Morality in your D&D - b&w or gray?

Morality in your D&D

  • I like playing in a D&D campaign where Good and Evil (and Law and Chaos) are mostly black and white.

    Votes: 42 32.3%
  • I like playing in a D&D campaign where Good and Evil (and Law and Chaos) are mostly variations of gr

    Votes: 88 67.7%

John Morrow said:
Basically, Good isn't heartless by nature and asking them to kill relatively harmless women and children goblins is heartless. It sounded good in theory but I role-played the goblins well enough that it was more disturbing than I thought it would be. Perhaps if I hadn't humanized them so much, it would have been easier. But in the big scheme of things, I think I'm happier that it troubled everyone than I would be if it didn't.
You wouldn't exactly get it from my original post, but I really admire the scenario... I'm just not sure what to make of it. It's daring to humanize a foe that is, in fact, irredeemable, and proceed to make the characters follow their beliefs to their logical conclusion. The only use I could think of such an encounter is to present a rather obvious critique of the use of inherently evil races in fantasy lit.

The moral dilemas I find entertaining are ones that can only exist in settings where the absolute moral authority is unknowable; where the characters struggle to define good and evil, not choose between the two clearly deliniated options.
 

log in or register to remove this ad

Gray all the way. There are no good guys in my campaigns. And there are no bad guys (aside from those beings that are made purely of law/chaos/good/evil like full-blooded demons and celestials). There are only NPC's with their own motives, which may or may not coincide with the party's. Heck, if it wasn't for paladins, druids, barbs, and a plethora of other alignment based crap in the game, I'd throw the whole business out the window and tell my players to cross alignment off their sheet and add Personality.
 

John,

Having carefully read both your post and then gone and read the book. Clearing my mind of 1st and 2nd edition clutter lying around. As far as D&D is concerned to a large extent your right and my game master and I need to have a long talk about my own alignment and the alignment of others in the game. However I’m enjoying this discussion and I wrote this bloody long post before finishing my research so here it is :)

It’s minions and worshipers we are killing off here. The Rat Queen and the King of Plagues would be gods. When you have a bunch of Walking Talking Semi-omnipotent beings. Creatures who are not abstracts but capable of directly affecting the world at large. Detect Good and detect Evil aren’t really. They are detect cult enemy. Who your god is and what your culture is will guide you. In D&D you are correct that there are specific definitions of good and evil. But the book is written from the players perspective. :) Yes this is kind of splitting hairs but I’ve played games (Runequest) where the rules were written from the POV of a specific game culture and it’s implied that different cultures would have different game rules.

Good and Evil are by culturally weighted words. The very concepts of what is right and wrong. Of what it means to be Good or Evil are things you are taught as a child and they are not universal. Only self-interest is. To use the Goblin example given above. From the Goblins point of view Humans are evil. They come and kill us. They have land that we want or that they have taken from us. They worship the foul gods of goodness. They talk funny. We KNOW they are evil! Our detect Evil (known to the humans as detect good) tells us! See how they act! They kill the women and children! We must fight them and destroy them wherever we find them!

Worshipers of the Rat Queen are by my own definition Foul. I never said they were harmless. They kidnap and murder people to appease their god and other gods of the community. And the gods are real! That means there are good and sound reasons for doing something even something “evil” because there is some one who will come and punish you directly if you don’t act. The players in this situation are responsible. Actions have and should have consequences. They have destroyed either knowingly or unknowingly a part of their community. Reacted to a situation that is abhorrent to them and in the process committed a grave injury to their community. A situation that perhaps has no right answer.

But the extreme alignments as you have defined them deal only in absolutes. Good is inflexible and once your inflexible you start to wander down roads where you might not have gone. Things like detect evil reinforce this. They tell you that it is good and right that you should go and slaughter goblins because they are incurably viciously evil. Unalloyed Good is inherently intolerant just as evil is of its opposite. When you play with unalloyed alignment there is a problem where either end of the spectrum become very like the other in action though with completely different motives and desires. I.e The priests of the Rat Queen have sacrificed 80 people on the blood soaked alter of their god so that she will keep the land free of disease. While the Players have sacrificed 80 goblins on the blood soaked ground of the caves so that they can keep the local villagers safe. When you deal in absolutes you deal in inherent cruelty. It’s unavoidable. That is why I prefer a world of grays.

