That's what it's here for. Now I won't feel quite so much like I've been wasting my afternoon.caudor said:Very well presented, fusangite. Yes, the framework is useful; I hope you won't mind if I use it for my campaign.
That's what it's here for. Now I won't feel quite so much like I've been wasting my afternoon.caudor said:Very well presented, fusangite. Yes, the framework is useful; I hope you won't mind if I use it for my campaign.
Hurtfultater said:I was referring to empathy and altruism in a pretty narrow and basic sense. I probably didn't make that clear. I can't comment on Out of America, having not read it, but I wouldn't hold up areas with child soldiers are janjaweed as functional societies.
Hurtfultater said:Those forms of entertainment take a great deal of empathy, as you have to associate the images with people and then project emotional states onto the emotional appeal. Sure, we have to dial down your empathy to avoid being upset, but there's still quite a lot there.
Hurtfultater said:Cats do have altruistic instincts. Haven't you ever seen a cat bring a dead mouse or snake as a present? Grooming behaviors are also altruistic.
Hurtfultater said:Cats (especially lions) can react to different emotional states in members of their social groups, and they vocalize and posture to signal these emotional states. There's empathy right their.
Hurtfultater said:House cats aren't extremely social creatures, anyway. I was trying to stay away from social insects as they're so much simpler in behavior that how they function wouldn't be pertinent unless you had goblins with extremely powerful social instincts and very little agency.
Hurtfultater said:I'm not sure you could have a society entirely composed of autistic people, and certainly not without high functioning autistics and people with Asperger's. Perhaps a more apt comparison would be a society of sociopaths, and I'm betting we can agree that that one wouldn't work.
Hurtfultater said:The goal is to have a goblin population that can care for goblin babies (presumably as helpless as other hominid babies), can form recognizable societies, can make tools, can do things that require cooperation and have no immediate reward, and can regularly perform complex tasks. No soup kitchens are needed.
Schmoe said:But I still think that goblin babies are face-chewing monsters. It's a lot more fun for me to play in a fantasy world with some clear distinctions between good and evil. Leave the moral ambiguity for the PC races, there's plenty of that to go around. At the end of the day, the PC's still need foes that they can feel good about vanquishing.
fusangite said:This is a lovely problem. Leaving aside the evidence this provides for the raw absurdity of the current D&D alignment system, I'll try to sort this out.
fusangite said:The first question we have to address is where the nature of a people or race comes from. Obviously, the nature-nurture debate can't be easily mapped back onto the D&D world. Genetics and psychology don't exist as fields in D&D worlds and even if they did, we know that in the case of genetics at least, it would be a wrong theory.
fusangite said:So, what are some viable theories that might be true in a D&D world?
fusangite said:1. Usually: Goblins have a "usually" alignment. According to the rules,
fusangite said:2. Detectability: Unlike most worlds, in the D&D world, it is very hard for either large groups or powerful individuals to be unaware of their goodness or evilness. Detection spells, aligned weapons and spells, etc. make it very difficult not to know one's own alignment.
fusangite said:There are also some sizeable game mechanical holes. In particular, D&D rules do not list the characteristics of creatures who are less than adult, except for dragons. So, it's difficult to discern how and if the creatures' mental attributes and alignment tend to change over time.
Hurtfultater said:You are funny and I want to have your babies.
Sigurd said:Do you think that making them good will not create the need for another creature to slay?
John, you and I have been in enough threads on this topic to acknowledge that while, on one hand, you can perform an exegesis of the rules that makes these things simple and consistent, this interpretation is not, however, either universal or one that naturally arises from a person just reading the rules.John Morrow said:I think that the D&D alignment system is only absurd if you try to apply it to subjective morality. The 3E treatment is fairly consistent about what Good and Evil are.
