Showing posts with label d3. Show all posts
Showing posts with label d3. Show all posts

Wednesday, October 1, 2025

Queen Of The Demonweb Pits

I've spent...mm..."many" hours, days over the last week or two examining the old TSR module Q1: Queen of the Demonweb Pits. It's been a bit of an...obsession.

Or a distraction...that's probably the better word. Things have been busy...real busy...'round these parts. I'm keeping my head above water with stuff, but SOME things I should be working on (like getting my crap together for Cauldron) has just been...

*sigh* Shunted aside, I guess. 

The PROBLEM is (and this is my problem, and I realize that) I've got a couple days a week to myself, days that I should be putting together my pre-gens, putting the finishing touches on adventures, figuring out what the hell I'm going to pack, etc., etc. And I keep having to do goshdarn legal BS. Driving to and from Kent. Driving to and from downtown. Spending HOURS, literal hours out of my day in commuting and standing in lines to talk to court clerks and bond companies and legal clinics and whatnot. Just exhausting. And frustrating. And if I'm NOT doing that on my "day off" (as I was today...five hours I spent dealing with this crap, FIVE) then I'm catching up on all the other stuff I should have been doing other days of the week. Just dealing with gross incompetence on the part of other people. Just...a pain in the ass.

SO...I don't get the time I need to do the stuff I want to do. And I'm mentally fatigued and easily distracted. "Highly suggestible"...that's the state my mind is in these days. 

Enter everyone's favorite TSR punching bag, Q1.



I've mentioned the Queen a time or two on this blog, but I've never really delved into it. As a kid, I didn't own it, though my friend Matt did and he loaned it to me for an extended period. Personally, I found it fantastic, probably the most interesting and imaginative adventure (in my opinion) of the TSR era. These days, I own my own copy, and I have my own criticism of it...but I still think it's a pretty good adventure. Certainly it needs less "sprucing up" than the various DL modules. Q1 is a module that I could run...somewhat disappointingly...as is, without much trouble. The main "problem" with it is that it isn't as cool as it could be...a failure of underachievement. But it's not a big pile of crap.

However, it IS odd. Not in that it ignores the Elder Elemental God "plot" as some (notably Greyhawk Gronard) have complained. That is a big red herring as far as I'm concerned, regardless of what Gygax wrote in an ENWorld comment in his later years. No, the odd thing is that Q1 was planned as any type of "capstone" module to the G-D series AT ALL. Reading the text of D3, it seems fairly clear that Q1 occupies the same adventure space as a "side quest" or "bonus level"...except that, in this particular case, it's more of a penalty box than a bonus.

Reading the old, monochrome version of D3: Vault of the Drow (published a couple years before Q1), you see that the main way players can end up in the titular Demonwebs is by poking their noses where they really don't belong (i.e. the lowest levels of the Drow cathedral) and humiliating the avatar of the dark elves' goddess:
If Lolth flees, or is slain in her current form, a silvery (platinum) egg will be revealed. A remove curse will enable it to be opened, and whomever does so is geased to enter the astral gate on Level #1 (14) and confront Lolth if he or she is able or die trying. In the egg are an iron pyramid, a silver sphere, a bronze star of eight points, and a cube of pale blue crystal. (These items have value and use only if the party continues the adventure in the next Module (Q1, QUEEN OF THE DEMONWEB PITS).)
Note that in the description of the astral gate (area 14 of Level 1) it's made clear that this is not a particularly "good" thing:
If any individual is bold enough to walk through the projection of Lolth at 11) and then touch the "mural" he or she will be instantly drawn into the tunnel vortex and brought to the plane of the Abyss where Lolth actually dwells. (If you plan to continue the campaign, this will be handled in MODULE Q1, QUEEN OF THE DEMONWEB PITS; OTHERWISE, SUCH INDIVIDUAL CAN BE CONSIDERED AS SLAIN.)
So, instant kill for anyone who beats Lolth, gets her "prize" (the platinum egg), and figures out how to open it...unless your DM has a copy of Q1 to run. But even then: this is not a reward for beating up Lolth; there's no gold piece value assigned to this treasure. If anything, it is a cursed artifact designed to bring the goddess's tormentors to her own plane, presumably to be destroyed in some fiendish, vengeful manner. 

