About Evil
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Hussar said:
Alignment in D&D is black and white. Moral complexity doesn't work when good and evil are tangible forces.
This is an unfortunate misconception. Moral complexity DOES work when good and evil are tangible forces, and it works quite well. Indeed, one of my favorite aspects of the alignment system is that it ADDS complexity to otherwise irrelevant philosophy. It makes belief concrete rather than purely speculative. Systems without alignment loose that sort of cosmological "proof."
With regards to the Blood War, this means that these creatures are created out of the things that are Evil -- they exist as living embodiments of hate, cruelty, anger, manipulation...and because "Evil Is Self-Destructive" is a fantasy archetype, having different flavors of evil fighting each other is a very potent metaphor for that.
Small Pumpkin Man said:
Except of course, that's not so much a "metaphor" as a "fantasy cliche", since the majority of "evil" people in real life get along fairly well, (at least with their buddies and people who agree with them) and don't actually spend more time killing each other off than annoying normal people.
The problem with this is that there are no "Evil" people (as D&D defines the term) in real life. It's a fantasy construct for a game, not a reflection of real moral philosophy. People don't have alignments in real life, and using real life to try and figure out how demons and devils in D&D should behave is rather a backwards way of thinking about it. Some evil creatures in D&D can get along fairly well. Some can't. Real people don't enter into it.
Seeten said:
A lawful evil person will kill anyone, anywhere, anytime, in any manner, simply because he wears a black hat. Not in my games.
You are completely disregarding a lot of the subtlety of alignment here. Lawful Evil and Chaotic Evil are really just different ways to kill "guys with black hats." Lawful Evil people make it an offense punishable by permenant incarceration in a gulag. Chaotic Evil people rip the head off (though not without making sure that all of his friends have their heads ripped off, too).
pemerton said:
Rather, I think it improves the game as a game if the answer to the question "what is the nature of evil" is able to emerge in play - and not by discovering something in the game texts, but by making roleplaying decisions at the gaming table.
With the way that alignment worked Pre-4e, it was important to have kind of a working definition before you sat down to play because it directly affected your character. The nature of evil was listed in the PHB. Your character already knew it before they embarked upon their path in life.
Roleplaying descisions were made with a definition of Evil in mind.
I don't think 4e is going to be drastically different in this regard. We know the Necromancer King is Evil. Our job is to stop him. It's not going to be much of a question of what they are, merely why, in what way, and with what consequences they are that way.
This is the depth in an absolute alignment, after all. Knowing something is 'evil' doesn't tell you a whole lot about it, really.
Such a state of affairs obviously satisfies gamist desires (the player doesn't get nerfed during play for a choice of god made at character build time, before the direction play would take was fully known) but it also creates the possibility for the player to resolve as part of his or her play the moral questions to which this situation gives rise (about war, evil, conflicts between loyalty to party and solidarity with fellow communicants). That situation could give rise to really interesting roleplaying of a sort that I don't think D&D has really tried to support in the past (Eberron may be an exception - I know it did stuff to downplay alignment, but I don't know if it went so far as to allow Evil Silver Flame worshippers as sincere rather than merely corrupted but undiscovered.)
The thing is, I see this in 2e and 3e, too. I see it in all the PS material, I see it in the absolute alignments, and I see it as *especially* interesting with those absolute alignments. Because you know the hobgoblin is Evil. But you aren't. You worship the same god, have some of the same goals...exploring that difference, determining why you aren't evil, but he is...and dedicating yourself to the things that make you different from him.
This happened all the time in 2e and 3e for me, and will likely continue to happen in 4e, but it didn't need to open up the alignments to achieve that. Not that I think it's bad to have a broader 'unaligned' category, just that absolute alignments do give these questions a cosmological weight that they would lack in a world without tangible Evil and Good and Law and Chaos.
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More Generally
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In Planescape the blood war emphasizes things like Evil's violent treacherous nature, the fact that Evil can never truly be defeated, the fact that Law and Chaos are Very Important, and a bunch of other things that matter to that setting. Shoving it into Greyhawk Lite or other post 2e setting is just pointless.
I agree witih this. The Blood War is flavorful and interesting and a good metaphor, but it's not essential to the conceptions of what these extraplanar evils are.
Ripzerai said:
What I object to most is the lack of imagination in WotC's rationales for the change.
While possibly true, I don't object because the blood war isn't an essential part of what these creatuers are. It's cool, but you can add it back in easily and I won't miss it not being there in campaigns I don't want it in.
Seeten said:
Its a ridiculous excuse to explain why good always triumphs, due to evil being utterly retarded.
I have no interest in the big bad villains being retarded.
It doesn't actually do any of that. It is strongly implied in most Blood War stuff that Good WON'T triumph because the blood war makes Evil stronger, and that this is perhaps why both sides of Evil enjoy the blood war.
It's not stupid to prepare for true war (against Good) by engaging in minor war (against other Evils).
The Blood War cheapens it all into some cosmic comedy act where the villains all where black hats and fight each other with Jeremy Irons style bad guy faces, because they are caricatures of evil, and caricatures of reality. They have no real substance, no real motivation.
And it frees Good from needing to take part in the welfare of the universe, since evil is fixing the problem alone, by suiciding.
Evil is self-destructive, but another cliche is that evil is never truly extinguished. These work in concert to create a permenant evil that fights itself, but that grows stronger in doing so, because fighting itself deepens it's own evil.
pemerton said:
I don't think the Blood War satisfies this demand, as too many of the answers (such as, for example, the nature of evil) are answered before play even commences....In Blood War play the players don't get to find out, through their roleplaying choices, whether or not this is true, because the game (by way of the Blood War) already gives them an answer.
But there are many and sundry ways that the Blood War actually does influence play itself in a positive and creative manner. I can list a few more if you want.
The question of motive might already be 'known' (in a broad sense), but the cause (or, at least, the STATED cause) of many wars is known, and that doesn't preclude secondary desires, hidden causes, and the actual consequences of the war. The Players already know, the Characters either know or discover it quickly, but that knowledge isn't doing anything to save the village caught in the path of the war unless the PC's DO something.
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