Every time people lament changes to the lore that amount to “not every member of species X is irredeemably evil” and claim the game is removing villains from it, I think how villains of so-caleld evil species fall into two cathegories: a) bland and boring and b)have something else, unrelated to their species going on for them, that makes them interesting.
Any story pitching “good” vs “evil” is bedtime drivel dressed a different way.
Talk about disrespecting the roots of fantasy
respect is a funny way to frame this. The roots of fantasy, written when ontological evil was commonly seen as a thing present in the real world? those roots? or the roots when ethnic nationalism was the way of geopolitics? or when scientific racism informed much of the modern conception of races in dnd? respect is about the last thing anybody owes fiction, the world can change as beliefs do.
I was mostly thinking about Tolkien’s legendarium and the tales inspiring his work. Some of its roots (like norse mythology) is far older and/or unrelated to what you mentioned.
mm no, ontological evil. Also tolkien is not older than any of what i mentioned.
How is Morgoth not Ontologically Evil?
? you tell me i guess?
Some of its roots (like norse mythology) is far older and/or unrelated to what you mentioned.
mmm no, ontological evil
It’s a lot more interesting to have a goblin that somehow managed overcome its evil nature if basically all other goblins are genuinely crooked and evil, than if they’re all “just another race” that’s misunderstood. Yes, most villains should probably be more interesting and nuanced than just being evil due to their race, but evil races/monsters aren’t a bad thing in a fantasy.
No one’s saying in the setting you’re playing in goblins can’t be evil as a default. Having it be a blanket truth for all settings is a bit constraining though. Goblins specifically in the DND world probably shouldn’t all be evil alignment because their history is… Complicated
I would say that many Mind Flayer villains are quite interesting because they are Mind Flayers.
Personally don’t really find the snack sized Cthulhu aspect that interesting. What really interests me about them is the lore about them once being a great empire of douchebags who were overthrown by those they oppressed (gith) who then took their place politically and now hunt them down. Says a lot BG3 focused on this lore over the Cthulhu monster aspect. Just some good lore building which could have (and I’m sure has) gone to any other races.
How would an oppressed people even have a chance of overthrowing rulers who could read and control their minds?
- Escape temporarily with a group
- Find scrolls of modify memory
- Remove memories from all but one escapee
- Rest of the group returns home with no memory of escape or the person left behind
- Escapee on the outside learns the spell modify memory and/or finds more scrolls
- Returns to orchestrate resistance
- The resistance operates in cells which have no memory of being part of the resistance
- “Handlers” are rotated frequently and are responsible for providing memories and stockpiled weapons
- Cell members are given memories, perform missions, and then return home with no memory
- Cells that are compromised are abandoned immediately and their members are never activated again.
- Handlers are personally recruited and serve for short periods of time before being wiped by the next handler.
Seems like a pain, but possible. It would make a good story.
Gith became resistant to the mind control over the millenia. This is why in 5e the race has psychic resistance. The duergar were also slaves of the mind flayers and this is why they have psionic fortitude. There’s some other races that have been altered due to being enslaved (derro, kuo-toa, quaggoth), usually resulting in some form of psionics and madness.
Part of what makes mind flayers interesting because their society touched and left scars on a lot of other races. Gith are just the loudest about it in part because they live in the Astral Sea where time doesn’t age them so, outside of dying during raids, many of the gith who rebelled can easily still be around leading to the rebellion being fresh in the gith’s minds (as opposed to the duergar for example who live on the material plane in normal time and have had empires rise and fall and numerous generations since the enslavement).
Dragons are interesting as a species… They’re also in the name of the game. You remove them and the game is just “Dungeons And.”
Dragons are pretty cool, but it’s also sus as hell that the Lawful Good dragon is a cool daddy and the Chaotic Evil dragon is a crazy bitch. It’s got major “divorced guy energy” is all I’m saying.
In Pathfinder the “good” dragons can be just as fucked up. One set up a “perfect society” for humanoid races on an island, where the government performs eugenics and brainwashing and banishes anyone that shakes off the brainwashing
Eugenics is interesting from a dragon’s perspective. They might live long enough to actually see the results.
Interestingly though it does make for compelling heroes like Drizzt and Wulfgar.