Probably devoured, ultimately. She is a spider, after all. 

This trip to the Abyss is a punishment for the players' hubris and greed. Why else would they possibly be invading the Great Fane of Lolth? Leave out all criticism of Sutherland and the Blumes and how "Gary's Grand Idea" was suppressed. Just look at D3 and what it contains. Look at the context, in terms of the on-going adventure scenarios: PCs are tasked with stopping the giant threat. Over time, they learn that those responsible for the giants are the Drow. They follow the Drow down into the depths of the earth and track them to their capital where they find that this is simply one rogue band of HERETICS looking to extend their power and influence in the Drow world by conquering lands in the surface world. This has NOTHING to do with the Elder Elemental God...this is just about the political ambitions of the Eilservs clan (Eclavdra and her brood):
The Eilservs have long seen a need for an absolute monarch to rule the Vault, and as the noble house of first precedence, they have reasoned that their mistress should be Queen of All Drow. When this was proposed, the priestesses of Lolth supported the other noble families aligned against the Eilservs, fearing that such a change would abolish their position as the final authority over all disputes and actions of the Dark Elves. Thereafter, the Eilservs and their followers turned away from the demoness and proclaimed their deity to be an Elder Elemental God (see MODULE G1-2-3). Although there is no open warfare, there is much hatred, and both factions seek to destroy each other. An attempt to move worship of their deity into the upper world, establish a puppet kingdom there, and grow so powerful from this success that their demands for absolute rulership no longer be thwarted, was ruined of late, and the family is now retrenching.
There it is, in black-and-white: the whole "Drow plan." Not the machinations of Lolth or the Elder Elemental God...just Eclavdra's bid for power over the people of Erelhei-Cinlu. Eclavdra's clan has turned to worship of the EEG out of sheer spite for the clergy of the fane siding with the other noble houses against Eilservs and its quest for power.  So if the party is actually "following the story" or trying to solve the "mystery" that led to the "Giant War" their trail ends with Eilservs clan (complete with yet another G3-style temple dedicated to the mysterious tentacled eye god).  Why O why wouldn't the players just want to finish up what they'd started and then retreat back to the surface, loot in hand?

Greed, of course.

At the end of the day, we ARE still playing AD&D here, and the players are insatiable treasure hunters. And where are the biggest stashes of treasure to be found in the Vault? Why, in the Drow's grand cathedral, duh. And so...once they're finished knocking over the Eilservs estate, they might as well go loot the temple, right? It's what they (adventurers) do. 

Of course, it's always possible they were pointed that direction earlier. Not only by the Eilservs clan (looking to make common cause or buy their way out of a beat-down) but by the town malcontents...the young males that roam the streets like packs of wolves. See the RAKE encounter on the Erelhei-Cinlu wandering monster table:
...roaming the streets of Erelhei-Cinlu are bands of bitter youths, often outcasts...the bands with elven-Drow members will be hostile to all they perceive as part of the system which prevails in their world, and the Dark Elves with them are of the few who are neither totally degenerate nor wholly evil -- they are haters of the society around them and see no good in it....

If the party manages a friendly meeting with a group of Drow/Drow-elves/half-Drow rakes the youths will tell them about the worship of the Demoness Lolth and the way to her "Egg." The rakes will accompany the party to the area in question if a plan which seems reasonable to them is put forth. They will also leave the Vault-Egg areas in the course of adventuring.
These RAKE encounters show up one time in 20 on the "main thoroughfares" of he city but FOUR times in 20 (20%!) when traversing the "back streets and alleyways," making this the most common encounters in the city. The longer the party spends wandering the Drow capitol, the more likely they are to run into these disaffected toughs who will steer them towards the Fane. Clearly, this was Gygax's intent based on his design.

