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Slavery and evil
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<blockquote data-quote="DMScott" data-source="post: 1918266" data-attributes="member: 11734"><p>For me personally, when I run a campaign in which alignment is absolute, then Law and Chaos are also absolute. A given society might legalize actions that are absolutely described as Chaotic, and vice versa, so legal status by itself has little or no bearing on whether something is Lawful or Chaotic just as it has little or no bearing on whether something is Good or Evil.</p><p></p><p>For example, say Elves are Chaotic in some absolute sense. This does not mean that an Elven society has no laws, but rather that the laws it does have emphasize Chaotic ideals.</p><p></p><p>On the question of slavery, where it fits depends on the absolute moral system of a particular campaign and what exactly you mean by "slavery". Often I have slavery in one or more of my campaign cultures; just as often, I model it on the most benign historical examples in which it's more a normal socio-economic status than an expression of dominance over a "lesser" population. That allows me to have mostly non-evil slavery as an aspect of society, while still reserving a spot for evil slavers as villains if and when they go beyond the normal societal customs.</p><p></p><p>However, I usually make slavery expressly non-Good, so good characters concerned about their alignment can't own slaves or profit by them (with a few rare exceptions, such as when people voluntarily take on a slave-like status as a means of penance for a crime). My take on absolute Good is that it should generally prohibit a lot of actions that society allows, just makes for more interesting games that way.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1918266, member: 11734"] For me personally, when I run a campaign in which alignment is absolute, then Law and Chaos are also absolute. A given society might legalize actions that are absolutely described as Chaotic, and vice versa, so legal status by itself has little or no bearing on whether something is Lawful or Chaotic just as it has little or no bearing on whether something is Good or Evil. For example, say Elves are Chaotic in some absolute sense. This does not mean that an Elven society has no laws, but rather that the laws it does have emphasize Chaotic ideals. On the question of slavery, where it fits depends on the absolute moral system of a particular campaign and what exactly you mean by "slavery". Often I have slavery in one or more of my campaign cultures; just as often, I model it on the most benign historical examples in which it's more a normal socio-economic status than an expression of dominance over a "lesser" population. That allows me to have mostly non-evil slavery as an aspect of society, while still reserving a spot for evil slavers as villains if and when they go beyond the normal societal customs. However, I usually make slavery expressly non-Good, so good characters concerned about their alignment can't own slaves or profit by them (with a few rare exceptions, such as when people voluntarily take on a slave-like status as a means of penance for a crime). My take on absolute Good is that it should generally prohibit a lot of actions that society allows, just makes for more interesting games that way. [/QUOTE]
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