Did*
Kinda of an overplayed trope now.
From Order of the Stick:
“Wait, aren’t dark elves evil?”
“Oh, my, no. Not since they became a player race. Now the entire species consists of Chaotic Good rebels, yearning to throw off the reputation of their evil kin.”
“Evil kin? Didn’t you just say they were all Chaotic Good?”
“Details.”Because it was a strong character trait, first! So much so, that many people started using it!
I feel like:
- No race should have alignment locking in any direction, because people are people and can do whatever they want. Our goodness or badness isn’t determined by our genes.
- But, people are who they are because of the society they grow up in and how people treat them. If humans treat goblins like shit because they’re goblins, and a goblin turns into a big bad because they want to kill the humans that slaughtered their village, then that villain is interesting for reasons tied to their species.
“No villain in D&D is interesting for reasons tied to their species” sounds very dangerously close to “I’m race-blind” in terms of not acknowledging that different people have different struggles, and racism is often a huge part of those struggles.
If you like this idea, you should read the webcomic The Order of the Stick. It’s surprisingly good for a comic that started out as DND jokes and stick figures. It deals a lot with the problem of evil in DND.
Likewise, Goblins.
Your number 2 is based around cultural, not species differences. Two humans raised in two different cultures could end up very different.
There could be two tribes of goblins. One that began eating people out of desperation and now just do it because it’s tradition. The other could have grown up in close relationships with their nongoblin neighbors and are seen as a valuable part of their region.
So untying evilness to their race isn’t being race blind or pretending people down have struggles - it’s removing the shoehorning that occurred.
If humans treat goblins like shit because they’re goblins, and a goblin turns into a big bad because they want to kill the humans that slaughtered their village, then critical support to that goblin
I think the one you’re replying was making the point that you could just swap out “goblins” in that claim with “humans with slightly different features.”
Mindflayers are definitly evil (from humanoid perstective) because of their species. They eat and bread brains. And they are interesting.
I prefer the culture model significantly. Yes most orcs you meet will be part of a warband, but you may also get the orcish equivalent to Kublai Kahn. Drow have a cruel backstabbing matriarchy, but some surface city drow families only reflect that in that women are default head of household. You aren’t killing that camp of goblins because they’re short and green you’re killing them because they’re bandits, hell you may have been given that quest by a goblin.
And it lets you play with stereotypes vs cultural identities being lost to assimilation.
And it’s not like you can’t just automatically signal evil. Drow assassins probably aren’t up to any good unless you’ve been given a heads up. A goblin or orc raiding party is a raiding party and those are safe to assume are evil even if it’s an aasimar one. Even benevolent illithid eat brains.
And we have an example of this in the gith. The difference between the two types is cultural not biological.
Personally, as a DM I get tired of how many different intelligent species there are. It makes worldbuilding very hard. I tried carving out space for each of them, but it wasn’t worth it. These days I prefer to just get rid of most races, but it’s a bit hard to tell which ones to keep.
Instead of trying to specifically carve out spaces for each one, try just figuring out the balance of the starting play area and immediate neighboring regions. Then have rough ideas of where some other continents in the world are, and as other spieces come up that are rare for the region you can say they are originally from continent X.
Until the players actually go visit these other places, you don’t need to have societies fully formed and figured out. Once players decide to visit, you should have at least one session of sea/air/whatever travel buffer to give you time to populate new lands (and can then adjust for any storyline/player interest.)
For example, in my campaign I told my players that the elven homeland was in the continent to the south. Three years later they are finally going to visit there, and it turns out I now know that the elders and majority of elves in the capital city live in a giant treetop metropolis while halflings and some other races are engaged in a 1920s style drug-fueled gang warfare on the ground level amidst a technological revolution (Drive-by violence is much more interesting with repeating crossbows and fireballs instead of tommy guns and bombs). The elves care very little about what the “dirty ground races” are up to because as a consequence of their longevity, they are very slow to change and adapt to a changing world.
Had I tried to figure out their society at the start of the campaign, it would have been nothing like that.
Try flipping your process. Instead of working from the full list and taking things out, start from an empty list and add stuff in. If there isn’t a good enough reason for it to be there, don’t put it in. And if this leaves you with just humans, that’s fine.
