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Killing as fun and games: a question for the Good Guys
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<blockquote data-quote="Arkhandus" data-source="post: 3615431" data-attributes="member: 13966"><p>Edena: Your ideas would only lead to all of Greyhawk having been destroyed long ago by evil, for you are basically, without realizing it, positing that good and neutral people in a D&D setting are going to be completely surpassed and overwhelmed by evil forces when it comes to level advancement and escalating power.</p><p></p><p>Obviously, Greyhawk is not a barren wasteland lorded over by Iuz and his ilk exclusively. Obviously, being decent people does not result in drastically slower/weaker advancement in strength.</p><p></p><p>Therefore: Medegia is not doomed simply by virtue of being <em>good</em>. Within the game world, they can grow strong enough to face off against the evil invaders without resorting to evil themselves.</p><p></p><p></p><p>And good people can build alliances. Not just with that one country you mentioned, but with others as well if they have the time. Good people and neutral people are more open to trade and alliances than evil people. They can forge stronger bonds than Ivid's forces, over time.</p><p></p><p>Medegia can train its people into a strong militia and develop without need for slaughtering masses of enemies first. They can send emissaries to go learn from great wizards in other lands, and then bring that knowledge back to Medegia and train a larger force of wizards to defend their homeland. They can see the reason why faith is so important, for they need divine aid to overcome the invaders that were prophecied.</p><p></p><p>They can form larger orders of clerics and, sending some of their forces out to fight evil, they can grow stronger and eventually summon Celestial allies to fight the force of Ivid when he comes a-calling.</p><p></p><p>Sowing discord in Ivid's forces can also work. Evil easily falls in upon itself out of individual greed, suspicion, or cowardice. Good is not above deceiving and disrupting enemies to keep them from uniting into a serious threat.</p><p></p><p></p><p>The 2E designers did not arbritrarily destroy Medegia just because 'good is weak and evil will always win, it's the only logical result in D&D'. They destroyed Medegia as part of the story, and likely as an example of what evil can do when it builds up enough steam while good people get lazy and too comfortable in their safe little lives. Thus do adventurers need to rise up and kick evil's arse, and motivate people to stop being lazy pansies and learn to fight for themselves, and fight <em>well</em>, dangit!</p><p></p><p>Game mechanics had <em>nothing</em> to do with it. It's possible that people in a 2E setting could build up strength without killing, <em>or at the very least</em>, could build up strength by killing <strong>evil</strong> creatures outside their homeland. Medegia just didn't focus enough on building up its strength, because the designers decided such for the story.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3615431, member: 13966"] Edena: Your ideas would only lead to all of Greyhawk having been destroyed long ago by evil, for you are basically, without realizing it, positing that good and neutral people in a D&D setting are going to be completely surpassed and overwhelmed by evil forces when it comes to level advancement and escalating power. Obviously, Greyhawk is not a barren wasteland lorded over by Iuz and his ilk exclusively. Obviously, being decent people does not result in drastically slower/weaker advancement in strength. Therefore: Medegia is not doomed simply by virtue of being [I]good[/I]. Within the game world, they can grow strong enough to face off against the evil invaders without resorting to evil themselves. And good people can build alliances. Not just with that one country you mentioned, but with others as well if they have the time. Good people and neutral people are more open to trade and alliances than evil people. They can forge stronger bonds than Ivid's forces, over time. Medegia can train its people into a strong militia and develop without need for slaughtering masses of enemies first. They can send emissaries to go learn from great wizards in other lands, and then bring that knowledge back to Medegia and train a larger force of wizards to defend their homeland. They can see the reason why faith is so important, for they need divine aid to overcome the invaders that were prophecied. They can form larger orders of clerics and, sending some of their forces out to fight evil, they can grow stronger and eventually summon Celestial allies to fight the force of Ivid when he comes a-calling. Sowing discord in Ivid's forces can also work. Evil easily falls in upon itself out of individual greed, suspicion, or cowardice. Good is not above deceiving and disrupting enemies to keep them from uniting into a serious threat. The 2E designers did not arbritrarily destroy Medegia just because 'good is weak and evil will always win, it's the only logical result in D&D'. They destroyed Medegia as part of the story, and likely as an example of what evil can do when it builds up enough steam while good people get lazy and too comfortable in their safe little lives. Thus do adventurers need to rise up and kick evil's arse, and motivate people to stop being lazy pansies and learn to fight for themselves, and fight [I]well[/I], dangit! Game mechanics had [I]nothing[/I] to do with it. It's possible that people in a 2E setting could build up strength without killing, [I]or at the very least[/I], could build up strength by killing [B]evil[/B] creatures outside their homeland. Medegia just didn't focus enough on building up its strength, because the designers decided such for the story. [/QUOTE]
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