Questionable morals - PC's killing children

Greetings!

Well, Reapersaurus, Elder-Basilisk and ConcreteBuddha are right on target in understanding my own position. To wit, Half-Orcs are often killed as mutants in many areas. In some areas, though, and in the eyes of some clerics and scholars alike, Half-Orcs can be seen as potentially redeemable because they are part human. It can be seen that their human blood redeems them enough to make them free moral agents, and therefore they can potentially convert to the One True Faith.

Alternatively, there are some who view the Half-Orc, being tainted by such humanoid blood, is now the product of wicked creatures and therefore condemned. The very fact that they *exist*--part human, part orc, is an insult to the gods, and an abomination to all that is good and holy. Because they are such a wicked abomination, they should be exterminated.

Thus, this illustrates two different attitudes that are embraced within the Vallorean Empire.

A "House of Cards" Reapersaurus? That's funny!:) No, far from it. My campaign-world has been running for over 14 years, so it has stood the test of time. In addition, humanoids are not played as cardboard characters, but they are detailed in Elder-Basilisks' analysis quite well. I find it very interesting how Elder-Basilisk, who has seen all that you have Reapersaurus, about the details of my campaign world, and he and you have come to almost exactly opposite conclusions!:)

Elder-Basilisk, thankyou. Your explanation is thorough, and quite excellent! My salute, Elder-Basilisk!

ConcreteBuddha--Your own schema for such evil humanoids is excellent! I too, obviously, interpret the alignment codes in the Monster Manual seriously. The likelihood of the player-characters meeting a nice, friendly Hobgoblin is extremely unlikely. I certainly don't throw hordes of sweet Hobgoblins at them in order to maliciously make them them deal with something that is a mathematical rarity.

Have they met non-evil Orcs? Well, yes, they have. In the current campaign, which has been going on for over a year now of *Real Time*, I think that they have encountered non-evil Orcs once, and Hobgoblins, twice. That's *Encounters*--of which there can often be several in one game session, which we play every week. So, mathematically, out of all the times they have encountered Orcs and Hobgoblins, (Huge numbers, right?)--how many times would they logically be expected to encounter such humanoids that aren't evil, wicked, and nasty? Just off the cuff, I'd say there could be an average of 12 humanoid encounters per month, or 144 or more humanoid encounters, with what, one, two, or three non-evil encounters? That is by any estimation, mathematically remote. Certainly, in the experience of player-characters, it is extremely unlikely, and rare.

And furthermore, ConcreteBuddha, like you mentioned, the non-evil humanoids that do exist, certainly aren't found nice and cozy living with the rest of their evil, wicked brethren! Why would the evil, wicked brethren tolerate *that*? As you mentioned, when the rest of the evil tribe discovered that the others were weak or hesitant to wallow in darkness in almost any way, they would be turned on like a pack of jackals and devoured. Thus, cutting down the chances to almost zero that the player-characters would ever encounter such unusual humanoids in that kind of situation.

For example, when the group in my campaign did encounter some non-evil orcs, it was by getting involved in the local situation where a local lord was conducting operations against a small clan of orcs that were found to be in the area. After seeking the forces out, the orcs sent forth a herald with a white flag, to parley. The player-characters then entered the orc encampment as ambassadors, and stayed with the orcs for a several weeks while the truce was in force. The orcs were living in the a lightly forested area, where they had a stockade, and outlying ranches and farms. The orcs were farming, cultivating fields of onions, tomatoes, and several varieties of peppers. The orcs were also raising several herds of goats, and extensive groups of hogs. The orcs were also lumbering their area carefully, and mining a small silver mine.

Seeing all of this, and witnessing the attitudes of the orcs in this settlement, the player-characters carefully assessed that these Orcs were not evil, and if the local human population could be persuaded, the two small communities could live together peacefully.

In the end, it was worked out successfully, and the small non-evil clan of orcs have continued to thrive and prosper. These orcs though, first had to escape from the areas that the evil orc clans live in, to avoid being so annihilated. The occurance of even this number of non-evil orcs, all gathered together, has been a very unusual and memorable event. They remain in practical terms, the "exception to the rule." The players don't travel about though, second-guessing themselves as to the evil and wickedness of the humanoid races as a whole.

Very interesting posts ConcreteBuddha!:)

Semper Fidelis,

SHARK
 

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Methinks Rounser has a point. I don't think the quality of moral quandries faced in a game are strongly linked to the names "high fantasy" or "gritty". I'll go on to suggest that basing our discussion on stereotypes of game-play is probably not constructive.

I have put my brain to the grindstone, and realized that the discussion actually comes down to a simply phrased question:

When is it moral to make the child pay for the sins of the father?

There have been cultures where the sins of the father reflected strongly on the progeny. Blood feuds could carry from father to son, curses would be laid upon a family unto the third generation. Look at "Romeo and Juliet". Look at Star Trek's Worf (son of Mohg, who's alleged crime tainted the son's position in the Klingon Empire). Examples of this abound in literature. So surely, there are cultures which find punishing the child for teh father's sins acceptable, and even just.

