Do you mean there are game systems with written rules against evil PCs? (If so, can you provide examples?) Or do you mean gaming groups which limit player options?I've heard of a lot of games where there is a "no evil pcs" rule.
Do you mean there are game systems with written rules against evil PCs? (If so, can you provide examples?) Or do you mean gaming groups which limit player options?I've heard of a lot of games where there is a "no evil pcs" rule.
That's the part I wouldn't mind leaving the setting. You don't need forced breeding of Muls to have slavery in Dark Sun. You could eliminate that aspect without altering the setting at all. Muls would exist. Slavery would exist. Muls could even be slaves.Dark Sun with indentured servitude but not chattel slavery would be a bit weird.
There would be no threat of slavers and no slavers to directly fight.
Gladiators as indentured servants can kind of work in a horrific ultra-capitalism critique/spin but it is a lot different than the typical Spartacus slave gladiator setup that Dark Sun traditionally has.
You would switch a bit of the fantasy ancient civilization vibe that Dark Sun has to a more European colonial capitalism one.
You don't breed muls for indentured servitude.
Escaping indentured servitude and freeing people from indentured servitude would have a significantly different connotation than from full on chattel slavery.
It would be a setup for a more cyberpunk/shadowrun escaping the wage slave paradigm rather than Spartacus killing the slavers thing that Dark Sun has built in.
Well, not quite: the initial release of 2e technically put evil alignments off limits to PCs.Absolutely. That's exactly my point. The answer isn't removal by the company. The answer is removal by the table. I have played in and run evil campaigns or mixed campaigns where there is an evil PC. I have also played under DMs who don't allow evil because it bothers them. The game, though, allows evil by RAW and has since day 1.
D&D 4e PH comes close.Do you mean there are game systems with written rules against evil PCs? (If so, can you provide examples?) Or do you mean gaming groups which limit player options?
It did not. Page 47 of the 2e PHB.Well, not quite: the initial release of 2e technically put evil alignments off limits to PCs.
One of the many dumb moves made in 2e design to placate the Satanic-panic crowd.
Well, not quite: the initial release of 2e technically put evil alignments off limits to PCs.
One of the many dumb moves made in 2e design to placate the Satanic-panic crowd.
I don’t think anyone is denying that, and I’ve re articulated that I don’t shy away from controversial material in my own games. This is more about what is a reasonable, uncontroversial baseline for Wizards in terms of their product.Absolutely. That's exactly my point. The answer isn't removal by the company. The answer is removal by the table. I have played in and run evil campaigns or mixed campaigns where there is an evil PC. I have also played under DMs who don't allow evil because it bothers them. The game, though, allows evil by RAW and has since day 1.
I wasn't aware that a necessary nutrient was the same as pretending to own other intelligent beings like they were animals. Good to know.And without salt humans wouldn't exist on Earth. Earth is not the salt planet. Dark Sun is not the slavery setting. Stop misrepresenting.
No you didn't. You said you added it back. That's not the same as saying if the Realms are no longer the Realms. It just means that you prefer a specific thing from the setting.I did answer it.
There's no good reason to keep it, either. How about, people who don't have an issue can add it back in.Sure I could add it back in. I shouldn't have to. There's no good reason to eliminate it. It doesn't support slavery in any way. It doesn't encourage players to play slavers. People with an issue with slavery can have it not exist at their table.
You're being deliberately obtuse on this topic. It doesn't matter if it's real life or not. The game went out of its way to say that people who didn't believe in or chose not to worship any gods get turned into a brick until they dissolved or got turned into a demon. This is insulting, cruel, and, in a fantasy world, completely unnecessary.The wall isn't attacking anyone in real life. D&D is not real life. The gods are KNOWN to be real in D&D. And it isn't a matter of atheism. If you believed in the gods, yet chose not to venerate/respect them, you ended up in the wall. Faithless =/= unbeliever.
It does matter. If it was added because slavery actually meant something for the world, because the world was built around it, then it would be integral. If it was added because everyone else was doing it, then it doesn't matter.Frankly, it doesn't matter why it was added. You might be right with that statement, or you might be wrong. It's not relevant. It was added and IS an integral part of the setting, regardless of why.
AD&D 2nd Edition banned the Assassin class and Half-Orcs, and said evil wasn’t for player characters.The hobby has been that way since day 1. Not everyone is comfortable running or playing in evil campaigns or even with an evil PC. The solution has never been to remove evil from the player options and has always been to just not play it.
I did like 2e, but I didn't like that part.AD&D 2nd Edition banned the Assassin class and Half-Orcs, and said evil wasn’t for player characters.
I didn’t like 2e, and that was one of the reasons.