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The Problem of Evil [Forked From Ampersand: Wizards & Worlds]
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<blockquote data-quote="Silverblade The Ench" data-source="post: 4656831" data-attributes="member: 19083"><p>"Moral Relativism" is bad to mix with D&D <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Some settings are rough, more ambigious..like Dark Sun, so my players have had drug-dealing preserver-cleric and psychotically murderous gladiators for PCs, which is ok.</p><p>However, there are always <span style="color: Red">consequences </span>for things...and that should never be forgotten.</p><p></p><p>The drug-dealing PC wasn't evil, he was a hippy sort (by Athas standards!) and well, he had to make a living, he sold folk things to make them forget their harsh lives, but that were not what we'd call "hard drugs", he had no desire to harm or addict folk. In thas he would be quite a "good" guy actually.</p><p></p><p>As the game went on they'd knock heads with criminal gangs over his "business", and he gave up on that enterprise as he was making more money from adventuring. Over time he went from Neutral to Good as they left Athas and he found places where kindess etc etc, were common. His character evolved down his own path, as well played characters should as time passes.</p><p></p><p>The psychotic gladiator though became EVIL. He <em>liked </em>killing folk, and torturing them too, eventually...which was also fine. He only trusted his friend and was otherwise a complete "user" ot everyone else. Eventually he went from CN to CE. Thus, he finally lost control of the character as he became the avatar of a god of slaughter and butchery whos work he was actually doing and aided! (the god offered him help to defeat an opponent, and he accepted, and thus, the gladiator lsot control of himself, well what do you expect, the bargains of CE gods ain't exactly "nice" are they! lol)</p><p></p><p>See, that's what folk have ot understand about "evil". In standard D&D it's not just some berk who's bene driven nuts by events: no, it's a terribly <em>malign force.</em> Note the Abyss in 4th ed..that is NOT just some force of chaos, nope, the Elemental Chaos is "chaos", where as the Abyss is completely nihilistic destruction (Tharizdun wants to erase <em>everything </em>from existance!)</p><p></p><p>There are serious, dreadful repurcussions from messign with evil, such as selling your soul to an arcanoloth. They don't just want you to do a transaction, part of their bargain, if properly DMed, always makes the seller do some despicable act to seal the bargain and damn themselves. it's about <em>corruption</em>, not just killing.</p><p></p><p>As for orcs. Well, folk often have a bad idea about such things, thinking in 21 st century Western moral ideals, as we generally don't see wrong-doers as "evil", which is arguably true in a lot of cases (they are mentally distrubed to some degree), but some folk ARE "evil" in the RL: they chose to commit terirble acts, for pleasure for power etc while being totally sane.</p><p></p><p>That often results in them going insane eventually though, because the acts are so horrible, prey even on their consicence (which they try to deny doesn't exist), or fear drives them to paranoia and thus madness. They were not mad to begin with, however.</p><p></p><p>Human, RL cultures can drive societies to terrible acts, but most cultures and people are far more desirous of peaceful lives, despite what some think.</p><p>The reality is that lethal violence, except for food or self defence, is an abberation (otherwise we'd be up to our necks in murders!).</p><p></p><p>orcs and their ilk are COMPLETELY different (in most campaigns). They have an innate thirst for bloodshed. Now think of Human children who mostly want to have fun and enjoy play together (they may quarrel and sort out a pecking order, but real seriosu violence is very abnormal)</p><p>With orc children though, serious violence would be common. Acts of sadism too.</p><p></p><p>Many orc youngsters would die at each other's hands, unless strict supervision took place. Only the fit and ruthless would survive. So, orc fertility and the innate lust to kill, would create cultures who's majority would be WILLING, eager killers. Thats' a terrifying thought.</p><p></p><p>it is extremely rare for that to occur in Human societies, but when it does, ugh.</p><p>Look at Nazi Germany, with a culture innately geared for war, and very skilled at it, they caused immense carnage, even later in the war, they often inflicted much worse casualty ratios on the Allies, than we did on them. Only weight of numbers, supplies and air power kept us grinding them down.</p><p>While we may hate their crimes, you have got to admit they were damned good at war.</p><p>Their culture was geared towards organized violence. Such cultures are very damn dangerous, but ulitimately, nihilistic and parasitic.</p><p></p><p>Normal societies are not filled with war-desire. </p><p>Normal societies evolve and improve and spend their time on constructive pursuits. The reality is, that for a society to thrive and *improve*, to innovate, it must be a peacable one. War is <em>not </em>conducive to fertile minds and creativity that is <em>sustainable</em>. Difficult one to explain, but basically war leeches out advancement, societies constanlty at war cannot evolve and improve. Much of the WW2 innovatiosn came form pre-existing work, war actually stifles <em>new</em>, truly innovative work.