Retcon the dumb "Faction War" and bring back the FULL on Blood War?

First, I didn't feel like it had any legitimate cause in earlier editions. The notion that demons and devils would wage multi-planar war due solely to alignment differences never sat right with me; it didn't feel like a legitimate motivation.
Why not? People fight wars over religious differences, which is just as dumb and isn't much different. Aren't they also fighting for full control over the lower planes? That's how I've always looked at it.

It made the demons far too much of a coherent, unified faction. The notion of demons cooperating for anything in such vast numbers runs counter to their existence as embodiments of chaotic evil.
From what I remember reading, it's mostly Greater Tanar'ri that try to unify the other fiends in the Blood War but are still rarely successful at it. They are chaotic, but they aren't stupid. They can at least try to work as a team (not that the plans follow through).

Similarly, devils are schemers and corruptors. Having them focus so much attention on other fiends drastically weakened their innate concept as a driving force of evil among mortals.
Maybe some of them are bored and want to be independent? Like a teenager telling dad he doesn't want to work for him. I'm sure corrupting mortals for a few thousand years gets boring. The Blood War might be seen as a good vacation :lol:

The entire setting humanized the fiends far too much.
I've heard this a few times and I don't think anyone has given me a good example. It's a similar statement as when people say the planes should be more "fantastic" and "mystical". Yet, they never give an example for what they mean by this. I think the way the planes are written is pretty fantastic and mystical to me, so I'm not sure what they mean and they never explain it.

I'm always looking for ways to spice up creatures in my game and I would like to hear ideas. So how exactly do you view the fiends and how are they used in your game without humanizing them? What do you mean by this? Other than the fact that PS has them drinking in taverns (which I agree is silly), how do you use a fiend in your game in a way that isn't humanizing them? I can let it slide when a fiend might be in a tavern (preferably in disguise) since I believe a fiend isn't beyond enjoying simple pleasures....I mean they do enjoy sex, which is a human quality. Besides that, I really don't see how you can run any fiend or celestial without humanizing their actions and personalities. They were once mortals, so having desires like fighting in a war against an enemy doesn't seem odd to me.
 

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Heh; I'll copy-paste my comments on the topic from last year or so.

Ah, I seem to remember some of that. I don't understand entirely where you're coming from though still, because on literally every point you made, I read the material and came away with exactly the opposite reaction. I found that it gave the fiends depth, character, mystery, and made them creatures to actually fear and be disturbed by because of aspects that were utterly inhuman and others that were close enough to the nadir of humanity to be jarring on that level as well.

Maybe I just got into the material more, but while I often see the 'pit fiends and balors sitting and drinking beer in Sigil omg' thrown around quite a lot by folks that didn't care for the setting, it struck me as gross hyperbole given the full scope of where and how they were handled and discussed in the various books and modules.
 

Yes, to us, from our standpoint. But put a much wider multiverse into play, and I think that view becomes parochial. There's more out there than the mortal plane, and while it's certainly different from the Outer or Inner planes, it's not necessarily of any greater importance.

But it's not just from "our standpoint." It's how the game, and the facts of the cosmos, are written in most editions of D&D.

The mortal world is the source of souls. It's the source of worship. It's the entire reason for the conflict between gods (and other outer-planar entities), and is literally the center of creation.

This isn't the equivalent of taking all of space in sci-fi and claiming that Earth is at the center, and therefore must be of most importance. That is parochial (and ignorant). But in the metaphysical cosmos as written throughout D&D's existence, it's objective truth. There might be multiple mortal worlds (Eberron, Athas, etc.), but the mortal universe really is the focus.

Obviously, one doesn't have to play it that way, and I'm not saying it's "wrong" to play it differently. But that is how the game's written, so I don't think it's a stretch to say it's how the game's embodiments of evil should treat it.

Let's also not forget that a "mortal world-centric" view is not only consistent with D&D, but with almost every aspect of myth and fantasy that went into inspiring and creating D&D. Again, there's nothing wrong with playing it differently; but at its core, the game needs to support the basic archetypes on which it's built.

