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General Tabletop Discussion
*Dungeons & Dragons
Corellon, the Elven Schism and Manichaeism
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<blockquote data-quote="Mercurius" data-source="post: 8118768" data-attributes="member: 59082"><p>In the real world there are no all-evil groups of people, no matter how evil the overarching ideology is. Yet there are ideologies that act as "evil viruses" and, of course, individuals who embody that malevolence more than others.</p><p></p><p>I can imagine a drow campaign in which the PCs are good or neutral drow who realize how evil their society is, and seek to transform it by overthrowing the evil leaders. It could be a variant on a scifi dystopia, with each PC having a guide or elder in their background who secretly stashed old elvish lore of the time before the Lolth cult took over.</p><p></p><p>As for the dualistic nature of elvish lore, it really depends upon how you want to play your campaign. Fantasy literature is traditionally rather black and white, with good vs. evil, light vs. dark, etc. It is a mythic expression of archetypes, and thus meant to be more simplistic than the messiness of real life. Lots of folks like those assumptions, not least of which because it provides an escape from the complexity of real life, where things aren't so clear-cut.</p><p></p><p>On the other hand, fantasy literature also has--especially in recent years--plenty examples of "shades of gray" morality, be it George RR Martin's A Song of Ice and Fire, Steven Erikson's Malazan Book of the Fallen, Jacqueline Carey's The Sundering, etc.</p><p></p><p>You could also plan a reversal for your group: start with the basic template of good vs. evil, perhaps an adventure with the drow as the villain, and then the PCs realize that the drow aren't so villainous after all, and the elves guard a dirty secret in their history.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8118768, member: 59082"] In the real world there are no all-evil groups of people, no matter how evil the overarching ideology is. Yet there are ideologies that act as "evil viruses" and, of course, individuals who embody that malevolence more than others. I can imagine a drow campaign in which the PCs are good or neutral drow who realize how evil their society is, and seek to transform it by overthrowing the evil leaders. It could be a variant on a scifi dystopia, with each PC having a guide or elder in their background who secretly stashed old elvish lore of the time before the Lolth cult took over. As for the dualistic nature of elvish lore, it really depends upon how you want to play your campaign. Fantasy literature is traditionally rather black and white, with good vs. evil, light vs. dark, etc. It is a mythic expression of archetypes, and thus meant to be more simplistic than the messiness of real life. Lots of folks like those assumptions, not least of which because it provides an escape from the complexity of real life, where things aren't so clear-cut. On the other hand, fantasy literature also has--especially in recent years--plenty examples of "shades of gray" morality, be it George RR Martin's A Song of Ice and Fire, Steven Erikson's Malazan Book of the Fallen, Jacqueline Carey's The Sundering, etc. You could also plan a reversal for your group: start with the basic template of good vs. evil, perhaps an adventure with the drow as the villain, and then the PCs realize that the drow aren't so villainous after all, and the elves guard a dirty secret in their history. [/QUOTE]
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