Saturday, June 7, 2025
F is for Forestry
Sunday, June 1, 2025
A is for Alignment
Friday, December 6, 2024
Demi-Human Expansion
With expansion of the deities in the WORLD OF GREYHAWK Fantasy Setting, and by Roger Moore's articles herein so as to provide for the races of demi-humankind, there is no logical reason to exclude their clerics from play...Elves, half-elves, and halflings -- being more nature-oriented than the other demi-human races -- deserve admission to the druid sub-class. Elves are now unlimited in their ability to rise in levels within the druidical ranks, just as half-elves have always been...Elves are no longer prohibited from entering the ranger sub-class with the same reasoning that now opens the druid sub-class to that race....
Players and DMs alike should take note of an impotant new rule change which is alluded to herein: player characters can be members of certain demi-human sub-races that are not permitted to PCs by the rules in the Players Handbook -- namely, the valley elf, grugach, drow, duergar, and svirfneblin. More will be said about this new development in subsequent articles. For now, however, players who choose to have drow, duergar, or svirfneblin characters should heed this general stricture: The alignment of such a player character may be of any sort, but daylight adventuring must be severely curtailed due to the nature of these creatures. Without special eye protection and clothing, these three demi-human types will suffer slight problems and sickness due to exposure to sunlight.
The cavalier class is not listed on the tables for elves and half-elves, and the bard class is not listed on the table for half-elves, because level advancement in either of those classes is unlimited to any character with the requisite ability scores to qualify for the class.
DRUIDS: These men are priests of a neutral-type religion, and as such they differ in armor class and hit dice, as well as in movement capability, and are a combination of clerics/magic-users...they will generally (70%) be accompanied by a number of barbaric followers....
...They are more closely attuned to Nature, serving as its priests rather than serving some other deity... Druids have an obligation to protect woodland animals and plants, especially trees. Unlike the obligation of lawful and good types towards others of this sort, the tendencu of druids will be to punish those who destroy their charges, rather than risk their own lives to actually save the threatened animal or plant. Druids will not slay an animal if it can be avoided, and they can never willingly or deliberately destroy a copse, woods or forest -- no matter how enchanted or evil it may be -- although they may attempt to modify such a place with their own magicks.
| Must. Stop. Doing. Cocaine. |
Friday, December 30, 2022
In Search Of The Unknown
Wednesday, June 22, 2022
5E Assumptions
- While this was Kieran's first time playing AD&D, he wasn't an unexperienced gamer...he's been playing 5E for about a year and has had characters in the teens.
- It brought the character up to 3rd level, comparable to the other party members, adding survivability while not grossly affecting overall effectiveness.
- I expected Kieran would NOT end up being a regular member of our campaign (as he was already involved in a weekly 5E game). If he does in the future, we will - of course! - have him create a new 1st level character.
Thursday, November 19, 2020
"You can be a GNOME?"
Ah, AD&D...still king after all these years.
My kids are only now just starting to discover the majesty and mystery of that tome we call The Players Handbook. At first, they were only really using the ability score and equipment tables...now, they're starting to dive in.
As I suspected, their first excitement simply came from the fact that we were playing Dungeons & Dragons again...the boy made an elven fighter, the girl made a halfling ("kender") fighter/thief. Both were approaching the game much as one might a game of B/X or OD&D (their previous forays into D&D), though of course there was some confusion ("What's ring armor?" "What's a bastard sword?" etc.). They were both happy to purchase guard dogs.
Everything else they've taken in stride. I don't think they've noticed, for instance, that armor class goes to 10, or that weapons do different damage versus large creatures.They prefer to shoot arrows into things anyway. They appreciate the extra hit points, of course, but those are always a precious resource and never in large enough supply.
But playing D&D has once again fired both kids' desire (though my son's especially) to run the game. And Diego drafted a dungeon to run AD&D for myself and his sister. And he was tres shocked when I brought a ranger to the table. "What the heck is that?" Maybe you should read up on the new sub-classes and races in the book, I suggested. And, oh boy, did he...now he's trying to get his sister to roll up an assassin or an illusionist, while he himself created a ranger of his own...though his has a bow (unlike mine).
[I am so tired of the ranger archer trope]
I am glad their imagination has been sparked; my own has had a jumpstart as well. However, I will whine that the old complaint still lingers: it's frustrating that one has to wait and wade through novice challenges without being able to get to the higher level content (i.e. "the good stuff"). When last we left off (last night) the party was just attacked by a handful of fire beetles, who appear to be getting the upper hand (AC 4 is especially rough for low-level PCs to hit). It may soon be time to create new player characters...too bad, as they just spent the gold and time to train up to 2nd level.