And the players' greed will be rewarded: the monetary value alone adds up to nearly half a million gold pieces worth, even without counting all the platinum and gemstones that each member of the clergy carries on their person. Add in magical items and the 50 room dungeon can net a pretty rich haul for a half dozen high level adventurers...probably enough to gain an entire level, with combat experience added in (no mean feat for a 14th level character!). Gygax WANTS the players to sack the Fane...and likewise wants the players to confront and (presumably) to BEST Lolth in battle. It's the main ticket to the next module in the series which would otherwise...not attract players' notice?

As with everything, it's all about the Benjamins, NOT the "grand evil scheme" of a goddess (or an Evil Elemental Cthulhu-like 'thing'). The only "scheme" Lolth possesses is her plan to bring the thieving PCs over to where she resides so that she can whup up on 'em (snot-nosed brats). But the adventures in the Demonweb Pits should be considered in the light of pulp S&S fantasy...this is the stuff of Leiber. 
"Hey, Fafhrd...what say we knock over the temple while we're down here anyway?" 
"Sounds good to me Mouser!" 
[later, wandering lost in the Demonweb] "How the hell did we end up here?"
Hilarity ensues. 

This IS "old school" D&D in its purest form: players getting up to hijinx (and into trouble) because it's a darn game, not an epic story of fantasy adventure. Just because you're on module number seven of a seven part series doesn't mean you're completing some grand story arc a la The Lord of the Rings...it just means Gygax and Co. has gifted you with an incredibly extensive scenario for occupying months (or more!) of campaign time. Just as you can spend EXTRA time exploring the side caverns of the UnderDark trek, the enterprising DM can create WORLDS of adventure from the 4th level "portals" of module Q1. This is the potential of I1's Forbidden City on a much larger scale.  Which is great. And which explains (in part) why there's no Q2 or Q3...there's no need. This is not another singular adventure site (like the Hill Giants' Steading) but an open-ended situation for exploration and (probable) exploitation.

So then, what's with the polyhedrals in the platinum egg?

Ah, the sticking point in my ruminations. If Lolth just wants to summon her opponents to her Abyssal lair with the intention of devouring them, why make them jump through extra hoops to end up in her gullet? If the ultimate result will be their deaths, why the grand charade, the multi-level challenge/test? Why not just drop them wholesale into the whatever that serves as her "nest" at the heart of the Demonweb?

Well, it IS a D&D game (duh) so, of course, we can't just make it a one-way ticket to death. And, sure, you can say that Chaotic Evil divinities have minds that function beyond the ken of mere mortals like ourselves (and are insane to boot). But I think there's a fairly easy, in-world/setting answer here. 

Not everyone is worthy of being being food for the goddess.

As a demon queen, an Abyssal goddess, and a giant spider, I keep coming back to the theme of HUNGER. The Abyss is pure chaos and destruction (evil)...the source of all entropy, eroding and disintegrating everything over time. Demons, as beings, are intelligent manifestations of that entropy...to us humans, they appear as ever-hungry, eternal devourers. Eat, eat, eat...bodies and souls, they consume all. This is one of the reasons I like Huso's "demon rules" (from Dream House of the Nether Prince): in addition to his mixing of of AD&D with Christian theology and myth (something I also dig on), he "gets" the hunger inherent in such beings and has cheerfully codified a whole, fat-based economy for the creatures (nice). And SPIDERS...man, they eat, with some consuming 10% of their body weight daily. If I ate 16 pounds of food per day...um...that would be a LOT. It's brings to mind reminisces of Tolkien's Shelob and her un-satiable hunger. 

But, as said, Lolth is a goddess. And while an eternally hungry demon spider by nature, she still has the pride of a queen. And not everything is a fit meal for a queen's consumption...not even the interlopers who murdered her clergy and ransacked her temple before smiting her (material) form. Besides, she has time...plenty of time (if the players succeeded in destroying her material form she is confined to the Abyss for a century, after all). Time enough to "play with" her food...for her own amusement.