</p><p>And it's the societies that empower the machinery of war.</p><p>So if your society is inward looking, paranoid etc etc, it slowly dgerades.</p><p></p><p>What does that mean for orcs? Well basically, all they CAN do is make war! They won't be creating new famring methods that would feed larger populations. They won't have <em>friendly </em>sharing of information that would increase creativity by orders of magnitude.</p><p>And so on.</p><p>So orc society would be stuck in a rut. Same with nearly any other such culture stuck in constant warfare.</p><p></p><p>This also goes for drow, too! They are intelligent, but they are so strife torn, so hateful, so power mad, so...evil! You won't have drow sharing tehcniques on magic, healing, etc etc, that would alter and improve their societies...which is exactly what Lolth wants.</p><p>She wants them stuck in an endless cycle of pointless internicine butchery and betrayal, hey,that's the nature of evil! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>"evil" is *NOT* <em>"oh they are just different, and misunderstood</em>!" Nope, wrong!</p><p>The Balrog of LTOR is not some "extraplanar immortal", no, such horrors are not about the fear of losing one's <em>life</em>, but about facing that which is utterly wrong, a foul malignancy that threatens the very soul. </p><p>Death is something most adventutrers will face repeatedly, scary, yes, but the undead, demons etc, those bring home ot the characters the truly horrific nature of Evil.</p><p></p><p>D&D has a spirtual aspect to the settings, like it or not. if you have gods and ghosts an all such, then you have to accept that "good", "evil", "Law, "Chaos" and other concepts are not merely items for debate in a detached manner. If you play your characters well, they will have a terrifying fear of such things, even if brave.</p><p>The philosophies and factions of "Planescape" make perfect sense, in the end, it IS all about what you believe in.</p><p></p><p>DMs playing extremely evil foes should think of them wanting to drag the PCs down into the digusting abyss they inhabit, not merely kill them, for the PCs actions show their evil to be not all encompassing, that some folk aren't polluted by it, who burn brightly with honour and love...which the foe will hate more than the mere threat of the PCs combat skills!</p><p></p><p>So, just realize, you <em>cannot </em>have moral ambiguity, when you really have gods, demons, devils and ghosts running around! Maybe apprporiate for a low magic etc campaign, but not when the gods and evils plainly exist.</p><p></p><p>If a gnoll would not only kill your children, but sacrifice them to Yeenoghu and eat them, or the local priest of Tyr brings bakc your own dead child from the grave as a blessing....Good and Evil are really extremes for the characters of such worlds.</p><p>There is no place for atheism in much of D&D!</p><p></p><p>Accept that and ENJOY it! I play D&D to get away from the disgusting crap of this world, to have fun and play <strong><span style="color: Red">heroes</span></strong>...not <em>Papers, Paychecks, Laywers and Collateral Damage! </em><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 4656831, member: 19083"] "Moral Relativism" is bad to mix with D&D ;) Some settings are rough, more ambigious..like Dark Sun, so my players have had drug-dealing preserver-cleric and psychotically murderous gladiators for PCs, which is ok. However, there are always [COLOR="Red"]consequences [/COLOR]for things...and that should never be forgotten. The drug-dealing PC wasn't evil, he was a hippy sort (by Athas standards!) and well, he had to make a living, he sold folk things to make them forget their harsh lives, but that were not what we'd call "hard drugs", he had no desire to harm or addict folk. In thas he would be quite a "good" guy actually. As the game went on they'd knock heads with criminal gangs over his "business", and he gave up on that enterprise as he was making more money from adventuring. Over time he went from Neutral to Good as they left Athas and he found places where kindess etc etc, were common. His character evolved down his own path, as well played characters should as time passes. The psychotic gladiator though became EVIL. He [I]liked [/I]killing folk, and torturing them too, eventually...which was also fine. He only trusted his friend and was otherwise a complete "user" ot everyone else. Eventually he went from CN to CE. Thus, he finally lost control of the character as he became the avatar of a god of slaughter and butchery whos work he was actually doing and aided! (the god offered him help to defeat an opponent, and he accepted, and thus, the gladiator lsot control of himself, well what do you expect, the bargains of CE gods ain't exactly "nice" are they! lol) See, that's what folk have ot understand about "evil". In standard D&D it's not just some berk who's bene driven nuts by events: no, it's a terribly [I]malign force.