But even those have some greater end in mind beyond the sheer sense of evil joy or satisfaction that comes with ruining someone's soul - some want to become gods, for example, which is desiring greater personal power, and just using mortals to that end.

Yes, a few who have additional ends in mind. But my PoV is that most do not. They really are about evil for the joy and satisfaction of it. They might get different sorts of satisfaction out of it, and they might have different methods for doing it, but ultimately, they do it because they like it--or, more accurately, because it's what they are. They literally have no choice about it; they couldn't stop any more than a human could decide to stop aging, or thinking. Again, as soon as you get away from that, you weaken the fiends' very existence as the cosmological/theological embodiments of pure evil, IMO.

Other fiends might not care about mortals at all, however. Some might just want to gain greater control of their own plane. Others might want to invade the Upper planes and lay waste to Heaven (and/or other planes of goodness).

To me, fiends not focused on the mortal world would be the minority--and even they would want to throw down heaven or rule their own plane, ultimately, because it puts them in a better position to enjoy, and benefit from, the spreading of evil amongst mortals and claiming souls.

Yeah, but a race is made up of individuals. ;)

Which is why I said "some." Not all, or most, or even a significant minority.

I can understand not wanting/needing a deeper motivation for NPCs that are in an adventure primarily to be killed by the PCs - each encounter doesn't need much of a (or in some cases, any) backstory. But overall, just saying that there's an entire race of powerful, immortal, intelligent, scheming evil creatures who have no drive or ambition except to basically commit artful murders really seems like a waste.

This isn't about NPCs "meant to be killed" or not. I'm not talking about that.

There are already plenty of evils in the game that have all sorts of motivations for what they do. To me, the whole point of the fiends is that they don't. As literal manifestations of evil incarnate, I think they must have, at the core of their motivations, nothing more than the desire--even the need--to commit evil.

The corrupt priest, the tyrant king, the greedy dragon, the ancient lich, the twisted demigod, even the evil god--these have motives for their evil. But the devils and demons? They might be the ones who tempt these others into doing evil, but they aren't the ones with the complex motives. It completely changes what they are.

Why not? People fight wars over religious differences, which is just as dumb and isn't much different.

Because they're not people. Making them care about philosophical/theological concerns, except for how they can use those to acquire more souls, is exactly what I'm talking about in terms of humanizing them. They don't care about such things, or at least they shouldn't, except so they can manipulate/lie about them better.

Aren't they also fighting for full control over the lower planes? That's how I've always looked at it.

Why? Seriously, what's the point? It's not like either faction is going to run out of real estate. IMO, any competition between fiends should be waged on the mortal realm, with the lives and/or souls of mortals as the prize, or within their own hierarchy, for a higher position.

Again, I can see a few individual demons or devils launching a scheme that requires them to carve out some of the other faction's territory, but as a race? I cannot think of a solid reason why they should care.

I'm sure corrupting mortals for a few thousand years gets boring.[/quote[

Again, you're ascribing human emotions and motivations that I'm not convinced these creatures should even have. I can see a devil getting bored with specific ways of corrupting mortals and claiming souls, or a demon with a specific method of destruction. But getting bored with the whole thing? I see them as literally incapable of it; again, it's just part of their nature.

I've heard this a few times and I don't think anyone has given me a good example....Besides that, I really don't see how you can run any fiend or celestial without humanizing their actions and personalities. They were once mortals, so having desires like fighting in a war against an enemy doesn't seem odd to me.

Well, a lot of them weren't once mortals, but let's leave that aside...

I got into this above, a little. Giving them the full array of emotions was a mistake. A demon should not be able to feel love; it literally is incapable of the emotion, and if it understands the concept at all, it views it only as a weakness that mortals are stuck with. A devil cannot get bored with corruption and torture, by its very nature.

People have been talking about wanting to give the fiends deeper motivations for their evil, but while I understand that impulse--most DMs and storytellers have an aversion to what we've been taught to view as two-dimensional characters--that's exactly what should not be done with the fiends. If they're to be truly inhuman, true embodiments of evil, they cannot require reasons for doing what they do. They just do them, because that's their nature.