In my opinion the only true evil is that of unalloyed self-interest. Slaughtering people (or goblins) for personal aggrandizement or increase in personal power. Believing that your needs are greater than the needs of the community around you and then acting to either destroy or manipulate that community to get what satisfies your needs and does nothing for the community. That is true foulness.

Jenka “The perhaps inarticulate” Tamar

P.S. I agree that the Inquisition is over hyped a bit but that doesn’t change the fact that in our culture it’s an abomination and in the culture of the day it was right and good.
 
Last edited:

Mallus said:
You wouldn't exactly get it from my original post, but I really admire the scenario... I'm just not sure what to make of it. It's daring to humanize a foe that is, in fact, irredeemable, and proceed to make the characters follow their beliefs to their logical conclusion. The only use I could think of such an encounter is to present a rather obvious critique of the use of inherently evil races in fantasy lit.

Frankly, I'm not sure what to make of it, either. It certainly was interesting, though. I didn't take it so much as a critique of the use of inherently Evil races but more as an example of how Good characters might react to the grim reality of such races. Being Good in a morally complex world is going to mean that sometimes you've got to make grim choices. In fact, that paladin player has also been dealing with the problem of having to ignore some of the small Evils so that he can tackle the big Evils of the setting.

When I set up my game (admittedly it was a rush job), I had some fairly lenthy discussion with both the player of the paladin and the other players about what Good and Evil would mean in my setting (including passing out alignment diagrams and explaining how I was going to view alignment). In fact, I talked at least one player into changing alignment to Neutral because I didn't think he'd enjoy playing a character to the standards I had defined for Good. It was, in part, the players' choice to have "killable bad guys" and (in particular) the paladin's player didn't want to have to second-guess his Detect Evil before smiting a bad guy. So basically, they got what they wanted and then maybe didn't like it as much as they thought they would when the implications were graphically illustrated to them. We'll need to have a talk about it when the campaign is finished to see what they all think when it's over.

Mallus said:
The moral dilemas I find entertaining are ones that can only exist in settings where the absolute moral authority is unknowable; where the characters struggle to define good and evil, not choose between the two clearly deliniated options.

The dilemmas in my current game derive from how one handles the situations even after they know who the good guys and the bad guys are. Even though they knew that a goblin and a derro were Evil, they still needed to decide if they should bargain with them to get information that would help them save others. I think there are still dilemmas aplenty, even though "Is it OK to kill this guy or not?" isn't one of them.

I did, however, leave the religion in my game fairly ambiguous because I think religion needs a philosophical and faith component. There are several interpretations of the cosmology that are a matter of faith rather than perfect knowledge and they often disagree with each other in fairly important ways. While everyone knows there is an Outer Plane, Celestial and Infernal beings, etc., it's a matter of faith to interpret what it means. One group believes that the cycles of reincarnation are not only inevitable but desirable, a second group believes that the cycle of reincarnation is a path to perfection and transcending the Prime Material plane, while a third group believes that their objective is to die and go to Heaven and stay there as part of the plan of a deity that exists beyond the Outer Plane (I have only one -- the inside of a sphere divided into alignment-based regions).

It's been pretty interesting because the party contains two religious characters from one faith (a paladin and cleric) and a religous character from a different faith (a druid) and the druid, in particular, already has a pretty good idea that his goals will eventually diverge from the other two.
 

Jenka said:
Having carefully read both your post and then gone and read the book. Clearing my mind of 1st and 2nd edition clutter lying around.

I think a lot of people in these discussions have 1st and 2nd edition clutter so you aren't alone. Though they aren't perfect, I think the 3e definitions are pretty good and workable.

Jenka said:
As far as D&D is concerned to a large extent your right and my game master and I need to have a long talk about my own alignment and the alignment of others in the game.

Let us know what you both decide.

By the way, you might find this page interesting:

http://www.wizards.com/default.asp?x=dnd/dnd/20001222b

Jenka said:
However Im enjoying this discussion and I wrote this bloody long post before finishing my research so here it is

You can certainly run a morally relative game, which is what you are describing. I just don't think that's the way D&D is designed to work. As for the Rat Queen and King of Plagues, my point was essentially that the PCs can't be held responsible for moral implications that they weren't aware of (unless, of course, they are being reckless and ignore opportunities to learn more).
 

Remove ads

Top