the idea of, "the subject must be treated with care." I'm not criticizing the statement per se because I'm not really sure at the point being driven at, but I certainly don't understand the underlying implication.

To me if evil is to be evil, then it must be real evil, not cartoon evil. Or clean evil, or sanitized evil, or whatever the term might be. Otherwise it is not really evil. It is merely a pretense and a facade, without much force, and it does not present much in the way of being a real threat or danger. (And if evil is not a real threat or danger, then it is toothless, and clawless.)

And if evil, real evil does not exist, be that on the individual level (crime, terrorism), the monstrous level (some monsters are definitely evil and destructive), or the social/cultural level (group injustice, repression, slavery, human sacrifice, etc) then what is a Hero to agitate against, and what is he to fight against, and just as importantly, what does he fight for?

If slavery exists in my setting, and it does, though it has been mostly suppressed by the Empire as an idea and practice, then to me it must exist as it really did, with a wide variety of expressions, most all of which are repressive to the individual to some degree or another. (If nothing more it would restrict your freedom of movement and individual association - which to an adventuring Hero would be practices anathema to their very nature I suspect).

But the wider idea to me seems to be that you present Evil as evil is, if it is to be real evil.

Then let the players decide which evils they think it most important for them to address and fix (if possible) depending upon their own standards of priorities. (That is to say, do they consider this bloodthirsty human trafficking and murder gang the greatest immediate evil because they are organized and ruthless, the village slaughtering yet basically mindless and brutal Ogre the most present danger, or the practice of enslaving and abusing and possibly sacrificing others based upon race, or ethnicity, or class, or some other measure elf what constitutes a slave the underlying threat which makes it possible for the Ogre to kill un-opposed, and the gang to operate with cover and unmolested?)

There are advantages to eradicating each kind of evil, just as there are disadvantages to eradicating each in a particular order, but to me being a Hero is all about eradicating evil. The difficult part really comes in in being forced to choose what evil you address given your particular situation, and why, and which you are willing to accommodate yourself to, at least for the moment, in order to achieve what you consider some higher or best end.

But to me you can't really make those kinds of choices and decisions unless you know what you are really facing, and you only know what you are really facing if you understand your enemy as the enemy really is. And if you don't know the way the enemy really behaves, and you don't know the true aims and methods of some kind of evil, then you really don't know that evil for what it truly is, and therefore cannot know how, or even why, it should be opposed. In other words you cannot be as Good as you need to be, unless you first realize how Bad a particular type of evil actually is in nature and behavior.

(Now I can see making an exception for a children's type game setting, where children have to be introduced to the concept of evil gradually and gently, so as not to shock them as to the way things can unfortunately sometimes really work.)

Other than a few specific exceptions though, as far as I'm concerned, you present Evil as evil. Butchery, and all.
Then let the players decide what they want to do about it. And why.


I'm using a Greek-based setting, so the idea of slaves as being much more than gladiators, sacrificial victims, or expendable hard labourers makes perfect sense...

Unless they're Helots. And I'm just kidding of course, I read the last part of your statement as well.
 

Human slavery is a bit less believable when technology and differences therein aren't really a factor and when powerful individuals can have great influence over world affairs.

Personally, I haven't used it. My campaign world is fairly socially modernized and the common man has way too much power and knowledge and wisdom to let anything like that stand. I'm sure it's a part of my world's history though, and one of many I might explore in the future (by future I mean campaign set in the past). I do have a lot of illithids, but that probably isn't what you were getting at. ;)

Not trying to be argumentative, but this line of reasoning is not supported by the existence of the millions held as slaves in the world we currently live in.

Just sayin.
 

I do have to admit, however, that one of my players had a big problem with this part of the campaign. She kept missing sessions here and there, and only later did I find out it was because she had an issue with the subject material. Apparently, she took the entire slavery thing as a sexual metaphor and equated it with state-sanctioned rape, and considered me extremely insensitive for dealing with it. This really surprised me--I didn't think that anyone who played D&D would actually have the attitude that I personally endorse something evil just because it appears as something to be fought against in my campaign.

That is strange. Murder, torture, mind control/domination are all worse than simple slavery as an evil to be fought. If your bad guys have ever engaged in any of these practices did your player think you were endorsing them?
 

That is strange. Murder, torture, mind control/domination are all worse than simple slavery as an evil to be fought. If your bad guys have ever engaged in any of these practices did your player think you were endorsing them?

More interestingly, PC's are quite likely themselves to practice things that either are or look alot like murder, torture, and mind control, and then stand in judgement of slaveholders in self-righteous assurance of their own virtue.
 

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