Thus the polyhedrals...thus the testing. Make the players jump through her hoops, waste their resources, feel the grinding power of fear and entropic forces as they struggle through her demonweb. Struggle provides seasoning to the meal. And they humiliated her (on their own plane of existence), and now that the shoe's on the other foot, payback is a bitch, baby. To me, it makes perfect sense. Plus, what does she care if the gnolls (envoys from Yeenoghu) or trolls (Vaprak) get destroyed in the process...even her driders (failures of their own "tests")? The demonweb is a demi-plane construct that is but a small part of her Abyssal realm...who knows how many "demonwebs" she has spun over the millennia? How many webs do the spiders around your home spin? 

[September and October in Seattle is "spider season;" I knock down webs all the time...though I usually leave the spiders alive (they eat the flies). And they put them right back up again within hours]

The whole of Q1...at least the first three levels...are, thus, a proving ground of sorts for the player characters, designed to lure them in, deeper and deeper into her web. As flies will struggle, becoming more hopelessly entangled, they are drawn in by dribbles of treasure, slowly losing their resources to attrition, before finding their way to the 4th level with its extra-planar dimensional gates. I will say that I don't have (and never had) much issue with the steam-powered "spider-ship" that acts as Lolth's palace (keep in mind that there was no such thing as "steam-punk" in 1980)...it is assumed to be one of many "palaces" the Queen has stashed around the multiverse (just as the "Dream House" of Orcus is something of a demonic "Summer Villa")...this one just happens to be some sort of mobile war machine, used for conquest on other planets.

Of course, the spider ship is not on a Prime Plane planet at the moment: it is currently anchored in the Abyss (as inferred from the text describing the plane, the text explaining how the ship sometimes makes appearances on the Prime, and the fact that Lolth is herein, confined to the ship after having had her material form destroyed). Which means, of course that ALL the penalties and magical issues (reduced magic item potency, inability of clerics to regain spells, etc.) should apply as parties explore Lolth's palace. This might be quite the rude wake-up call, if PCs just spent an inordinate amount of time celebrating their visits to other worlds on Level 4...they may have been lulled into thinking "oh, good, everything's back to normal"...when, in fact, it isn't. The laissez-faire attitude of Lolth's palace minions might also contribute to this false sense of confidence.

Not that it matters terribly...I'd imagine most groups are going to end up in a TPK. I've run Q1 exactly one time: it did not end well for anyone other than Lolth. Which is probably about right...the BEST players should probably hope to achieve is escaping with their tails between their legs and as much treasure as they could stuff in their bags of holding, portable holes, etc. Actually defeating the Demon Queen of Spiders on her own plane?  Nah. My over-powered, psionic-heavy bard (dual-wielding a hammer of thunderbolts and a vorpal short sword) didn't make it out alive. You think your group could?

Mm.

All right, that's enough for today. I started this post last night (LATE at night) but had to finish it up this morning. I've got two weeks before I'm on a plane to Germany...time to buckle down.

Tuesday, June 1, 2021

Killing Gods, Part 3

All right, let's get this finished up...I've got other things to blog about: secret D&D languages, the uses of audible glammer, maybe even a run at "reviewing" Ravenloft (that was a pseudo-request). Buckle up, folks...this entry might be a looong one.
; )

When it comes to the Advanced Dungeons & Dragons game, there are two inspiring sages that act as my guiding lights, two pole stars by which I steer my ship. They are Alexis Smolensk and Anthony Huso. There are other blogs that I read (and podcasters I listen to), but in the main, these two are the only external forces shaping my outlook on the game. If I had to name one more, Gary Gygax would, I suppose come in a distant third place. 

[does it seem strange to folks that Gygax isn't the brightest star in my AD&D firmament, despite being responsible for the game's existence? There is some precedent. I have it from strong authorities that Jesus is only the third-most important figure in shaping the Roman Catholic Church; the main individuals responsible for our religion (and, thus, all other Christian denominations descended from the western Church) are St. Paul (not even one of the Twelve!) and Thomas Aquinas]

Anyway, don't shake your head at me, Dear Reader; I have my reasons.