They can act human at times--as part of a scheme, or out of habit--but they do not feel what we do, and they don't require the same reasons for their actions that we do.
 

But the mortal world, or Material Plane, or whatever term it holds in whatever edition, is the center of the Multiverse. It's the divine (or primordial, or whatever) creation. It's the source of souls. Mortals absolutely should be the center of attention for the various planar factions, fiends included.

Except well, it wasn't necessarily the divine or primordial creation taking the entire multiverse into account. Portions of the outer planes predated mortal life entirely (though the later arrival of mortal souls, mortal belief and gods was a transformative event for those planes). Nor was the prime material the origin of souls, that was the positive energy plane. The prime material was just where they all went and matured before continuing their path to the outer planes.

Given that the mortal plane isn't the apple of the divine eye changes a lot of the assumptions you're starting from. Some of the fiends -do not care- about mortal souls. Other fiends covet them more than anything else. It was a vastly more complex environment in the setting backhistory and the dynamics of the planes than you're taking into account here.
 

But it's not just from "our standpoint." It's how the game, and the facts of the cosmos, are written in most editions of D&D.

The mortal world is the source of souls. It's the source of worship. It's the entire reason for the conflict between gods (and other outer-planar entities), and is literally the center of creation.

Might want to go read some of that source material again. ;)

Because that last line is: Kind of sort of but technically not. Yes. Oh boy not always and not (in-game) originally.
 

Campaign Settings should offer a status quo for you to mess with, not a story for you to follow.

Has this EVER been true in D&D?

I'm blanking on ANY campaign setting that didn't have advancement. Indeed, unless you go the 4e "X amount of products and out" method, it seems like the only viable method is to eventually move the timeline forward...

I assume both TSR and WOTC noticed that it was more profitable to reproduce the campaign setting Y years down the road than to produce ANOTHER regional/race supplement especially after the "big" areas have been detailed.
 

I don't understand entirely where you're coming from though still, because on literally every point you made, I read the material and came away with exactly the opposite reaction.

Dunno what to tell you. I came away from nearly every appearance of demons or devils in Planescape thinking that they were getting less and less like true fiends, and more like evil aliens from sci-fi.

And despite the "tavern-drinking demons" example, I'm not just talking about Sigil, but their portrayal across the planes.
 

Given that the mortal plane isn't the apple of the divine eye...

But that's an assumption that came to the game later, and exactly the assumption that I'm saying should not have been made. It was, in fact, very much a part of what humanized the fiends in the first place.

Yes, obviously there's source material that contradicts what I'm saying; otherwise, we wouldn't be having this discussion at all. My point is that the source material that puts the mortals at the center of everything (which both predates and postdates the interpretations that don't) is, IMO, the better/more interesting/more mythically archetypal one.

And yes, other planes predate the mortal world. They would have to. But it's the mortal world that (again, IMO and in my preferred source material) gives them any real purpose for existing.
 

Might want to go read some of that source material again. ;)

Because that last line is: Kind of sort of but technically not. Yes. Oh boy not always and not (in-game) originally.

Er, that's not exactly true....

I always got the impression pre PS that the WORLD/mortals came first and then PS changed the asumption that the mortal world wasn't important/an afterthought...
 

Er, that's not exactly true....

I always got the impression pre PS that the WORLD/mortals came first and then PS changed the asumption that the mortal world wasn't important/an afterthought...

1e didn't really give a firm answer on the topic as I recall (will have to snag my MotP 1e and look in a moment*, but again as I recall there wasn't all that much detail about the history of the planes). Planescape started the ball rolling on speculation regarding the history of the planes and their evolution over time and different sources speculated on different aspects of that, and that continued quite a bit in 3.x as well especially in the Fiendish Codex I (and II to a lesser extent), and in various material in Dragon and Dungeon.

*can't see from a quick look that it even touches on the topic. I'm tempted to say that the edition really didn't look at it, and in the absence of any coverage some folks are going to apply an assumption based on whatever they personally believe / a cultural default / a cosmos that conforms to their gaming philosophy, none of which are at all wrong mind you.
 
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