I am not sure I concur, though, that the culture is actually relevant.

The populace at large are... armchair generals. They are not the ones dealing with the problem. It isn't the collected populace of Hommlet that's standing there with a sword covered in a hobgoblin's gore, trying to decide if the child should die. The general polulace aren't going to decide what happens to the character's immortal soul ("I'm sorry, Morag the Bold, but we the people of Freeport have decided to vote you off Morality Island.").

The views of the culture and the people in it are a basis for a character to work from, but to have a PC simply keep to the "party line" is poor roleplaying. To claim a behavior is right "because everyone else thinks so" is a pretty weak excuse, morally speaking.

The culture is also a fine source of plot complications. We've seen it in real life - U.S. soldiers have come home from battle to find the populace passing moral judgement upon them, and that has affected their lives. Having the populace agree or disagree can be an important part of the story, yes. But in a game with deific magic, the opionon of the Cobbler's Guild is not the final arbiter.

To steal from Shakespeare's Henry V (Act IV, scene 1):

"Now, if these men have defeated the law and outrun native punishment, though they can outstrip men, they have no wings to fly from God."

and, later in the same speech:

"Every subject's duty is the King's, but every subject's soul is his own."
 

Tiefling said:
I still think they should have enslaved them. The females could have pretty good lives, too, if there are enough pedophiliacs in your world who wouldn't mind that she's a hobgoblin and could afford concubines.

What the...how the hell did this get by without an "Ewww" from anyone? Ahh, if there's one thing that adventurers are known for, it's selling children to pedophiles.
 

When is it moral to make the child pay for the sins of the father?

There have been cultures where the sins of the father reflected strongly on the progeny. Blood feuds could carry from father to son, curses would be laid upon a family unto the third generation. Look at "Romeo and Juliet". Look at Star Trek's Worf (son of Mohg, who's alleged crime tainted the son's position in the Klingon Empire). Examples of this abound in literature. So surely, there are cultures which find punishing the child for teh father's sins acceptable, and even just.
That does sum a lot of it up.

To add to this, apart from Shakespeare and Star Trek, the assumption that humanoids are "born evil, and deserve death by default" is one which is opposed by something a lot closer to home, too: the Sunless Citadel. One of the biggest choices the players have to make in that module is whether to oppose the kobolds simply because they're kobolds (or not), so it effectively covers the same moral terrain of "are humanoids irrevocably evil" as some are doing in this thread. As of 3E, I think that this module illustrates that the answer is by default "no", especially when backed up by the "usually" clause in the alignment stat.

So under the core rules, the assumption that all humanoids are evil by nature is no longer true. Worlds which make every single individual evil are now the exception, rather than the rule. In those worlds, the moral dilemma is a harder one - in the core, there's enough room for doubt that the choice to be merciful is an easier one, IMO.
 

caution: Return to the Temple of Elemental Evil spoilers, like you haven't read it.

rounser said:

The Sunless Citadel. One of the biggest choices the players have to make in that module is whether to oppose the kobolds simply because they're kobolds (or not), so it effectively covers the same moral terrain of "are humanoids irrevocably evil" as some are doing in this thread. As of 3E, I think that this module illustrates that the answer is by default "no", especially when backed up by the "usually" clause in the alignment stat.

Well, just when I thought I had weighed in entirely on the issue I have decided to muddy it even further. It's funny what pops into your head at 4:00am when you cannot sleep. Anyway...

I agree with rounser on this one. I don't think *most* things are irrevocably evil. I think even Evil characters are smart enough to parley with good groups to get what they want. Sunless Citadel goes a long way to prove this. I think even good characters would parley with evil characters to get what they want. For instance in the Return to the Temple of Elemental Evil it wouldn't be entirely unfeasible for a good aligned group to meet up with a group of pissed off Iuz worshippers looking for revenge on Tharizdun's followers. Isn't it concievable that these two groups seeing that they could both help each other might team up for a bit? Maybe.

Also in support of the default setting is the fact that the Book of Vile Darkness, which is supposed to detail evil, makes mention of what most people (with our 21st century moral blinders firmly in place) would call evil. To quote from the Enworld hosted Monte Cook chat part II: "Monte: In a nutshell? It's about introducing evil of all types into your campaign. It explores some really dark topics, and talks about how to handle them in your campaign. This includes.... Diseases, poison, selling your soul, sacrifices, perversion, corruption, evil spells (and what makes a spell evil), torture, self-mutilation, demon lords, archdevils, evil artifacts, and more. It has a lot of plot hooks and ideas for villainous motivations beyond the norm."

