D&D General Worlds of Design: Is Fighting Evil Passé?

When I started playing Dungeons & Dragons (1975) I had a clear idea of what I wanted to be and to do in the game: fight evil. As it happened, I also knew I wanted to be a magic user, though of course I branched out to other character classes, but I never deviated from the notion of fighting evil until I played some neutral characters, years after I started.

When I started playing Dungeons & Dragons (1975) I had a clear idea of what I wanted to be and to do in the game: fight evil. As it happened, I also knew I wanted to be a magic user, though of course I branched out to other character classes, but I never deviated from the notion of fighting evil until I played some neutral characters, years after I started.

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Picture courtesy of Pixabay.
The world is a dangerous place to live; not because of the people who are evil, but because of the people who don't do anything about it.” Albert Einstein
To this day I think of the game as good guys against bad guys, with most of my characters (including the neutrals) on the good guy side. I want to be one of those characters who do something about evil. I recognize that many do not think and play this way, and that's more or less the topic of this column. Because it makes a big difference in a great deal that happens when you answer the question of whether the focus of the campaign is fighting evil.

In the early version of alignment, with only Law and Chaos, it was often Law (usually good) against Chaos (usually evil). I learned this form from Michael Moorcock's Elric novels before D&D, though I understand it originated in Pohl Anderson's Three Hearts and Three Lions. That all went out the window when the Good and Evil axis was added to alignment. That's the axis I'm talking about today.

This is a "black and white" viewpoint, versus the in-between/neither/gray viewpoint so common today. But I like my games to be simple, and to be separate from reality. I don't like the "behave however you want as long as you don't get caught" philosophy.

Usually, a focus on fighting evil includes a focus on combat, though I can see where this would not necessarily be the case. Conversely, a focus on combat doesn't necessarily imply a focus on fighting evil. Insofar as RPGs grow out of popular fiction, we can ask how a focus on fighting evil compares with typical fiction.

In the distant past (often equated with "before 1980" in this case) the focus on fighting evil was much more common in science fiction and fantasy fiction than it is today, when heroes are in 50 shades of gray (see reference). Fighting evil, whether an individual, a gang, a cult, a movement, a nation, or an aggressive alien species, is the bedrock in much of our older science fiction and fantasy, much less so today.

Other kinds of focus?

If fighting evil isn't the focus, what is?
  • In a "Game of Thrones" style campaign, the politics and wars of great families could provide a focus where good and evil hardly matter.
  • "There's a war on" might be between two groups that aren't clearly good or evil (though each side individually might disagree).
  • A politically-oriented campaign might be all about subterfuge, assassination, theft, and sabotage. There might be no big battles at all.
  • A campaign could focus on exploration of newly-discovered territory. Or on a big mystery to solve. Or on hordes of refugees coming into the local area.
I'm sure there are many inventive alternatives to good vs evil, especially if you want a "grayer" campaign. I think a focus on good vs evil provides more shape to a RPG campaign than anything else. But there are other ways of providing shape. YMMV. If you have an unusual alternative, I hope you'll tell us about it.
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Blazestudios23

Explorer
Recognizing evil courtesy of Nazi Germany doesn't mean your letting any one else (including your own bunch) off the hook for their actions.
The Nazis thought they were the good guys though. This is where it gets very slippery. In fact most atrocities were committed in the name of good.
 

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Hussar

Legend
Recognizing evil courtesy of Nazi Germany doesn't mean your letting any one else (including your own bunch) off the hook for their actions.

But, apparently it does. It means that you see the world as more black and white, according to some in this thread. So, it becomes okay to use incredibly racist concepts in our fantasy, because, well, the world is black and white and those folks over there are obviously evil, so, it's okay to murder them all you like.

Which, frankly, is EXACTLY THE SAME as the real world justifications for all sorts of very real world evil.

I reject this notion that our grandparents were somehow holding the moral high ground because of the Nazi's. Sorry, but the second half of the 20th century, hasn't exactly painted our grandparent's, or our parent's our, frankly, our generation with a wonderful light.

It's very easy to discount the effects of colonialist fiction when it's not about you.
 

Blazestudios23

Explorer
"In the name of good" does not mean they were good. The nice thing about D&D (at least in my game) is that evil goes by the name of "evil" :D

I'm more of a fan of gritty realism, so I like making my characters figure out who is good and evil. They seems to like the tough moral choices. Those claiming to be may not be.
 

jasper

Rotten DM
Let see what has been officially published
Descent into Avernus fighting evil
Dungeon of the mad Mage Fighting and exploring
Out of the Abyss fighting evil
Tales of Yawning Portal Collection but you mostly fighting evil
Waterdeep Dragon Heist A con job
Storm Kings Thunder. Fighting mostly evil
Tomb of Annihilation. Fighting inter galactic evil
Princes of the Apocalypse evil
Rise of Tiamat evil
Ghost of Saltmarsh a mixture
Strahd evil
So fighting evil seems to be the default. Now if you want your campaign to be shades of gray/ or strict black and white; go right ahead. But get some of your REGULAR players input first.
 

ccs

41st lv DM
The Nazis thought they were the good guys though. This is where it gets very slippery. In fact most atrocities were committed in the name of good.

The opinions of Nazis - living, dead, past, present, future, or fictional - don't matter.
They are an example of the evil you stamp out.
And an example of what happens when you don't.
 

Blazestudios23

Explorer
But, apparently it does. It means that you see the world as more black and white, according to some in this thread. So, it becomes okay to use incredibly racist concepts in our fantasy, because, well, the world is black and white and those folks over there are obviously evil, so, it's okay to murder them all you like.

Which, frankly, is EXACTLY THE SAME as the real world justifications for all sorts of very real world evil.

I reject this notion that our grandparents were somehow holding the moral high ground because of the Nazi's. Sorry, but the second half of the 20th century, hasn't exactly painted our grandparent's, or our parent's our, frankly, our generation with a wonderful light.

It's very easy to discount the effects of colonialist fiction when it's not about you.
Well in medieval times it was those with the most power that were considered to be good and have god on their sides, and that led into colonialism. Basically might makes right.

So if you want to play with realism, the medieval idea of good is far different from the modern one, but could be used in a game, I would say Game of Thrones better represents a more realistic fantasy with all sides thinking the have the right to rape and pillage each other and that the gods are on their side and thus they are the good ones.
 

Blazestudios23

Explorer
Let see what has been officially published
Descent into Avernus fighting evil
Dungeon of the mad Mage Fighting and exploring
Out of the Abyss fighting evil
Tales of Yawning Portal Collection but you mostly fighting evil
Waterdeep Dragon Heist A con job
Storm Kings Thunder. Fighting mostly evil
Tomb of Annihilation. Fighting inter galactic evil
Princes of the Apocalypse evil
Rise of Tiamat evil
Ghost of Saltmarsh a mixture
Strahd evil
So fighting evil seems to be the default. Now if you want your campaign to be shades of gray/ or strict black and white; go right ahead. But get some of your REGULAR players input first.
The funny thing is when I play, I play a character that isn't good, because to me they wouldn't be going around killing so many things. I played Barbarian that basically want to fight everything to prove his power, then a Warlock that wants make the Great Old One notice him through the amount of killing he does. If they do good as it leads to further battle.
 

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