Longtime readers of my blog are surely well-acquainted with Alexis, I've mentioned the guy often enough. Huso, on the other hand, has a small enough presence on the internet (his web site has only been around since 2018) that while I'm certain I've mentioned him, he may have well fallen through the cracks of people's perceptions. He is an AD&D aficionado of the deepest stripe, and his blog deals at great length and fair eloquence with that specific rule set, the edition of D&D he's been running for his table since 2014 when he chucked his Pathfinder game for good. It is excellent reading.

However, that's not the reason I mention the man. In my last post on the subject of killing gods, I cited several published adventures of recent years that involved physical confrontations with gods, godlike beings, and pseudo-godlings, all of which were aimed at the low level adventuring party. I explained that I don't find these particularly reasonable, given the parameters of the D&D game as designed. My feeling is that D&D provides at least some guidelines (based in both instructional text and example adventure modules of the earliest origin) for how one ought to proceed with such scenarios and, baby, these ain't it. For me, it's a grating trend and, perhaps, even a disturbing one...there seems to be an aversion to high level D&D play while (at the same time) a longing for high stakes, epic adventure of the type that rightly belongs in the realm of high level characters.

Mr. Huso doesn't share this aversion (he's blogged his thoughts on high level campaign play...more than once) and has demonstrated how one might actually write a "god-killing adventure" with an absolutely exquisite book, a masterwork entitled Dream House of the Nether Prince. It is a lavish piece of art, as well as a fiendish, evocative adventure. It is, as far as I can determine, the single best gaming product I've purchased NEW for D&D since the reissue of the AD&D manuals a few years back. It may be the coolest pre-written adventure I've purchased since the 1980s. Certainly the best since Bruce Cordell's Return to White Plume Mountain (that was published in 1999), making it my favorite for at least the last 20 years.  

Yet I can't...well, I won't...review the thing. Because I haven't played it...I haven't experienced it. I can review a movie or a piece of music, but I can't give a true review of an adventure that I haven't run, because until I do run it, I can't say for certain if it's excellent or horrible or lost in translation from text to table. And there's just no way for me to run the thing at this point.

Huso's Dream House wasn't written for me...or (probably) for you, either. He wrote it for his own players, as a capstone adventure to finish seven years of AD&D play. It is a suitably epic dungeon, a mission to a massive fortress located in the Abyss, a refuge and "vacation palace" for Orcus, demon prince of the undead. The adversaries present in the adventure are truly staggering. The treasure to be looted is absolutely mind-blowing. The final confrontation might see PCs battling Orcus or Demogorgon or (perhaps) both. It is beautiful to behold. It is a pleasure to read (if, like me, you're "into demons"). It is suggested that no less than six characters of 14th level even attempt the adventure; Anthony's seven player group brought a party of ten, and many of them died, some in very permanent ways...you can read a summary of their venture on his blog.

It is an excellent example of what is possible with the D&D rules. A 135 page tour-de-force that puts H4: The Throne of Bloodstone (it's closest comparison) to shame. I really, really mean that. Dream House is a masterpiece created more-or-less by a single person, and it makes the entire Bloodstone line of TSR look paltry and hackish by comparison. The difference, however, is understandable when one considers Huso's book to be something lovingly created for his own group of players, not something churned out for the masses at a time when the company was just trying to stay afloat business-wise. I suspect a lot of people will balk at spending $50 (the price of its POD hardcover) for a niche product of a niche hobby, especially given its limited use in many (most?) campaigns.

Why limited? Because, despite a lot of excellent info on demons and a lot of new/unique monsters and treasures, the adventure is written for the type of adventuring group that most DMs simply don't have. There are no pre-generated characters included with the thing, and I can see why: because just handing someone a character sheet with a 15th level paladin or wizard won't make the player a savvy veteran of the kind needed to navigate this level of challenge. A group with years of experience working together in cooperation would find it a rough go of it...but then, they ARE tackling a unique demonic god in its lair. Such scenarios should be limited, niche, and incredibly difficult. 

