JamesDJarvis
First Post
Baby Goblins become evil just before you roll initiative.
JamesDJarvis said:Baby Goblins become evil just before you roll initiative.
I would say it's just as possible but not just as legitimate. I think a more logical assumption is that diverging alignments radiate out in two dimensions rather than one because alignment is a two-dimensional system. By suggesting one-dimensional radiation, you're implicitly deciding that the Good-Evil axis is more fundamental than the Law-Chaos axis.John Morrow said:As I think you agree, the RAW is hardly clear on this subject. Yes, you can assume that 20% of your goblins are various shades of Neutral. That's pretty close to how I deal with Orcs in my own campaign. But it's also just as legitimate to draw the line below Neutral as Above it.
Your theory seems good to me. I wouldn't mess with it. However, we can only really talk about what the rules say. Because I'm not an American, the "what the framers intended" has always struck me as weird in constitutional argument.Unless you have an inside track on why they decided to qualify alignments like that, we can only guess. My guess is that it was a bone for the people who complained, since the first edition of AD&D, that they didn't like the idea that ALL X ARE Y. But in the process, they opened up a whole 'nother can of worms.
Again, I have no dispute with this policy and positively endorse it.the implications are going to hinge on whether the goblins have a choice, whether they can ever learn to not be Evil, or whether they are simply Evil because they've had a horrible upbringing. That choice is going to have a significant impact on the tone of the game and how, for example, the PCs are expected to deal with baby goblins. What I'm suggesting is that the GM pick the feel that they want and work backwards. In my case, I was looking for the vast majority of monsterous humanoids to not pose a major moral problem for my players so I made a lot of them Evil by nature.
Well, like nearly everyone in the world, you're more comfortable with modernity seeping into your D&D. I like games that evoke times when you didn't need to dehumanize something in order to justify killing it.But I also wanted to leave room for the moral implications of Evil by Inclination so I handled a few creatures that way. And I always have Evil humans and such for Evil by Choice. From there, I can work backwards. Why are goblins Evil by nature? Perhaps it's genetic. Perhaps it's because they were created by a demon. Perhaps it's because of magic rays or the sins of their ancestors. To me, that's not the important choice. That's just flavor to justify the choice.
I agree here but I think that you're assuming that we have only two options: (a) the game is morally simple in that it is centred on killing/harming dehumanized things, (b) the game is morally complex in that it is centred on killing/harming essentially human/ensouled things. The games I run are ones in which (c) the game is morally simple even though it is centred on killing/harming essentially human/ensouled things. If one picks option (c), one has to evoke a non-mdern moral order in which killing/harming ensouled creatures is not ethically murky provided it is done in the correct way.What I am trying to point out is that each of those choices have implications, which are behind the many of the various responses to this thread which range from "kill the little monsters" to "raise them to be good citizens". Under each of those suggestions lies assumptions about the nature of goblins and their alignment, which is the kernel that I'm trying to address. There isn't one right choice but each choice has important implications on the tone of the game.
No it doesn't unless one adopts your moral system in a transcultural, transhistorical way. I like to leave this ethical system and step into one where the Hurons conceived of animals as being like other tribes of humans -- sometimes allied, sometimes at way, sometimes okay to kill, sometimes not. I like to run games in which people like Charlemagne and Cortes are comprehensible as both heroes and as villains. Unfortunately, the D&D alignment system unmodified attempts to thwart me at every turn so I turn alignments into Cold War style allegiances -- crucially important but just barely meaningful.And it's certainly another legitimate way to deal with the problem. But it still all boils down to whether it's worthwhile or compassionate the spare goblin children and try to turn them into good citizens or not.
A former GM of mine, developed a theory of "three kinds of evil" for his setting and wrote cool tracts about it. In my view, what 4E needs is a modular alignment system that one can use part or none of, the way 3.0 MOTP writes about the effects of removing different planes of existence.What I'd really like to see in a 4th Edition would be clearly laid out options that a GM could choose between, that would have an impact on the results of various detect alignment spells, in much the same way that different classes of creatures have different auras. I'd like the see the irredeemably Evil "detect" differently than the redeemable and misguided because I think the whole purpose of the Detect Evil that a Paladin has is to make it clear who it's OK for them to kill.
Eolin said:Any single day a thoughtful DnD-playing girl from Madison wants to have my babies makes for a great year.
Dude, why'd you have to tell her I'm a goblin? Now she won't want my filthy green slime-covered babies!