[ah, AD&D]
For the curious, I will list the particularities of the game I'm currently running:
- Rule books being used include: the PHB, DMG, MM, and Fiend Folio. The MM2 and DDG might be used in the future but have not, as of yet, been necessary. No Unearthed Arcana or later rules.
- Ability scores are rolled 4D6, arranged to taste, and character must have at least two "15" scores to be considered viable.
- Demihumans who single class may add +2 to their maximum applicable level when otherwise limited.
- First level hit points are maximum to begin; "1s" are rerolled when leveling.
- Training costs are in silver pieces instead of gold. Training time is determined randomly (roll 1d4), doubled without a trainer/mentor.
- Psionics have not yet been added to the game.
- To this point, I have simply been using 2d6 (B/X) reaction rolls when necessary, rather than the more complex system provided in the DMG. This might change once I've had a chance to put together a cheat sheet, but it seems unnecessary for a more complex system, considering that none of the PCs have any kind of reaction adjustment (average charisma scores).
- We are not using alignment at the moment; there are no alignment languages and players have not chosen alignment for their characters. Right now, the entire issue of alignment seems an inconvenience; i.e. an obstruction to play. Not only is it difficult to explain, its mechanics are obscure. The players are basically "good" (and are playing their characters as such) and until it matters for some reason, I am simply using alignment (with regard to NPCs, magic items, etc.) as rough guidelines for motivation.
And that's about it. Um...yep. Everything else is being used as written. I'm only going to worry about changing things if/when we run into a "snag" in play.
Regarding the campaign setting: as I wrote the other day I am taking it extremely slow with regard to putting things together. The world definitely has a "post-apocalyptic" vibe to it, though in the way of Bakshi's Wizards rather than Dragonlance/Krynn. Orcs, for example, are simply mutants. They are not a particularly "fecund species;" instead, mutants (caused by bad magic/radiation/something) are found amongst most species. A "half-orc" is the mutant offspring of a genetic human; tainted areas of the wilderness might give rise to a higher percentage of "half-orcs" in the population. Orcs proper are bestial descendants of such creatures being driven into the wilderness, forced to band together in tribal communities, further mucking up their own blood lines. Such creatures have an antagonistic relationship with the races that have spurned them.
[goblin kind, on the other hand, are an actual, non-mutant species. They're enmity towards dwarves are based on rivalry born of competing subterranean species; their hostility towards humans and elves come from these latter groups being allies with dwarves. Kobolds, in my game, are simply "small goblins," (like gnomes are "small dwarves") not dog-headed gremlins]
| Typical orcish horde. |
I've often, in recent years, considered orcs to be something akin to the sword & sorcery trope of "beastmen," creatures that, AD&D, would normally be modeled by the mongrelman creature found in I1: Dwellers of the Forbidden City and later (published officially) in the Monster Manual II. The justification for this comes directly from my reading of the Tom Moldvay's (B/X) description of the orc:
"Orcs are ugly human-like creatures who look like a combination of animal and man."
...the first time ANY physical description of orcs (outside of coloration) is given in any of the D&D books. To me, it conjures a bit of an Isle of Dr. Moreau vibe, and I'm happy to run with that...especially the idea of such mutant creatures setting down their own laws and traditions in an attempt to build some semblance of "society."
But, again, I'm digressing. And I have errands to run. The Seahawks are playing tonight (we'll see how THAT goes...), and since the MLS playoffs don't start (for Seattle) till Tuesday, that means my weekend should be very freed up for Dungeons & Dragons. Rainy days in November are good for gamers!
: )
Thursday, January 9, 2020
My Ranger
See, ever since I started reconsidering the ranger, my imagination has captured this pic completely at odds to the way the character class is generally portrayed. You folks probably know what I'm talking about: the effete, lightly armored archer type, perhaps with some forest colored cloak (brooding hood included), and...for the males anyway...a light beard or Erol Flynn goatee. Something like this:
| Pulled from Pinterest |
Because here's what I am picturing: a really beefy bruiser, dressed in plate armor, sporting a beard that would put a Jeremiah Johnson style mountain man to shame. Probably carrying a big axe for felling trees and orcs alike.
But BIG okay? Not slim and trim, but barrel-chested with the increased lung capacity of a cross-country skier. A ranger should be damn near as big and hairy as a bugbear...literally. After all, the average bugbear only has 14 hit points; it wouldn't be unreasonable to expect a 1st level ranger to have at least that many hit points in AD&D, given their constitution requirements. And if playing a campaign where the DM awards max HPs to start, the ranger's going to be closer to ogre-size.