[/I] Note the Abyss in 4th ed..that is NOT just some force of chaos, nope, the Elemental Chaos is "chaos", where as the Abyss is completely nihilistic destruction (Tharizdun wants to erase [I]everything [/I]from existance!) There are serious, dreadful repurcussions from messign with evil, such as selling your soul to an arcanoloth. They don't just want you to do a transaction, part of their bargain, if properly DMed, always makes the seller do some despicable act to seal the bargain and damn themselves. it's about [I]corruption[/I], not just killing. As for orcs. Well, folk often have a bad idea about such things, thinking in 21 st century Western moral ideals, as we generally don't see wrong-doers as "evil", which is arguably true in a lot of cases (they are mentally distrubed to some degree), but some folk ARE "evil" in the RL: they chose to commit terirble acts, for pleasure for power etc while being totally sane. That often results in them going insane eventually though, because the acts are so horrible, prey even on their consicence (which they try to deny doesn't exist), or fear drives them to paranoia and thus madness. They were not mad to begin with, however. Human, RL cultures can drive societies to terrible acts, but most cultures and people are far more desirous of peaceful lives, despite what some think. The reality is that lethal violence, except for food or self defence, is an abberation (otherwise we'd be up to our necks in murders!). orcs and their ilk are COMPLETELY different (in most campaigns). They have an innate thirst for bloodshed. Now think of Human children who mostly want to have fun and enjoy play together (they may quarrel and sort out a pecking order, but real seriosu violence is very abnormal) With orc children though, serious violence would be common. Acts of sadism too. Many orc youngsters would die at each other's hands, unless strict supervision took place. Only the fit and ruthless would survive. So, orc fertility and the innate lust to kill, would create cultures who's majority would be WILLING, eager killers. Thats' a terrifying thought. it is extremely rare for that to occur in Human societies, but when it does, ugh. Look at Nazi Germany, with a culture innately geared for war, and very skilled at it, they caused immense carnage, even later in the war, they often inflicted much worse casualty ratios on the Allies, than we did on them. Only weight of numbers, supplies and air power kept us grinding them down. While we may hate their crimes, you have got to admit they were damned good at war. Their culture was geared towards organized violence. Such cultures are very damn dangerous, but ulitimately, nihilistic and parasitic. Normal societies are not filled with war-desire. Normal societies evolve and improve and spend their time on constructive pursuits. The reality is, that for a society to thrive and *improve*, to innovate, it must be a peacable one. War is [I]not [/I]conducive to fertile minds and creativity that is [I]sustainable[/I]. Difficult one to explain, but basically war leeches out advancement, societies constanlty at war cannot evolve and improve. Much of the WW2 innovatiosn came form pre-existing work, war actually stifles [I]new[/I], truly innovative work. And it's the societies that empower the machinery of war. So if your society is inward looking, paranoid etc etc, it slowly dgerades. What does that mean for orcs? Well basically, all they CAN do is make war! They won't be creating new famring methods that would feed larger populations. They won't have [I]friendly [/I]sharing of information that would increase creativity by orders of magnitude. And so on. So orc society would be stuck in a rut. Same with nearly any other such culture stuck in constant warfare. This also goes for drow, too! They are intelligent, but they are so strife torn, so hateful, so power mad, so...evil! You won't have drow sharing tehcniques on magic, healing, etc etc, that would alter and improve their societies...which is exactly what Lolth wants. She wants them stuck in an endless cycle of pointless internicine butchery and betrayal, hey,that's the nature of evil! ;) "evil" is *NOT* [I]"oh they are just different, and misunderstood[/I]!" Nope, wrong! The Balrog of LTOR is not some "extraplanar immortal", no, such horrors are not about the fear of losing one's [I]life[/I], but about facing that which is utterly wrong, a foul malignancy that threatens the very soul. Death is something most adventutrers will face repeatedly, scary, yes, but the undead, demons etc, those bring home ot the characters the truly horrific nature of Evil. D&D has a spirtual aspect to the settings, like it or not. if you have gods and ghosts an all such, then you have to accept that "good", "evil", "Law, "Chaos" and other concepts are not merely items for debate in a detached manner. If you play your characters well, they will have a terrifying fear of such things, even if brave. The philosophies and factions of "Planescape" make perfect sense, in the end, it IS all about what you believe in. DMs playing extremely evil foes should think of them wanting to drag the PCs down into the digusting abyss they inhabit, not merely kill them, for the PCs actions show their evil to be not all encompassing, that some folk aren't polluted by it, who burn brightly with honour and love...which the foe will hate more than the mere threat of the PCs combat skills! So, just realize, you [I]cannot [/I]have moral ambiguity, when you really have gods, demons, devils and ghosts running around! Maybe apprporiate for a low magic etc campaign, but not when the gods and evils plainly exist. If a gnoll would not only kill your children, but sacrifice them to Yeenoghu and eat them, or the local priest of Tyr brings bakc your own dead child from the grave as a blessing....Good and Evil are really extremes for the characters of such worlds. There is no place for atheism in much of D&D! Accept that and ENJOY it! I play D&D to get away from the disgusting crap of this world, to have fun and play [B][COLOR="Red"]heroes[/COLOR][/B]...not [I]Papers, Paychecks, Laywers and Collateral Damage! [/I];) [/QUOTE]
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