Wombat said:(Slightly OT -- how does one present human sacrifice in a game without making the whole culture inherently evil? thoughts? opinions? corn-fed chihuahuas?)
fusangite said:Remember, also, that a significant portion of those sacrificed were volunteers -- winners of ball games, participants in the flowery war, etc. This is hardly surprising when it is considered that the purpose of the sacrifice was to prevent the world from ending. It seems to me that it would be impossible to view as evil the sacrifice of a willing volunteer. Sacrifice, thus, is not really the problem we are talking about -- the problem we are talking about is state-sanctioned murder.
1) I agree with the Avalanche material. They research just enough to get them into trouble.Wombat said:1) I must admit to being nervous about the Avalanche material overall.
2) I have heard the GURPS supplement (as usual and, alas, out of print) is pretty good. Of late, however, I have just been searching the 'Net for background material as I want to use the Maya as a basis for an upcoming AU campaign (Giants + Maya Ceremonial Cities = Much Goodness!).
3) (Slightly OT -- how does one present human sacrifice in a game without making the whole culture inherently evil? thoughts? opinions? corn-fed chihuahuas?)
fusangite said:Elder-Basilisk,
I want to make clear that I am not a big proponent of cultural relativism. I agree with you that even voluntary suicide is something our society reasonably sees as objectively wrong.
However, what I'm putting forward here is more a game mechanical question of how evil works. While I will agree with you that Aztec sacrifice of human beings is objectively wrong, I don't think that D&D evil is actually a proxy for objective wrongness. I think good and evil in D&D are game mechanical tools that can be used to make certain kinds of myths and stories work. Although I don't think wrongness can be a relative thing in all cases, I am of the view that evil, as a game mechanic, is far more flexible than our sense of right and wrong.
As long as another cultural reference frame can be comprehended, we can adapt the good-evil dynamic in D&D to it, regardless of how the culture's values map to our understanding of right and wrong. Thus, I think that it is reasonable for there to be characters of good alignment who believe in consensual human sacrifice and oppose the increasingly excessive state-sponsored murder the Mexica imposed on their region in the late medieval period.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.