Rangers are human bugbears...they're big, sneaky sons of bitches that goblins tell campfire stories about, trying to scare each other. They live and ply their trade on the edge of human civilization, operating in areas the normal army can't or won't operate. Armed and armored to the teeth, they are self-sufficient and fiercely independent...if you find the maximum (3) rangers operating together, chances are they are a married couple and a single child learning the parents' craft. Other than a mate or a student-teacher relationship, there's little reason for rangers to congregate: they value their solitude and while they'll tolerate non-rangers' lack of etiquette in impinging on their space, they won't tolerate such intrusions from their own (ranger) kind, who should really know better.
| It was this or some viking image. |
As I consider the role of such characters in my campaign setting...especially as they relate to both druids and bards...this is the image I'm holding in my mind's eye. Rangers: the true bully of the wilderness. Bugbears have nothing on 'em.
Friday, December 13, 2019
Hunter of Men
Are rangers the only character class able to track in an AD&D campaign?
Clearly other intelligent humanoids...especially humans...will have some means of tracking prey. Hunting has long been a means of providing meat for the table, and the ability to find and recognize tracks is nearly as pertinent to the practice as the ability to bring down the target. People have been hunting since the stone age and it is too far-fetched (from my perspective) to restrict the skill to individuals of exceptional ability and supernatural power (i.e. rangers).
Of course, this doesn't mean folks of non-exceptional ability are as good at tracking as rangers. The class as presented in the PHB provides a 90% base chance to track in the outdoors (Unearthed Arcana adjusts this to level based, though I'm inclined to ignore most of the UA). The Expert rule book (Cook/Marsh) provides a straight 1 in 6 chance per day of successfully hunting with a far higher likelihood of the turning up a hostile predator than a tasty antelope. Foraging for nuts and berries (also a 1 in 6 chance in B/X) is a safer bet.
Still, my takeaway is that it's possible for anyone (i.e. non-rangers) to find tracks (at least obvious ones), though their ability to make any sense of sign...or successfully follow it...may be far more limited than the sturdy ranger. And while there may be professional hunters or pathfinders...something equivalent to an expert hireling...these are probably little more than an NPC with the appropriate "secondary skill" (from page 12 of the DMG): something like forester, hunter/fisher, or trapper/furrier. Any PC has about a 15% of acquiring one of these skills, should the DM decide to include these in the campaign (we always did, back in my old AD&D days).
However, it's entirely possible that a player might desire more than a random secondary skill and less than the "full ranger" experience. While the clear winner of the man-hunter category is the assassin class (duh), I know there's been a long-held interest in the bring-em-back-alive archetype, usually embodied in the bounty hunter archetype.
| A typical bounty hunter. |
For an "advanced" D&D campaign, I think it's a bit more interesting to add such a character type to the list of permissible classes than to tweak or alter an existing class (e.g. by lifting the alignment restrictions on rangers and/or assassins). The reason I find it more interesting is that adds specificity, an additional layer to the setting. What does it say about the world that such a character type exists? If execution of wanted criminals was the only result needed, why would anyone require more than an assassin? A specialist in tracking and trapping targets can sometimes be useful, especially if one requires more information out of the subject than can be gained through a speak with dead spell. And it almost goes without saying that there are times an employer will want to engage the services of a professional kidnapper for the capture of an individual no goody-two-shoes ranger would ever touch.
Personally, I like the idea a lot. They'd use D8s for hit dice and be open to the same races (with similar level restrictions) as the assassin class, probably with a non-lawful alignment restriction. I like the idea of a multi-class or dual class bounty hunter, and can easily see the class paired with a cleric or magic-user to give them a kind of "witch hunter" vibe (without actually needing to create a new witch hunter class). Yeah, the more I think about it (and I have been thinking about bounty hunters a lot the last two-three days) the more I think I'm going to write it up...possibly for free, but perhaps as a download for my Patreon supporters. It's about time I showed them a little tangible gratitude.
More later.
Wednesday, December 11, 2019
Supernatural
First: the preamble. Lots of hate for the concept of alignment out there. I've vented my own spleen on the subject, most recently just a couple months back. Today, I'm not out to change anyone's mind on the subject...of the folks whom I respect and follow on Ye Old Interwebs, I've seen good arguments both for and against and this post isn't about picking sides or shaping opinion; DMs simply need to get things right in their own head so that they can run their game with aplomb and efficiency.
Second (aka Preamble Part Deux): this post is specifically aimed at addressing alignment restrictions with regard to class and (even more specifically) with regard to the ranger class (yes, it's "Ranger Week" here at the 'ol B/X Blackrazor blog). Other issues with regard to alignment (especially as relates to constraints on player behavior and its role in inciting intra-party conflict) I reserve for a later post.
