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The Problem of Evil [Forked From Ampersand: Wizards & Worlds]
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<blockquote data-quote="WalterKovacs" data-source="post: 4656017" data-attributes="member: 63763"><p>If that was truly the case ... why do they have to kill EVIL creatures anyway? I would think, outside of allignment based penalties imposed by a DM (for acting against their allignment), that you could get just as much XP and GP for killing creatures that didn't happen to be evil.</p><p> </p><p>For some, the idea isn't about philosophy or theology. It's about roleplaying interesting characters and stories. There is a lot of storytelling opportunity that can come out of post-modern thinking and questioning moral certainty. Removing a false ceiling and having the world there in be a lot more complex than just "us against them."</p><p> </p><p>That isn't saying that a simple game where allignment is crystal clear, to the point that "detect allignment" isn't even necessary can't be fun. However, some players/DMs might like giving their characters a bit of a challenge in terms of figuring out what the "right thing" is.</p><p> </p><p>Even stories with capital E Evil, like Lord of the Rings, also has some small e evil characters as well. People that can be redeemed, or people on the side of good that can be tempted to the Dark Side. </p><p> </p><p>Heck, the whole idea of things like Lawful Good is that there isn't just a single allignment, and the character has to struggle with possibly conflicting allegiances.</p><p> </p><p>Evil is often about taking the easy way out in order to get power and wealth. Ignoring any moral questions in the search of XP and GP ... sounds a bit like that.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4656017, member: 63763"] If that was truly the case ... why do they have to kill EVIL creatures anyway? I would think, outside of allignment based penalties imposed by a DM (for acting against their allignment), that you could get just as much XP and GP for killing creatures that didn't happen to be evil. For some, the idea isn't about philosophy or theology. It's about roleplaying interesting characters and stories. There is a lot of storytelling opportunity that can come out of post-modern thinking and questioning moral certainty. Removing a false ceiling and having the world there in be a lot more complex than just "us against them." That isn't saying that a simple game where allignment is crystal clear, to the point that "detect allignment" isn't even necessary can't be fun. However, some players/DMs might like giving their characters a bit of a challenge in terms of figuring out what the "right thing" is. Even stories with capital E Evil, like Lord of the Rings, also has some small e evil characters as well. People that can be redeemed, or people on the side of good that can be tempted to the Dark Side. Heck, the whole idea of things like Lawful Good is that there isn't just a single allignment, and the character has to struggle with possibly conflicting allegiances. Evil is often about taking the easy way out in order to get power and wealth. Ignoring any moral questions in the search of XP and GP ... sounds a bit like that. [/QUOTE]
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