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Evil is cool
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<blockquote data-quote="Celebrim" data-source="post: 5007748" data-attributes="member: 4937"><p>Yes, I feel your pain as well. </p><p></p><p>There are several things that create the problem, and I hope that none of them are as blatant as the designers think that evil is cooler than good (although, in some cases in RPG design, this was actually the problem). </p><p></p><p>When you write from a DM perspective there is a natural tendancy to want to make the villains, cool, awe-inspiring, fearsome, and 'bad'. And sense you are the DM, you can do whatever you want. You can start violating the normal rules that enforce: 'Thou shalt not be good at everything'. Also, when you are creating NPC's or rules and abilities for NPCs, there is a natural tendancy to not worry so much about balance because all the stuff you are creating is for the NPC and well, the game is balanced against the NPC anyway so it doesn't matter if you give the NPC abilities you'd never consider giving PCs. In 1e this showed up as the NPC class, which in 1e often didn't mean 'a lousy class to give NPCs', but rather a brokenly powerful class to give only to NPCs because it had powers that would be game breaking in a PC's hands. But all this tends to create the perception that 'evil is better than good'. </p><p></p><p>Couple this with some typically confused understanding of what alignment means like, "Evil is the best alignment because you can do whatever you want." and sterotypes like, "Evil always wins because Good is Stupid.", and it is quite common to find tables were playing evil characters is the default way to play.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5007748, member: 4937"] Yes, I feel your pain as well. There are several things that create the problem, and I hope that none of them are as blatant as the designers think that evil is cooler than good (although, in some cases in RPG design, this was actually the problem). When you write from a DM perspective there is a natural tendancy to want to make the villains, cool, awe-inspiring, fearsome, and 'bad'. And sense you are the DM, you can do whatever you want. You can start violating the normal rules that enforce: 'Thou shalt not be good at everything'. Also, when you are creating NPC's or rules and abilities for NPCs, there is a natural tendancy to not worry so much about balance because all the stuff you are creating is for the NPC and well, the game is balanced against the NPC anyway so it doesn't matter if you give the NPC abilities you'd never consider giving PCs. In 1e this showed up as the NPC class, which in 1e often didn't mean 'a lousy class to give NPCs', but rather a brokenly powerful class to give only to NPCs because it had powers that would be game breaking in a PC's hands. But all this tends to create the perception that 'evil is better than good'. Couple this with some typically confused understanding of what alignment means like, "Evil is the best alignment because you can do whatever you want." and sterotypes like, "Evil always wins because Good is Stupid.", and it is quite common to find tables were playing evil characters is the default way to play. [/QUOTE]
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