Knight_Errant
First Post
Re: Evil is as evil does
I could not agree more.
I think this is a core theme in fantasy settings. If I can understand and sympathize with evil, it is no longer evil. That which is intended to be vile and repugnant becomes familiar and mundane.
The entire good vs. evil argument can be (and frequently is) broken down by example and circumstance used to justify the acts that were committed. In other words, every question of morality is weighed and measured by degree. Every action becomes relative to the circumstances in which it occurred.
When this happens, good and evil become subjective (being based soley on the perspective from which one is observing the act). This in turn, makes good and evil irrelevant, because those who consider themselves "good" will declare acts committed by those they deem "evil" as such, with no regard for how the acts they committ will be viewed by these "evil" people in return.
IMO, this has no place in a fantasy setting. There should be clear cut versions of good and evil for players to gauge their actions by. Without absolute virtues and vices a true fantasy setting cannot exist. When I play an RPG I dont want to understand why the villain does what he does, I leave that to criminologists and behavioral scientists.
I realize that this view is in the minority and I am in no way trying to convince anyone that I am right and they are wrong. I am simply stating that if you choose to play a game where good and evil are subjective, one could argue that it is more reality based than fantasy, and therefore not something I find interesting.
Bryan Vining said:
If good and evil aren't black and white, I don't get that satisfaction. That comes about for me because, in the real world, villians always have reasons for what they do, and we can almost always sympathize with them, even while we disagree with their choices. I don't want a carbon copy of that in my RPGs. Once you introduce that element into an RPG, it's no longer fantasy, it's a model of reality, and that isn't exciting to me.
I could not agree more.
I think this is a core theme in fantasy settings. If I can understand and sympathize with evil, it is no longer evil. That which is intended to be vile and repugnant becomes familiar and mundane.
The entire good vs. evil argument can be (and frequently is) broken down by example and circumstance used to justify the acts that were committed. In other words, every question of morality is weighed and measured by degree. Every action becomes relative to the circumstances in which it occurred.
When this happens, good and evil become subjective (being based soley on the perspective from which one is observing the act). This in turn, makes good and evil irrelevant, because those who consider themselves "good" will declare acts committed by those they deem "evil" as such, with no regard for how the acts they committ will be viewed by these "evil" people in return.
IMO, this has no place in a fantasy setting. There should be clear cut versions of good and evil for players to gauge their actions by. Without absolute virtues and vices a true fantasy setting cannot exist. When I play an RPG I dont want to understand why the villain does what he does, I leave that to criminologists and behavioral scientists.
I realize that this view is in the minority and I am in no way trying to convince anyone that I am right and they are wrong. I am simply stating that if you choose to play a game where good and evil are subjective, one could argue that it is more reality based than fantasy, and therefore not something I find interesting.