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Orcs and Drow in YOUR game (poll */comments +)
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<blockquote data-quote="Helldritch" data-source="post: 8537480" data-attributes="member: 6855114"><p>Simple. Let me repeat myself.</p><p>In a world where the gods can and will act on the prime to enforce their will. They will make sure that the race they created (or are the chief deity) will stay "in line" with the edict of that god/pantheon. So in a world where Gruumsh is a reality, these orcs will have a hard time being anything but evil. The same goes with Lolth.</p><p></p><p>In a world where these gods are absent (or simply do not exist, or are not considered "patrons" of a race) then orcs and drows will have a wider range of alignments.</p><p></p><p>My stance was that in a world where the gods exists, they will mettle in the affairs of mortals. And that the gods are pretty much assumed on every world since the beginning of D&D. This means, that unless you homebrew or have a very specific setting, the gods will act through their clerics and other agents to make sure that said race will stay in line. For some reasons, Azzy decided that cleric could follow a philosophy (and not a god) from the start making the above a non sense. And the thread further derailed into when clerics could follow a philosophy from the core. In the white box they pray their gods. In Moldvay's basic they do not, but they are back at it in the expert set... Maybe the fact that it was 1983 and the red box was seen as a D&D for "kids" prompted such a change I do not know. But in the 1ed up to 5ed you had to have a god in the core books. Philosophy based clerics were in splat books or specific settings only.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8537480, member: 6855114"] Simple. Let me repeat myself. In a world where the gods can and will act on the prime to enforce their will. They will make sure that the race they created (or are the chief deity) will stay "in line" with the edict of that god/pantheon. So in a world where Gruumsh is a reality, these orcs will have a hard time being anything but evil. The same goes with Lolth. In a world where these gods are absent (or simply do not exist, or are not considered "patrons" of a race) then orcs and drows will have a wider range of alignments. My stance was that in a world where the gods exists, they will mettle in the affairs of mortals. And that the gods are pretty much assumed on every world since the beginning of D&D. This means, that unless you homebrew or have a very specific setting, the gods will act through their clerics and other agents to make sure that said race will stay in line. For some reasons, Azzy decided that cleric could follow a philosophy (and not a god) from the start making the above a non sense. And the thread further derailed into when clerics could follow a philosophy from the core. In the white box they pray their gods. In Moldvay's basic they do not, but they are back at it in the expert set... Maybe the fact that it was 1983 and the red box was seen as a D&D for "kids" prompted such a change I do not know. But in the 1ed up to 5ed you had to have a god in the core books. Philosophy based clerics were in splat books or specific settings only. [/QUOTE]
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