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Why is animate dead considered inherently evil?
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<blockquote data-quote="Sword of Spirit" data-source="post: 9223146" data-attributes="member: 6677017"><p>I think it's more interesting for a game to define how things work, like Good and Evil, or the Dark Side of the Force, and then interact with that, than to leave it open.</p><p></p><p>Then players can play characters that interact with that in numerous ways. I might play a character that vehemently disagrees with what is considered Good or not, and despite my intentions as I see them being the betterment of all, the Multiverse might see me as Neutral or Evil depending on my actions. Now we explore what comes of that.</p><p></p><p>GMs can come up with interesting explanations for why things are the way they are that extend without contradicting the lore. Why do the Good deities of the Forgotten Realms go along with the cosmologically unnecessary and artificial (because it's not the way it works on other worlds in the same multiverse) Fugue Plane entrapment and abuse of souls that didn't pick a patron deity? All sorts of answers to whether or not they do, and why are possible.</p><p></p><p>Personally, I find the interpretation of the Force that treats all passion and attachment as fundamentally Dark Side elements to be distasteful (to put it mildly). When playing a Star Wars game, I ask the GM how they intend to run it, and choose what character to run and how to play them based on that. I might challenge and test the assumptions, create a new school of thought, and find out how it all works. Maybe it really does work like that and there is no way around it. Then I'd probably either not play anyone who messes with the Force and just assume the universe is fundamentally broken. As a GM, I would likely have the Force work like in the original trilogy that didn't include those metaphysical elements and have explanations for how how the ideas arose (and why Obi-Wan seemed to have abandoned it by then).</p><p></p><p>The point is that using what a game gives you can be more interesting, nuanced, and complicated than just ejecting it because it bugs you. As GMs, we're pretty much all going to do some of the latter anyway. Thinking about to do the former can enhance the creative experience and allow moral explorations in character.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9223146, member: 6677017"] I think it's more interesting for a game to define how things work, like Good and Evil, or the Dark Side of the Force, and then interact with that, than to leave it open. Then players can play characters that interact with that in numerous ways. I might play a character that vehemently disagrees with what is considered Good or not, and despite my intentions as I see them being the betterment of all, the Multiverse might see me as Neutral or Evil depending on my actions. Now we explore what comes of that. GMs can come up with interesting explanations for why things are the way they are that extend without contradicting the lore. Why do the Good deities of the Forgotten Realms go along with the cosmologically unnecessary and artificial (because it's not the way it works on other worlds in the same multiverse) Fugue Plane entrapment and abuse of souls that didn't pick a patron deity? All sorts of answers to whether or not they do, and why are possible. Personally, I find the interpretation of the Force that treats all passion and attachment as fundamentally Dark Side elements to be distasteful (to put it mildly). When playing a Star Wars game, I ask the GM how they intend to run it, and choose what character to run and how to play them based on that. I might challenge and test the assumptions, create a new school of thought, and find out how it all works. Maybe it really does work like that and there is no way around it. Then I'd probably either not play anyone who messes with the Force and just assume the universe is fundamentally broken. As a GM, I would likely have the Force work like in the original trilogy that didn't include those metaphysical elements and have explanations for how how the ideas arose (and why Obi-Wan seemed to have abandoned it by then). The point is that using what a game gives you can be more interesting, nuanced, and complicated than just ejecting it because it bugs you. As GMs, we're pretty much all going to do some of the latter anyway. Thinking about to do the former can enhance the creative experience and allow moral explorations in character. [/QUOTE]
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