Gygax was the first person to put encounters with gods into published adventures: the Elder Elemental (in G1 and G3), Blibdoolpoolp (in D2), and Lolth (in D3). There are two things that all these have in common:
  1. These encounters are all potential in nature; none of these encounters with godlings are mandated, and all may be avoided. 
  2. The adventures in which they are found are the pinnacle of what I call "hard core" Dungeons & Dragons. The novice ("N") series are clearly for beginning players. The intermediate ("I") series are fine for any group already versed in the game (i.e. players that know how to play and cooperate). The special ("S") series are random, rule breaking adventures, that provide enough weirdness to stymie experienced players or give novices a "puncher's chance." But the six modules that make up the G-D series are absolutely punishing adventures, any one of which will TPK a party that fails to operate at a high level of strategic play. 
And I find it fascinating how those godling encounters "ramp up" over the course of the series. In the G modules, the most a party might expect to encounter is an eye or tentacle that will drive a PC insane or drag them screaming to oblivion. In D2, a PC might actually encounter the goddess (on her own home turf) and might be able to treat with or bargain. In D3, the party has a chance to confront a goddess on their own plane, with the potential for actual combat and the possible destruction of her avatar. This is no naga masquerading as a god (as in N1: Against the Cult of the Reptile God)...Lolth is the real deal

These scenarios work within the parameters and expectations of D&D play. A party of mid-level adventurers...and to me, 8th to 10th is still only (high) "mid-level"...should not be confronting creatures of godlike power. The encounters in G3 and D2 are more in line with "traps:" really rough traps that are best avoided.  Only in D3 (an adventure for characters of level 10-14) should a confrontation with a demon queen be possible, and only in the most limited of circumstances: outside her home plane, away from the bulk of her power base. Again, Lolth is not the point of the module; exploring the Vault and dealing with the threat of the Eilservs clan is. The goddess might even be a potential ally given the transgressions of Eclavdra and her ilk, though this is not an explicit suggestion of the module.

But again, it is in adventures like these that we see the power and majesty of the D&D game. In the first part of this series I wrote how, of all the sword & sorcery fantasy that influenced D&D, only Leiber and Moorcock display their protagonists in actual interaction with divinities. PCs allying themselves with Lolth, bargaining for leniency from Blibdoolpoolp, or being used as pawns by Orcus (in Huso's book) all exemplify scenes one reads in those S&S fantasies...and while a divinity being willing to treat with mortals speaks to the fallibility (and vulnerability) of the divinity in question, it is really only those characters with world-shaking power (like Elric) who have the capability to bring actual destruction to such entities.

And this is of particular importance to the default setting of Dungeons & Dragons, because under the terms of the game, these are no "false gods." These demon queens and princes are gods that are worshipped, that are followed by devout clerics, and to whom they may bestow spells. And yet they are not safe from destruction! Player characters thus have the power to alter the cosmology of the campaign  setting and impact the reality of the game world in drastic ways. What happens to the Drow clerics of Lolth if Lolth is destroyed on her home plane? Do they cease to be a threat altogether? Doubtful, but her death (if achieved) will surely change Drow culture at a fundamental level.

That's the opposite of de-protagonizing players. 

And that, perhaps, is what I find lacking about some of these other OSR offerings that involve encounters with deities, quasi- or otherwise. There's a certain sort of "enforced smallness" that comes along with placing PCs in situations in which they are absolutely, hopelessly outclassed by a power beyond mortal comprehension. It should be hard for the PCs to even encounter such a being. Barring a long and arduous journey through miles of hostile environment and unnumbered foes to the god's most sacred (and well-guarded) temple, nothing short of a complicated ritual/sacrifice should allow access to such a being on the Prime Material Plane. And as bodily travel to the outer planes is generally outside the reach of low-mid level characters, such encounters should be an extremely rare and wondrous thing...if possible at all.

Okay...perhaps one more post on the subject (to conclude) is needed.