Okay...all the ground rules laid out? Cool.
The ranger is one of three classes in the PHB that have "flame out" clause in its contract with regard to alignment, the other two being the paladin and the monk. Here's the explicit text, keeping in mind that the ranger is restricted to one of the three "good" languages (lawful good, neutral good, or chaotic good):
"Any change to non-good alignment immediately strips the ranger of all benefits, and the character becomes a fighter, with eight-sided hit dice, ever after, and can never regain ranger status."
In some ways, this is a bit harsher than the paladin strictures as by the letter of the book, any change (even, presumably, an alignment changing curse or magic item), will permanently strip the character of abilities AND leave the character as a weakened version of the fighter (using only D8s for hit dice instead of D10s). A fallen paladin, on the other hand, has to knowingly commit an act against her alignment...and would (at worst) retain D10s if reduced to an ordinary fighter.
[the consequences of a monk's deviation is incredibly interesting, even as it is especially tough: the character "loses all monk abilities and must begin again as a first level character." But a a first level what? A fighter? A magic-user? With such high ability scores required for the monk, most classes should be open to the now non-lawful character]
However, with regard to the ranger, it hasn't been the harshness of the penalty that's long bugged me: it's the penalty itself. I can understand the paladin's loss of abilities: the paladin concept is one of a holy warrior, granted many divine boons (save bonuses, immunity to disease, magic horses, healing hands) based on the character's inherent goodness and holiness. These are gifts from God (or the gods or whatever) a reward for a saintly individual doing The Lord's Work. Stumble on the path and, yea, you shall be smote, etc. They are supernatural abilities, not hard won skills, and metaphysical transgressions can result in them going away.
But many of the ranger's abilities...tracking, fighting giants, sneaking up on opponents, reading magic-user spells...seem far more grounded skills, earned through training ad practice, not bestowed by some divinity. I can get behind the idea that a ranger's bonus damage is based on the righteousness of her wrath and that this might disappear with a change in alignment (likewise magical abilities, specifically the druid ones). But tracking? I turn evil and suddenly forget how to spot footprints? What's up with that?
I must not be the only person who had this thought, as the 2nd edition of AD&D removed the consequences of alignment change from the ranger class (instead penalizing the class, like paladins, for "intentional evil acts"). 3rd edition D&D even took it a step forward, addressing the unspoken question "can't evil individuals track and hunt?" removing all alignment requirements from the ranger class.
[I'd like to make note at this point that MOST of the character classes in AD&D have alignment constraints: the cleric, druid, thief, assassin, and bard all have restrictions on their allowable alignment. However, unlike the aforementioned paladin, monk, and ranger, NO SPECIFIC CONSEQUENCES are noted for these characters, should they deviate from their alignment. Yes, clerics can have their spells withheld for failing to follow the tenets/ethics of their faith, and all characters are presumed to suffer the effects listed on page 25 of the DMG (i.e. level loss)...however, if my thief or assassin decides to "go good" and is willing take the XP hit, what's the prob? Apparently not much, other than a discombobulation with regard to alignment language]
Why should the metaphysical (alignment behavior, spiritual devotion, etc.) have consequences on the physical (ability to track, ability to cast spells, ability to both surprise AND be more alert)? It doesn't make sense for the supernatural to affect the natural...does it?
Here's the thing I realized: my gripe is based on my own post-Modern, secular perspective. A couple-few centuries ago, people ABSOLUTELY considered the metaphysical to affect the physical. Causation was based on far more than that which could be observed or scientifically proven. What a person of the 21st century might call "superstition" was an acceptable part of life and the natural world.
Even today, we have superstitions. I'm superstitious (I think this is probably more common with sports fans): I avoid walking under ladders and feel uncomfortable when a black cat crosses my path. Do I really believe that breaking a mirror will bring seven years of bad luck? No. But I still have my game day rituals when watching a Seahawks game (like not drinking a beer until they've scored a touchdown), which I feel somehow will influence the result...despite any observable causal effect.
Medieval humans were far more superstitious. They lived with spirits and folklore and magic as a part of their daily life. The "evil eye" could kill you. Treating the dead with less than healthy respect could lead to haunts and visitations (or possession!). Excommunication from the church could imperil your mortal soul. Failing to make the proper sacrifice (or seeing the wrong omen) could lead to defeat in battle.
