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General Tabletop Discussion
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The D&D Great Wheel of the Planes and Moral Ethical Relativism
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<blockquote data-quote="bodhi" data-source="post: 3749117" data-attributes="member: 19770"><p>Define "better" and "more correct".</p><p></p><p>If you mean there's no mechanical advantage to being good, I'd agree. However, I'd say that the vast majority of game worlds provide ample in-game (fluff) reasons to be good (or at least non-evil).</p><p></p><p>If you mean there's no "higher" power saying that Good is how things Should Be, and Evil is a Perversion of the Natural Order, then I would also agree that the Great Wheel doesn't address that. But if you need one in your campaign, then as DM, create one. The Great Wheel is descriptive. It doesn't say "this is things as they should be", but "this is things are they <em>are</em>". You, as DM, are free to say "This is how things are, and they are messed up. You're the heroes. Go fix it.".</p><p></p><p>You're equating description with "support". Granted, the Great Wheel cosmology doesn't state that being LG is "better" than being CE, but the <em>consequences</em> of being LG certainly seem a lot more appealing than those of being CE. If you are truly Good, you get rewarded in the afterlife. If you are truly Evil, you get punished. It's not like a mortal punishment where "you did the crime, so you do the time". You simply reap the consequences of your Evil behavior.</p><p></p><p>If I eat too much junk food and don't get enough exercise, there's no higher power that makes me fat. Getting fat is simply a consequence of my actions (and lack thereof). The choice is mine. It's the same with Good and Evil in the Great Wheel. There's no überpower doling out rewards and punishments. They're simply a consequence of your actions. So, in that sense, Good is no more "correct" than Evil. But the consequences of being Good are, imho, <em>vastly</em> more appealing than those of being Evil, at least in the afterlife.</p></blockquote><p></p>
[QUOTE="bodhi, post: 3749117, member: 19770"] Define "better" and "more correct". If you mean there's no mechanical advantage to being good, I'd agree. However, I'd say that the vast majority of game worlds provide ample in-game (fluff) reasons to be good (or at least non-evil). If you mean there's no "higher" power saying that Good is how things Should Be, and Evil is a Perversion of the Natural Order, then I would also agree that the Great Wheel doesn't address that. But if you need one in your campaign, then as DM, create one. The Great Wheel is descriptive. It doesn't say "this is things as they should be", but "this is things are they [i]are[/i]". You, as DM, are free to say "This is how things are, and they are messed up. You're the heroes. Go fix it.". You're equating description with "support". Granted, the Great Wheel cosmology doesn't state that being LG is "better" than being CE, but the [i]consequences[/i] of being LG certainly seem a lot more appealing than those of being CE. If you are truly Good, you get rewarded in the afterlife. If you are truly Evil, you get punished. It's not like a mortal punishment where "you did the crime, so you do the time". You simply reap the consequences of your Evil behavior. If I eat too much junk food and don't get enough exercise, there's no higher power that makes me fat. Getting fat is simply a consequence of my actions (and lack thereof). The choice is mine. It's the same with Good and Evil in the Great Wheel. There's no überpower doling out rewards and punishments. They're simply a consequence of your actions. So, in that sense, Good is no more "correct" than Evil. But the consequences of being Good are, imho, [i]vastly[/i] more appealing than those of being Evil, at least in the afterlife. [/QUOTE]
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