John Morrow said:What you describe is selfish. Selfish pragmatic self-interest is Neutral. Murderous and cruel is Evil. Unless you're talking about Damien or Rosemary's Baby, babies are Neutral, no matter how much they torture their parents.
fusangite said:I would say it's just as possible but not just as legitimate. I think a more logical assumption is that diverging alignments radiate out in two dimensions rather than one because alignment is a two-dimensional system. By suggesting one-dimensional radiation, you're implicitly deciding that the Good-Evil axis is more fundamental than the Law-Chaos axis.
fusangite said:But I think the reason that you find the idea of your PCs killing creatures that are not irredeemably evil stems from your interpretation of how to apply alignment to the PCs. Because killing non-evil creatures is very problematic under the RAW, you have to make most of your NPC monstrous humanoids pure irredeemable evil because the consequence of doing otherwise would be your PCs being unable to sustain their good alignments.
fusangite said:Because I am more relaxed about PC alignments, I can have a lot more slate grey adversaries in the world.Well, like nearly everyone in the world, you're more comfortable with modernity seeping into your D&D. I like games that evoke times when you didn't need to dehumanize something in order to justify killing it.
fusangite said:Maybe (and this thought has just crossed my mind now) the reason I dislike D&D alignment so much is that it demands that something/someone be dehumanized before killing it is okay.
fusangite said:I agree here but I think that you're assuming that we have only two options: (a) the game is morally simple in that it is centred on killing/harming dehumanized things, (b) the game is morally complex in that it is centred on killing/harming essentially human/ensouled things. The games I run are ones in which (c) the game is morally simple even though it is centred on killing/harming essentially human/ensouled things. If one picks option (c), one has to evoke a non-mdern moral order in which killing/harming ensouled creatures is not ethically murky provided it is done in the correct way.
fusangite said:No it doesn't unless one adopts your moral system in a transcultural, transhistorical way.
fusangite said:I like to leave this ethical system and step into one where the Hurons conceived of animals as being like other tribes of humans -- sometimes allied, sometimes at way, sometimes okay to kill, sometimes not. I like to run games in which people like Charlemagne and Cortes are comprehensible as both heroes and as villains.
fusangite said:Unfortunately, the D&D alignment system unmodified attempts to thwart me at every turn so I turn alignments into Cold War style allegiances -- crucially important but just barely meaningful.
fusangite said:A former GM of mine, developed a theory of "three kinds of evil" for his setting and wrote cool tracts about it. In my view, what 4E needs is a modular alignment system that one can use part or none of, the way 3.0 MOTP writes about the effects of removing different planes of existence.
John Morrow said:I'll also point out that a Paladin who becomes a Blackguard is considered "fallen" in a way that a Paladin who becomes a Liberator is not. That's not to say that Law and Chaos aren't important. But I don't think that Law and Chaos define the morality of D&D in the same way that Good and Evil does.
Gez said:No. Selfishness is evil.
Gez said:You can evil without murdering anyone.
Gez said:And babies are cruel. Kids will pull the legs and wings of bugs out of playful cruelty. They'll kick and bite you, other kids, pets, etc. out of malice. They'll try to steal their siblings' share of candies. They'll have all sorts of nasty pranks which can have serious, long-lasting consequences.
Gez said:Babies are born evil, and they stay so during their first half-dozen years of life.
Gez said:Seven is called the age of wisdom because it's around this time that kids start to no longer being evil.
I assume you're thinking of the independent contractors speech from Clerks. I agree here provided you're moored to a contemporary moral system.John Morrow said:If you want your Star Wars to be morally heavy, then make the Stormtroopers real people and put families on the Death Star. If you want your Star Wars to be morally light, make the Stormtroopers cruel, irredeemably evil, and cover their faces so they look like robots.
That makes sense; I tend to play in a very third person distanced academic style except for periodic intense verbal interactions with key NPCs.Several people in my group (myself included) either role-play immersively (they try to think and feel in character) or from a strongly in character perspective. Before running D&D, we hadn't been using D&D or alignments but we still had to deal with these problems in any setting that we played in.
As I alluded in my last post, there is not a doubt in my mind that I'm in a tiny minority. Were it not for a fortunate meeting with a new GM in 1997 and my involvement in his campaign that year, I might never have even conceptualized the way I game now. I think the way I play the game now is radically different than anybody I've ever met.As for modernity, I can't avoid the fact that myself and my playes are modern Americans. Ultimately, the players are going to like or dislike their own characters based on their own morality. I think your point is legitimate and fair, but I think I'm talking closer to the norm, at least in my anecdotal experience in the US.
Because I like gaming worlds to be ones in which we transport ourselves into a different mindset as well as a different setting. For me, identifying with an alien way of thinking about the world deeply enriches my roleplaying experience.And that's fine, but they are all going to be looked at with modern eyes, which is what the D&D alignment system is, in many ways. There is no reason you can't run a Charlemagne or Cortes within the D&D alignment system just as there isn't any reason why you can't make a movie about them for a modern audience. Sure, the alignment will judge those people in much the same way modern people judge their behavior but it doesn't have to change their behavior. I think of it more as a way to define a character rather than as a straitjacket.
Why can't you just let your Charlemagne or Cortes be Neutral or even Evil, if that label fits? Nothing in the rules says that your point-of-view character nees to be Good, though it does do a lot of limit the utility of alignment if everyone is Evil, for example.
Nice to see that we're generally in accord here.I agree with you on that. I don't think one size fits all and the attempts to encompass every possible option has made the RAW so vague that it's nearly useless in many areas.
John Morrow said:What I'd really like to see in a 4th Edition would be clearly laid out options that a GM could choose between, that would have an impact on the results of various detect alignment spells, in much the same way that different classes of creatures have different auras. I'd like the see the irredeemably Evil "detect" differently than the redeemable and misguided because I think the whole purpose of the Detect Evil that a Paladin has is to make it clear who it's OK for them to kill.