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Dark Sun, problematic content, and 5E…
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<blockquote data-quote="EzekielRaiden" data-source="post: 8949002" data-attributes="member: 6790260"><p>To be clear, I only meant the "don't do that" in the context of making Phyrexians <em>official</em> D&D content--that would be opening a Pandora's box that I don't think WotC wants to open. If your players are on board, absolutely you should use them, they're <em>extremely</em> effective horror enemies on multiple levels, like you say, very Borg, but with a certain sharper edge because there's no <em>coming back</em> from being "compleated." I guess you could say, they're a somewhat more realistic take on the "Always Evil" concept. The very nature of Phyrexians is corruptive, consumptive, purging. The only way you could ever "make peace" with them is to fundamentally change what they <em>are</em> and then make peace with whatever new thing they become.* So, assuming your players <em>are</em> on board, they make GREAT "simple" villains, while still having just that thin tracery of "if only..."</p><p></p><p>* I don't read the novels, I just hear things, but this is what I expect to happen. Under Elesh Norn, the Phyrexians will get wiped out again, except for the Red faction. Their praetor, whose name escapes me, will find <em>something</em> (perhaps modified Halo--angelic essence) that will allow his faction to live alongside non-Phyrexians without issues, but it will change them as a result. But they'd be fine with that, because change is <em>very</em> Red. Thus, "New Phyrexia" will become savage and ruthless but capable of cooperation with outsiders.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8949002, member: 6790260"] To be clear, I only meant the "don't do that" in the context of making Phyrexians [I]official[/I] D&D content--that would be opening a Pandora's box that I don't think WotC wants to open. If your players are on board, absolutely you should use them, they're [I]extremely[/I] effective horror enemies on multiple levels, like you say, very Borg, but with a certain sharper edge because there's no [I]coming back[/I] from being "compleated." I guess you could say, they're a somewhat more realistic take on the "Always Evil" concept. The very nature of Phyrexians is corruptive, consumptive, purging. The only way you could ever "make peace" with them is to fundamentally change what they [I]are[/I] and then make peace with whatever new thing they become.* So, assuming your players [I]are[/I] on board, they make GREAT "simple" villains, while still having just that thin tracery of "if only..." * I don't read the novels, I just hear things, but this is what I expect to happen. Under Elesh Norn, the Phyrexians will get wiped out again, except for the Red faction. Their praetor, whose name escapes me, will find [I]something[/I] (perhaps modified Halo--angelic essence) that will allow his faction to live alongside non-Phyrexians without issues, but it will change them as a result. But they'd be fine with that, because change is [I]very[/I] Red. Thus, "New Phyrexia" will become savage and ruthless but capable of cooperation with outsiders. [/QUOTE]
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