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D&D doesn't need Evil
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<blockquote data-quote="EzekielRaiden" data-source="post: 8406848" data-attributes="member: 6790260"><p>Perhaps there is an important distinction to draw here.</p><p></p><p>I value "evil" (whether capitalized or not) as a descriptive tool for narration and story construction. E.g., I can tell my players that the Cult of the Burning Eye is "bad guys" who do "evil" things, which they can then confirm for themselves if they wish. I can tell them that demons are all evil by choice (having decided that breaking things and messing stuff up during the War in Heaven was more fun/interesting/worthwhile than <em>either</em> of the proper "factions" of the war), and yet still have a redeemed succubus* who is not evil.</p><p></p><p>I do not much value "evil" as an expressed mechanical component of the rules. <em>That</em> almost always invites the real controversy, e.g. "all necromancy spells are evil" when that includes things like "spell to keep my buddy's body from rotting so we can get a resurrection." Such prescriptive diktats are not just often badly-reasoned, they're usually broken by the very ruleset promulgating them. Such things mostly just waste my time, confusing issues that should instead be <em>clarified</em> by the use of words like these.</p><p></p><p>Saying, "Is evil necessary?" strongly communicates to me that it should be done away with entirely--that one should never speak the word in the context of D&D at all, and anything that might do so should be scrubbed of it. I mean, is there any <em>other</em> reason to talk about "unnecessary" things? We live in a time where the game design fashion is minimalism, and the "necessity," or rather lack thereof, of a given element, whether in rules or descriptions, is almost always treated as its justification for inclusion vs exclusion.</p><p></p><p>*Rather, <em><strong>ex</strong>-</em>succubus, since she actually managed (without realizing it) to change her true name. During the War in Heaven, she was Al-Yattara. After various journeys and getting a legitimate shot at changing her ways, she found she actually really loved the mortal world, because it was full of so many beautiful <em>things</em>, things that would be lost in the cacophany of her unending hunger if she fed it. Then she met a human, Badr, that legitimately charmed <em>her</em>, and they raised a family together, though that was long ago. Her great-grandson is the party bard, who helped her realize that her husband is the one who gave her her new name, <em>Zamira</em>. She was his nightingale as he was her moon.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8406848, member: 6790260"] Perhaps there is an important distinction to draw here. I value "evil" (whether capitalized or not) as a descriptive tool for narration and story construction. E.g., I can tell my players that the Cult of the Burning Eye is "bad guys" who do "evil" things, which they can then confirm for themselves if they wish. I can tell them that demons are all evil by choice (having decided that breaking things and messing stuff up during the War in Heaven was more fun/interesting/worthwhile than [I]either[/I] of the proper "factions" of the war), and yet still have a redeemed succubus* who is not evil. I do not much value "evil" as an expressed mechanical component of the rules. [I]That[/I] almost always invites the real controversy, e.g. "all necromancy spells are evil" when that includes things like "spell to keep my buddy's body from rotting so we can get a resurrection." Such prescriptive diktats are not just often badly-reasoned, they're usually broken by the very ruleset promulgating them. Such things mostly just waste my time, confusing issues that should instead be [I]clarified[/I] by the use of words like these. Saying, "Is evil necessary?" strongly communicates to me that it should be done away with entirely--that one should never speak the word in the context of D&D at all, and anything that might do so should be scrubbed of it. I mean, is there any [I]other[/I] reason to talk about "unnecessary" things? We live in a time where the game design fashion is minimalism, and the "necessity," or rather lack thereof, of a given element, whether in rules or descriptions, is almost always treated as its justification for inclusion vs exclusion. *Rather, [I][B]ex[/B]-[/I]succubus, since she actually managed (without realizing it) to change her true name. During the War in Heaven, she was Al-Yattara. After various journeys and getting a legitimate shot at changing her ways, she found she actually really loved the mortal world, because it was full of so many beautiful [I]things[/I], things that would be lost in the cacophany of her unending hunger if she fed it. Then she met a human, Badr, that legitimately charmed [I]her[/I], and they raised a family together, though that was long ago. Her great-grandson is the party bard, who helped her realize that her husband is the one who gave her her new name, [I]Zamira[/I]. She was his nightingale as he was her moon. [/QUOTE]
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