Bill Zebub
“It’s probably Matt Mercer’s fault.”
And if anything should be a kill on sight target, it should be a hag. (Which, I will point out, some look like people and are all evil.)
Boy bands are a close contender.
And if anything should be a kill on sight target, it should be a hag. (Which, I will point out, some look like people and are all evil.)
Just tropes that are racist.I won't look at NUTSR because I don't support people who are racist.
Except it is.But cursed by evil god is not a trope that equates to racism.
In gaming context, "free will" refers to the ethical capacity to understand and choose any alignment.I feel like focusing on "free will" is a rabbit trail. The issue is fantasy races/species propagating real-world stereotypes and caricatures, whether or not fictional people have free will, if anyone can even define that, is besides the point.
In the above example (the planar example) it is not all of a species. It is the species that exists on that plane. Since D&D is a menagerie of planes, then there are bound to be others of the species that are not cursed.
I will state this again - no one here is saying that. It is a made-up argument. Most of the time, even when my group does encounter an evil species that is sentient, they don't kill it on sight. They haggled with an evil hag one session. And if anything should be a kill on sight target, it should be a hag. (Which, I will point out, some look like people and are all evil.)
Just tropes that are racist.
Except it is.
The whole point of calling a whole people racist in or out of stories is to make it morally acceptable within the framework of that 'evil' to do whatever you want to the people you've categorized as evil.
Now I get that you might like that trope and it might be a hard pill to swallow that something you like is, unbeknownest to you, racist, because you obviously are not racist, but by ignoring everyone pointing out the problem and rushing in to defend it, you are contributing to the problem.
Just examine the trope and its usage. Why would a writer create a group that is then labeled to be evil regardless of the excuse)? It's either to be fodder the audience isn't bothered by the hero harming, or to redeem them by having them turn against who they are and how they were born. Neither is a good look because it's not an okay thing to glorify anymore.
I'm sorry if you were a big fan of using it, but history marches on.
I understand the impulse to want a nice clean, compartmentalized world. Where everything fits neatly into the compartments of good guy or bad guy. A world where you never need to make any difficult moral decisions. A world where you are free to loot and murder your way across the world without ever having to question the morality of what you are doing. One of the main reasons I can understand the desire for that kind of game is that I am a middle class, straight, middle aged white guy. I also understand the incredible amount of privilege in that position.To reiterate, unfortunately, much like the racist trope is "our god cursed that other group to be evil" is different from "their own god made them so", it is "too close" to work. You mentionned that WotC will be confronted with the same problem down the road should they change a little thing only and I think you're right. Look at Paizo. They outright removed the existence of slavery overnight from their setting. They, correctly, analyzed that the topic is too touchy to be mentionned in a current product, so they obviously made the best choice (also, I invoke Beaumarchais on this), preferring to drop it than try to use it responsibly. I supposed the ship has also sailed where you could have "evil X" where X is not a gelatinous cube or a giant insect, something definitevely alien, in a published product targetted to mainstream audience.
True, but "always evil" also means irremediately evil. So, yes, they can be killed, not necessarily on sight (nothing precludes making with a bad guy for the greater good, as in your hag example) but if the need arise. While a human bandit, who is not "always evil" but acting evil, should be tried and be punished in a way that helps him reintegrate society as a better person. Killing people without trial, outside of self-defense, because they commit misdemeanors is evil-aligned and many players don't want to have to deal with morality (and just punch Nazis, who were "old-school archetype of always evil people"). So always evil have their use in fiction, for group who eschew killilng as part of their role as agent of Good.
I understand the impulse to want a nice clean, compartmentalized world. Where everything fits neatly into the compartments of good guy or bad guy. A world where you never need to make any difficult moral decisions. A world where you are free to loot and murder your way across the world without ever having to question the morality of what you are doing. One of the main reasons I can understand the desire for that kind of game is that I am a middle class, straight, middle aged white guy. I also understand the incredible amount of privilege in that position.
The game world I described is almost a textbook definition of Colonialism. What seems like a fun, mindless adventure when you are on the top rung of society looks a bit different from the bottom. People from a culture where they have a long history or foreigners coming to loot and murder there way across your county, might see it as a bit more than harmless fun.