D&D works in THIS mindset. It is fantasy, after all...it is chock full of magic and the irrational. The idea that a ranger would lose her ability to follow tracks seems as preposterous to me as the idea that masturbation makes you go blind...but I don't live in a world of wizards and elves and dragons. Why shouldn't an evil-aligned ranger suddenly lose the ability to do anything but hack and slash? The resulting causation of the metaphysical crime is supernatural...but in a fantasy setting, the supernatural is natural. It's not just a matter of playing the game "by the book;" it's a matter of establishing the proper headspace to run the campaign setting in a justifiable fashion.
Which is what I want as a DM: as I wrote in yesterday's post, I think it's imperative that a Dungeon Master gets her head right with regard to how and why the "physics" of the setting work. Doing so makes it much easier to speak and run the game with authority, satisfying questions that arise in play (both her own and those of her players) and permitting focus to rest squarely in the realm of play.
Now, I admit that there's still a question about other, non-good types having the ability to track individuals...but that's a question to be answered in a different post. Regarding the ranger, I feel my concerns have all been addressed.
| Hmm...maybe I should have saved this post for Friday (the 13th). |
Tuesday, December 10, 2019
Rangers Reconsidered
Back in October, Alexis chided me over a post I wrote about fatigue rules in AD&D, stating specifically:
Face it. The REAL reason you chafe at this nonsense is that you're finding excuses not to make a setting, design an adventure and start a campaign. As long as you are able to continue to futz around about this petty jazz, and get pats on the back from your readers about its importance, the longer you can find excuses to disparage AD&D and thus avoid the real meat of being a dungeon master.
And (as I admitted at the time) there's more than a little truth to what he wrote. "Futzing around" with rules complaints IS a form of procrastination. I took his advice to heart and ceased posting about "needed" rules changing that weren't pertinent to the work of actually crafting an adventure or campaign...the real meat (as Alexis rightly points out) of being a DM. With the result being very few posts on this blog aside from some Blood Bowl items.
Thing is, I have been working on campaign ideas the last couple months...something I hope to write about in a future post. Not the ideas themselves (though I might get to that just for the sake of writing), but about my approach to creation, which some might find helpful/interesting...and/or which might incite feedback that I can use to adjust my approach to creation.
However, THIS post is about rangers.
I've written about rangers before (more than once): I wrote about how I thought it was a dumb class (and my reasons), later providing some circumstances that would justify its inclusion in the game, and even added a stripped down version for Holmes basic some time later. All of which should lead folks to the conclusion that, generally speaking, I am dissatisfied with the ranger class.
I've since changed my stance. Yeah, I'm so fickle about this stuff...only took eight plus years.
As I've begun diving back into Advanced D&D, especially with the goal of simply taking the rules as written, there are two major points that have shifted my perspective:
1) The literary origin of the class means NOTHING to me. That it was originally based on some Tolkien fan-boy's interpretation of Aragorn and the Dunedain means nothing more than an interesting footnote: it's a piece of trivia. The inspiration for the class is of no concern when one is dealing with the Rules as presented; my campaign setting is not Middle Earth so I have only to examine whether or not the class "fits" as a playable option in my own world.
2) The class as originally written (in the PHB) IS well-balanced and written in relation to the other AD&D classes. The hit point bonus (relative to normal fighters) fades by 5th level, the spell abilities acquired at high level (useful but limited in compared to spell-casters of similar level) help make up the difference for a character with limited equipment/followers. These abilities, including the extra melee damage versus common foes, helps make the character more independent and self-sufficient...emphasizing the theme of the character...while NOT making the class "all powerful," at least if one is bringing the full brunt of the AD&D rules to bear.
I'll talk about the alignment thing in a separate post.
For my purposes (and to be clear, I'm speaking of my purposes as a Dungeon Master, nor as aloud-mouthed blogger), the ranger class works, and this is important because it allows me to proceed with world building for an AD&D campaign. I can justify the class in my own mind, and thus I am armed with the arguments I need to speak with authority on its inclusion in my setting. For me, it is important for me to go through these examinations so that when a player asks "why?" I can provide them with an answer that satisfies...thus allowing both of us to get back to the important business at hand: playing the game.
| Rangers can (and do) wear plate armor. |
I think it's important that the campaign have these options. I think that the eleven classes presented in the AD&D Players Handbook (and their related multi-classes) provides just enough variation to sustain a long term campaign. I could kick the ranger to the curb in favor of my own "option," but there's no guarantee it would be any better. Less actually, considering the years of play testing the ranger has received.
So, yeah. I take back what I said about rangers. They're not a "dumb" class. In fact, I'm looking forward to seeing some in the next campaign I run...just no more than three at a time.
; )
Friday, September 20, 2019
Race, Racism, Alignment, and Evil
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. |