My case here is that this is what the always descriptor is for. Creatures that are always a particular alignment are of species in which evil inheres as a fundamental part of their nature. Other alignment descriptors indicate predisposition not inherency. If we accept that goblins are usually neutral evil, I'm guessing about 55% are NE, another 12.5% are LE, another 12.5% are CE and about 20% are various shades of neutral. In this case, we need a framework that models an evil predisposition rather than inherent nature.Just because the evidence strongly suggests that nature, at best, only influences human behavior in our world does not mean that we can't imagine fantasy races of intelligent creatures for whom elements of their behavior is built in and instinctual. Yes, we've been taught to be disgusted by the idea that people inherit their behavior, in part because many of those theories have been discredited but also because they've been badly misused by racists and other bad people. But we aren't talking about human beings. We are talking about goblins.
And many goblins are under my model but my models also try to offer people ways to cope with this being less than 100% while still retaining the idea that "goblins are evil."If humans can be behaviorally programmed to feel hungry and eat or to have a libido and can become chemically dependent on various substances, I don't find it difficult to imagine an intelligent creature who is born cruel and sadistic.
No. But we are talking about the rules having three categories for describing the alignments of large groups; and it seems to me that you, in order to make alignment work in your campaign, are effectively changing goblins' alignment descriptor to always; now if that's what you're doing, good for you. My answer is just predicated on the GM trying to cope with the usually descriptor.Yes, it would be really disturbing if someone claimed that about a group of humans and yes I'd be mighty skeptical about those claims, but we aren't talking about humans.
These theories could all be integrated into a Christian framework; in the 9th century, Ratramus of Corbie wrote about how the cynocephali (dog-headed men) must have sould because, although they were monstrous and savage, they wore shirts. The views of the cynocephali and the St. Christopher legend were about medievals reconciling the idea of non-human or quasi-human races being predisposed to evil and savagery but still capable of choosing Christ. It is this spirit that I wanted to preserve in the frameworks I articulated because it appears to be consistent with the usually descriptor.I'm still not sure why you don't find simply saying "nature" a viable alternative, particularly since many of the archetypes from which these monsters are drawn come from an age in human history when people believed that human behavior was also governed by nature in a broad sense, even if explained in terms of the other categories that you presented.
We can. Creatures with the always descriptor are just such things. If people want to change goblins to that descriptor, I say more power to them. But I'm working with the RAW.why can't we believe in a species of monsters that is just born evil?
Again, I was trying to maintain the racism while conforming as closely as possible to the written text of the rules. I have no problem with the views you are articulating but the question we were given was not "how do I alter goblins' alignment descriptor to make it easy to kill them?" it was a question about dealing with goblins so I assumed the rules were fully in effect.Well, isn't the whole idea of races in D&D, including races of monsters and racial ability modifiers, pretty racist, too, if applied to humans?
You make a good case for changing many races to the always descriptor here. But ultimately, we're situated right in the middle of the free moral agent question, having been given a 'yes and no' position by the RAW. So my response was to design frameworks with a pre-modern feel that can accommodate that position. There are all kinds of categories that pre-modern people answered 'yes and no' to on the free moral agent question; at various times it was Jews, Turks, Gypsies and cynocephali.Now, you can cover the theme of a "nature" behind ideas like "environment", "nobility", or "divine inheritance" but the real question is whether monster races are free moral agents who choose to be evil or can't help but to be evil. Can they be helped or changed or not? If they choose to be Evil, that raises a set of questions that can be just as troubling, because of how they are presented and used in a typical D&D game, as the idea that they are born evil.
I assume that the good alignments are out of range except in very rare cases.If they are "usually Neutral Evil", does that mean that they are also sometimes "Lawful Evil" and "Chaotic Evil" or does it mean that they can also be True Neutral, Lawful Neutral, and Chaotic Neutral or even Lawful Good, Neutral Good, and Chaotic Good? Just beause they are not always Neutral Evil, does that mean that the full range of alignments is open to them?
I don't allege that anywhere. Some evil people consider themselves to be good; some consider themselves to be evil. All I'm saying in my post is that it's tough for powerful evil people not to notice that they are evil. So I don't think we're exactly disagreeing here.In the real world, a lot of people know what they are, too. As I've mentioned, many sociopath types understand that they are bad people. Why don't they change? Because they like the way they are. I'm not sure what this really changes. I think the belief that everyone always must think of themselves as "good" and that good and evil are totally relative is a side effect of cultural relativism run amok.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.