Friday, September 20, 2019

Race, Racism, Alignment, and Evil

Apologies in advance: I should probably break this down into a number of separate posts. But I'd rather just lance the whole topic in one shot rather than prolonging the suffering.

Let's start with the basics: I'm about 10 seconds away from cutting alignment out of my D&D game. Yes, this is something that some folks (like the much esteemed Alexis Smolensk) has been advocating for years...blogging about it as recently as last week. But it's not Alexis who finally broke my back on the subject (even if he did lay a lot of the initial groundwork); rather, it was G.A. Barber's recent posts on decolonization, integration, and racist tropes in D&D.

And orcs. Thinking about orcs. Really just...orcs.

We're going to bring this around to the Icespire Peak thing in a second (that's a factor), but let's start with the orc thing first. I wrote a rather long comment/response on Barber's post that was either eaten by the internet or hasn't been approved. Doesn't matter either way because it was kind of dumb. But here's the summarized thought (refined a tad):

- While I understand the tropeyness of monocultures (an "elf nation," "orc nation," etc.) is both banal and uncomfortably similar to racist stereotypes (e.g. "all African nations are the same"), it's tough to separate from this when I want non-humans to represent a small segment of the world's sentient population (in comparison to humans, who are prolific and diverse). I'm more inclined to handle these monocultures as Gygax does the Drow in module D3: have a variety of internal factions, conflicting political/religious groups, and rogue independents within the monoculture. Another example might be the dwarves of Krynn as presented in the novel War of the Twins.

- That being said, there's an additional challenge: I like my tropey evil species. I like dragons that are greedy. I like goblins that are sneaky gits. And I like orcs to be scourges on the civilized species, whether because of some genetic curse or their innate subservience to some Dark Lord (Sauron, etc.). I understand this is a callback to European views of the Mongols or Huns (did Eastern nations view Alexander in the same fashion? Maybe) and, admittedly, lazy as far as world building. But what's the alternative? Feeling bad about killing orcs and taking their stuff? When we could be building bridges with and finding empathy for another sentient, misunderstood species?

[this is still D&D we're playing, right? A certain type of escapist fantasy that allows us to expediently resolve conflict with swords and spells, unlike the real world. Superhero fantasy (where conflicts are resolved with mighty fists instead of thoughtful dialogue) is similarly lazy and escapist, but sometimes we want that, right? Or not?]

- But even saying I go partway here towards "understanding orcs" (at least understanding that they are a group of homocidal, unreasoning inhuman humanoids), we can start to say HEY there's really no such thing as "evil races" and "good races" only SELF-INTERESTED peoples. Just like real life nations. Dwarves (or elves or orcs or whoever) might appear stand-offish to outsiders, but if your interests align with theirs, they're happy to become helpful, friendly allies. On the other hand, when your interests and theirs conflict, they're similarly likely to become enemies at the gate. And unfortunately for the orcs, the ethics and values of their particular "society" (such as it is) is quite likely to be at odds with those of (most) human communities.

[side note: I think it was the 2nd or 3rd edition of Warhammer 40,000 that suggested or implied that orcs were a plant-like species: the green skin/blood being related to chlorophyll, their seeming indifference to pain or lost limbs, their driving motivation to compete and expand like a hostile plant being introduced into an unprepared ecosystem. I do kind of like this idea, but D&D already has vegepygmies]

[hmmm...are vegepygmies kind of racist?]

Moving on from Barber's post (and my comments), this idea of "self-interest" echoes back to my thoughts on the nature of capital-E EVIL in D&D (advanced or otherwise). I wrote about this waaaaay back in 2010, when I realized there really shouldn't be a separate "holy" and "unholy" version of spells, water, and symbols. To the priest of Satan (or whoever), her symbols, spells, and special ointments are all "holy," and the implements of different faiths/religions are "unholy" or "blasphemous." Our perceptions are colored by our own values and self-interests, especially as ingrained in us by our parents/family/elders/teachers/society.