Does murder of cowering, wimpering humanoid children fit into this? Not specifically, but I'm willing to bet there is room. Also, while lying awake I thought of this. What is Good and what is evil? Well, I dug out my Websters and found this definition for evil : "Anything causing injury or harm." By this definition even the sun is evil, because after all, a sunburn hurts. I'd like to try and define evil as this "anything devious from the moral norms of a given society." Is that acceptable to anyone? It muddies things significantly if it is. In a society where "good" (i.e. kittens, rainbows, paladins, unicorns... you get the picture) is prevailent anything bad (humanoids, devils, demons, murder) is evil. What about in a society where evil the moral norm? Would hobgoblins think kittens and unicorns are bad? Probably. Would they view it as evil? It's hard to finger that one since I (hopefully) don't think like a hobgoblin. Where morally neutral society fits into this, I'm not sure. I guess if it is convienient it is good and if it's not easy, it is bad. I'd like input on that. All of it.

So, in conclusion I don't hink I've added anything significant to this thread, but hopefully I've given you something to think about. Again, to me it's all relevant upon the world the DM creates. Let this be a lesson to you DMs: well defined moral codes help players to roleplay. It gives them something to shoot for, whether good or evil... of course a morally ambiguous campaign in which the PCs have to tread lightly because they are ignorant of the laws has it's place too. Inconclusive as usual...
 

Greetings!

Harlock and Rounser, I appreciate your thoughtful responses. I can understand your own apprehension about mowing down young Hobgoblins--not the most pleasant thing, even in the best of circumstances, however, I wonder what the long-term consequences of such is. I mean, that seems to be the fuel for the machine, if you get my meaning. In the books, it still remains that they are *usually* evil, which means that a majority of them are predisposed towards being evil.

What does this impact upon? Well, the occasional non-evil humanoid not withstanding, the majority of all of the young Hobgoblin "children" spared everywhere, by adventurers that encounter them all across the continents of whatever world, (supposing yours, mine, or someone else's,)--will still grow up, if they survive without the parents that the adventurers just killed, (and now the young Hobgoblins will nurse a burning hatred of all humans, elves, and so on who killed their parents and family)--evil, wicked, and depraved. They will grow and prosper, and make war on the humans elves, and so on, like their ancestors before them. Thus, the action of sparing them, will give fruit to further slaughter of creatures that we *know* are good and righteous. I'm still not sure where the payoff is for permitting such a violent, hateful race as evil humanoids to continue to thrive and prosper. In the face of such a challenge, honestly, it would seem that history tells us that Humans, if not Elves, Dwarves, and others, would be fully determined to exterminate such races wherever they are found. Do you see what I'm saying?:)

Semper Fidelis,

SHARK
 

Okay, I'm going to try this from another angle, just because I like stating my opinion. ;)


All philosophical issues regarding morality aside: from a gameplay standpoint, having excess amounts of morality issues does not suit my gaming style. I do not play DnD to get in touch with my friends "inner children". I am not playing this game as a psychological tool, moral tool, or as a reflection on life.

When I sit down to make adventures, I do not say (for every encounter), "Wow! We can really stir up a neat moral quandry here! Then we can have a four hour discussion on the repercussions of relative morality in an absolute system. Groovy!"

I admit: I'm playing DnD for the fun of it and it is not fun for me to decide whether or not we should kill children, humanoid or otherwise. On the other hand, slaying "monsters", gaining neato powerstuff and having a good time with my friends on a Saturday night, are key to DnD's success for me.

IMHX, DnD is the next step up from poker night. :P
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This is not to say that I do not go into moral issues in DnD. I just don't have one pop up after every kobold warren, drow temple, hobgoblin fortress or orc encampment. I don't require good characters to subdue all monsters in all encounters so they can be converted later.

In short and in general: I let the monsters be monsters, and I let the basic races oppose them.
 

SHARK said:
In the books, it still remains that they are *usually* evil, which means that a majority of them are predisposed towards being evil.

The fact that they are usually evil does not say anything about the source of that tendency. It could be as inborn a trait as body hair, or a purely a matter of cultural teaching, or some mixture. While it is not unreasonable for the DM to posit that the predisposition is "genetic" (not that genes necessarily exist in the fantasy world, but the term gets the idea across), the cultural explanation works just as well. There is no real reason to assume on over the other.
 


Lazybones said:


P.S. EK, nice twist with the human prisoners being the real bad guys. Should be interesting to see how the party reacts (perhaps a brief story hour?)


EK: I agree here. You already seem to have a large group of people who are willing to read (more than most can say). Plus, I'd love to read it myself. That should be enough for anybody. :D ;)


SHARK: I've been trying to place that user name since I started reading this thread. I finally did it. Wow, that seems like a long time ago (two moves, and a year of college ago for me--long time). Anyway, I lost track of your thread back then. Anything new on the empire? Any chance you'd be willing to put up a new thread to let me know what's happening? Story Hour format or something similar to last time--I enjoy them both. I'd love to catch up. Still against you on this issue though (just the Mormon me coming out I guess:D ).


Overall, looks like I could get two new Story Hours to read simply because of this thread. I'm happy at just the thought.
 
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