I’m not removing githyanki from my game. Githyanki were never in my game.
That’s one thing I love about shadowruns setting. You have all the races, but they don’t really have to have a space carved out for them, since humans just became these races literally overnight. They just fit in with society as human, but…
Totally agree, shadowrun is so much fun, and the setting (especially in Germany) has so many fun details
I tried to run a goblin sympathy campaign and they just did genocide so
Gotta agree with that one as removing pre-existing restrictions from character (playable or not) creation like predetermined “evilness” offers virtually no drawbacks. It opens up the game by improving its core sandbox mechanics and if one dislikes that change then they can just ignore it.
Well any good DM can homebrew non-evil aligned ‘evil’ characters
Kinda the whole point is to put a spin on it, and alignment doesnt need any kind of balancing
I have been doing this but because I want to keep the party on guard. Also I think villains who think they are the good guys or doesn’t think what they are doing is wrong is better than I’m evil because the plot needs it.
Your game, your rules. That’s the beauty of it. I make everything up as I go along.
I’d argue Devils, by their nature of being lawful as well as evil, are often interesting villains because of their “species”, but it’s kinda different when it’s a creature literally made from the primordial essence of Evil rather than just a bad dude.
I’d love to be literal devil’s advocate here and argue devils just think different, in ways usually not immediately beneficial to in-universe society but ultimately a plus by instead providing a stress test for development of what is in universe considered ‘good’. Insert the quote from Legend what is light without dark.
Understandable - I prefer lovecraftian and fey creatures for alien thought processes, and use devils more as a foil/mirror to the lawful god of cities, merchants, and wealth, whomst I hate and will take any opportunity to drag.
I see Fey not as alien, but as capricious. They do what they please, when they please, damn the consequences.
They might commit arson against a local noble and then give that noble’s kid a super fancy cake; and not have a reason for either beyond “lol, lmao”
Always interpreted planar creatures as having an alien thought process in general. That is a good use of devils ngl, for related playing pallies/clerics with ‘my higher power is the people’ is quite fun.
the primordial essence of Evil
See, I hate that this exists at all. I would much prefer alignments be tied to outlooks on life or even political philosophies than just baking deterministic morality into the setting.
Not all are made from one guy though. Some are just pulped evil in a can. Even with different outlooks on life there are still things that everyone would hate. Like “very specific crimes” to an infant. I say that’s enough for pure evil
No, equating alignment and morality makes them both meaningless. Morality should be tied to outlooks/philosophies etc, a personal matter of how the individual acts in a situation, while alignment with the forces of good/evil/law/chaos should be a matter of absolute determinism. It’s easy to look at D&D and say it’s wrong, but just because something’s bad in D&D doesn’t mean the idea itself is bad.
I have it to where the good/evil extraplanar creatures are created as expressions of the good and evil within everything sentient.
Yes, exactly - as I put it to my players, a “person” isn’t able to be inherently good or evil. They’ll have their own morals - particular things they always will or won’t do - but alignment is for things literally made of the concept of that alignment.
There’s a game called Wildermyth where every faction is inherently incompatible with humans, but none of them are inherently evil.
For example, the Gorgons are an empire seeking to reclaim lost territory. This is fair, but they’re aquatic, so they need to flood the world to take it back. Humans naturally need to fight them in order to survive, and there’s no real way to compromise on that. It doesn’t help that they ooze corruption everywhere they go.
Wildermyth is a fucking legendary game and everyone should play through All The Bones Of Summer
Everyone should play through all of it! Eluna and the Moth is amazing! Sunswallower’s Wake is amazing! A Walk in the Unlight is amazing! I may like this game just a little bit.
To everyone who never played it, Wildermyth is essentially a story focused, randomly generated fantasy X-COM. You play as a company of heroes crossing the wilderness and hunting down monsters, coming across all the fantastic things therein. Campaigns take in-game decades to finish, so the heroes you start with might retire and their kids might join the fight later on. It’s one of those games where I have run out of people irl to recommend it to, so now it’s your turn!
It’s a great game! I tried to make my own campaign but turns out my brain is really confused about all that.
I need to buy Omenroad DLC still! Love roguelikes. Lites. Rogueybits.