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Nature's Role in Your Campaign

Electric Wizard

First Post
One of my friends has spent years trying to get me into AD&D 2e. When I found out that a lot of the system canon is available online for free, I started looking into it.

A lot of it is pretty cool. The kits look like fun. Wizards and rangers seem really sick, and there's lots of inspirational fluff for players and DM's. What turns me off is how much the material extols nature's supposed goodness and purity. There's a huge amount of class kits dealing with "wild" types. All the ones I've read so far prohibit evil alignments, and many require characters to be good. The latter includes a kit for someone raised by wolves. Some kits even throw "noble savage" into their description. It wouldn't bother me so much if I could easily remove it, but I think the ideas are pushed so hard that they're ingrained in the classes and races. :rant:

Why am I ranting? To me, the idea of nature being benevolent in D&D is pretty ridiculous. Unless you make drastic changes, nature in D&D is terrifying. Look at the average encounter table. If you venture too far from the village palisade, you're likely to run into burrowing armored sharks, bug monsters that spit acid, dire wolves, wild boars, child-snatching eagles or centipedes as long as your arm. Feeling warm and fuzzy yet? That's just the fauna. Starvation, foraging and extreme weather rules in 2e are hardcore.

Even the fey creatures that 2e wants you to love could conquer the mortal world if they had an ounce of motivation. The nymph can kill anyone who happens to look at her. Or if she tones down her beauty, she just permanently blinds them. Almost all fey can turn invisible and/or use mind control. Treants can turn the forest into an army. I'd rather fight a dragon, thank you.

In my campaigns, nature isn't evil, but it's terrible and unforgiving. Villagers cast superstitious glances to the forests, mountains and deserts. They perform rituals in hope of appeasing the forces of life and death. Good-aligned druids, rangers and wardens are respected because they are seen as mediators between civilization and nature. Their neutral and evil counterparts mirror nature's callousness.

Do you feel me? Or do you disagree? How have you used nature in your campaigns?
 
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Do you feel me? Or do you disagree? How have you used nature in your campaigns?

When compared to the undead, aberrations, demons and devils, and other magical monsters and mayhem, mundane nature in D&D is downright comforting. ("A bear? Bears are sweet! Besides, you ever see a bear with forty-foot feet?" - Into the Woods)

Game products are generally going to be products of their time. Modern, urbanized American culture has a romanticized view of nature. Since everything else in the game is also romanticized, I have no problem with that whatsoever.

And, in my opinion and experience, kits are less often cool, and more often broken power-creep. The ideas in kits are nice, but the game-execution leaves a lot to be desired. YMMV, of course.
 
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I'm with ya.

Me too; I've expressed similar sentiments previously.

To be fair, 1e AD&D did have Rangers as defenders of humanity against the wilderness; and Druids were prohibited from being Good, as well as Evil. The inversion started with 2e. I can see where the nature/wilderness=good comes from as a trope, but in the D&D milieu it's particularly silly.
 

I'm a huge fan of nature red in tooth and claw. Variant weather that causes troubles, fierce creatures, the Fey... In the real world we feared wolves and bears, but people just sort of trounce through the woods in small groups seeking adventure in a world of Ankhegs, forest drakes, and fairies who want to make you dance for a day... And come back 100 years later to your own world?

Yeah. All about a dangerous mundane and magic nature.

Slainte,

-Loonook.
 

I always think of that line from the LotR movies. "Side? I am on nobody's side. Because nobody is on my side, little orc." That pretty much sums uo how I deal with nature in fantasy. That and my Pan's Labyrinth-ish take on fey.
 


Ever notice that the party with a ranger or druid never runs across super hostile nature?

That's the whole point of the nature-loving classes. Hostile-nature-bane.
 

Ya know, I've never really thought about this much. I put that down to hugely enjoying city adventures.

BUT, now that you bring it up... Yeah, the wilderness in DnD is lethal. Lions and tigers and bears? You should be so lucky.

So, yeah, I feel ya man.
 

You have a point. The rules seem to be expressing a very modern attitude toward nature, which comes from a world-view where man is very powerful and nature is relatively weak and at risk, something to be preserved.

It's also an attitude that comes from a highly urbanised society, where there is a sharp divide between man's world and the natural world.

D&D worlds do seem to be fairly urbanised, compared to medieval Europe. But, as you say, the natural world in D&D isn't weak - it's full of monsters!
 

Into the Woods

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