That doesn't mean everyone is a SELFISH BASTARD! There are still people in the fantasy world that are taking actions that enlightened 21st century (and, in my case, Christian) folks would consider "good" or "altruistic." Self-interest doesn't preclude acts of charity and kindness, if those things are of value to the particular fantasy being in question. Orcs, however, may not have those values by definition of their "particular society." A few outliers aside (as always).

Back to the Dragon of Icespire Peak adventure: the adventure background concerns a white dragon moving into the territory and setting up shop. This sets in motion a number of events, including the forcing of orcs (the dragon's convenient prey) out of their usual territory, forcing them into conflict with the nearby human settlers. Again, I will say this isn't a terrible premise for an adventure...it is in fact, a very reasonable, realistic scenario. In a fantasy world of monsters eating and enslaving other monsters, it's only natural that such a chain of events would occur (the dragon in the adventure is youngish and was forced out of its territory by other, more powerful dragons...similar to a young lion being forced from the pride by the alpha male). The problematic part of the adventure is the execution of the scenario: kill encroaching monsters (orcs or otherwise), level up, kill dragon, yay...all for little or no reward.

Do I want to take out the orc fights? No, not necessarily. Do I want the PCs to peaceably "integrate" the orcs into their society? No. Even if they were re-skinned as "barbarous hillmen" (or something) I want to retain the cultural differences and conflict. I do not want my Dothraki walking around and enjoying the culture of King's Landing in some fantasy version of Renaissance Venice, okay? Keep that shit to the final episode...er, session of the campaign when you're done with "adventuring."

But do you see where I'm going with this line of thought? There's no need for alignments...especially monster/species designated alignment...in a campaign world based on thoughtful self-interest and reasonable motivations. THAT is why I'm finally, finally willing to take a hard look at axing alignment from my game, after years of resisting the idea. In B/X this isn't difficult: "evil" (for purposes of detect evil, protection from evil, etc.) is only limited to supernatural evil of the undead or demonic variety, with "evil" being defined as "contrary to the natural order of the world." Here are the only other considerations, as far as I can recall:

Alignment language: I don't use it anyway.
Intelligent magic weapons: even without alignment, such items have an ego and an agenda, and will attempt to control a character. I see little reason to do the "gotcha" damage from picking up a weapon of different alignment; being mind controlled by an intelligent sword is "gotcha" enough.
Alignment changing magic items: there are better, more interesting cursed items to include in a campaign world.
"Good" alignment play for adjusting XP acquisition: No.
Alignment restrictions based on class: I'd address this on a case-by-case basis.
- Assassins: originally required alignment was "neutral." Evil is as evil does: no restrictions.
- Bards: requiring "some sort of neutral" is the same as no requirements. Duh.
- Cavaliers: PHB only, please.
- Clerics and Druids: see the bit about holy symbols above. Priestly types are expected to follow the tenets of their particular faith in order to produce magical effects. Failure to do so might result in loss of abilities.
- Monks: have you not seen Iron Monkey? Look at the main villain.
- Rangers: I'm not running a Middle Earth campaign. These are outdoorsy hunter dudes, and that doesn't require a "good" alignment. Other restrictions certainly apply!
- Thieves: plenty of examples in fiction of "heart-o-gold" thieves; see Grey Mouser. Not sure why there was ever such a restriction (I think, back in the day, we house ruled this to "non lawful" instead of non-good).
- Paladins: the most problematic of the bunch, and my main impetus for years for keeping alignment (even when not playing AD&D!). I know that I still want "behavioral restrictions," but I don't want to tie them to DM fiat of what is or isn't being "true" to the lawful good alignment. Are the paladin's abilities supernatural? Yes. So then, as with other spell-casters, they are tied to their beliefs as self-imposed strictures (like a wizard's taboos against weapons). As such, I'd probably set a number of tenets/laws (similar to the cavalier's "code of conduct" in the UA) that such a character would not be able to transgress without the loss of her abilities.

All right. I think that's about all I want to say on the subject. Next post will be shorter (I think) and address the "vanilla fantasy" setting that is the Forgotten Realms.

Not all orcs are alike.