Sunday, June 1, 2025
A is for Alignment
Friday, June 2, 2023
My Magic (Part 1)
I seems there are plenty of old schoolers who (gasp) let Clerics cast spells on-demand (well, on-imploration) as a kind of miraculous ask.
Since clerical spells are divinely given, they do not have to be studied; the cleric need only rest and then pray for them. As a result, the cleric has the choice of any spells of the same level for each adventure. Once a spell is selected, however, it cannot be changed during the course of that adventure (or day).
Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time.
Friday, April 29, 2022
Anti-Clerics
Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells. As a cleric advances in level, he or she is granted the use of more and more spells. However, clerics do not receive any spells until they reach 2nd level (and have proven their devotion to their god or goddess).
At the first 3 levels of experience, the power of a cleric is extremely limited. As characters advance to higher levels...[they obtain more spells of greater power, having proven their faith to their god or goddess. Because of this, it is very important for clerics to be faithful to the beliefs of their religion and alignment. Should a cleric behave in a manner that is not pleasing to his or her deity, the deity may become angered and punish the offender. This punishment could take many forms...[examples]. The DM may decide what punishment might be in such a case. To regain the favor of the deity, a cleric might find it wise to donate money and magic items to the religion, build a church or temple, gain large numbers of converts, or defeat some great foe of the religion...
| The whip is not an edged weapon. |
Monday, June 14, 2021
Killing Gods, Part 4
Since clerical spalls are divinely given, they do not have to be studied; the cleric need only rest and pray for them.
It is well known to all experienced players that clerics, unlike magic-users, have their spells bestowed upon them by their respective deities.
Eventually a new Archon mounted the throne in Pontylver, one who claimed [lawful neutral] Alia as her patron. The Temple of the Correct and Unalterable Way grew in followers and prestige, and as time passed, Myrrha noticed that her peers and superiors were becoming increasingly arrogant and arbitrary....Myrrha saw they were falling into the heresy of believing that law is concentrated in the individual and not the community. Investigating, she discovered a well-kept secret: many members of the ecclesiarchy were no longer able to cast high-level spells, thus proving their estrangement from their deity!
...clerics operate under the delusion that their deities actually exist (they do not!). In truth, clerics are merely a distinct variety of magic-user, devoted to one or more of the ten thousand Gods of Order. Clerics manipulate chaos to achieve their results through the mental constructs of their religious practices, rather than rote memorization of arcane mummery.
Cleric magic is divinely inspired, and is granted to Clerics through prayer. Whether these powers are granted to Clerics by higher powers, if these higher powers are what the Cleric believes them to be, or if all Cleric spells are merely ritualized forms of sympathetic magic, are all subjects frequently debated...
- As Mike Mornard writes, the original designers "made up some shit they thought would be fun." It involved exploring strange environs, finding treasure, building worlds. It was inspired and influenced by adventure fiction, much of it "fantasy" in nature.
- As a game, D&D has a system; it has rules. It models something (a fantasy world of adventure) and the rules are applied to the thing it models (the fantasy world of adventure) up to and including things like "how/why a cleric gets spells" and "how many hit points a god like Zeus might have."
- That divine architect that Elric is always searching for? The supreme being that orders the lives of even the gods of his world? D&D has that, too: it's called the Dungeon Master. And just like Elric's "supreme being" (who would be Michael Moorcock...duh), the DM is not a creature to be encountered by the protagonists (in D&D's case, the player characters). The DM creates the world but is not OF the world. What will be encountered are game constructs, up to and including the gods that inhabit the game world.
- As a constructed fantasy world D&D has a cosmology. As a game that models a fantasy world, that cosmology can be exactly and minutely defined...right down to just how much damage Thor can do with a hammer blow, or how many greater devils inhabit the 3rd layer of the Nine Hells...should such info ever become necessary for play.
- The game (D&D) has parameters (structure) of play. It has assumptions and expectations of how play resolves. These expectations of play resolution are determined by 1) the rules, 2) the way the rules model the world, and 3) the fiction that inspires the game...in that order. Don't (for example) tell me "well, Gandalf used a sword!" The inspiring fiction (#3) comes behind the rules (#1) and the modeled fantasy world (#2).
Monday, November 9, 2020
Gods of Krynn
In looking through the Dragonlance material, I find the thing is...mm..."problematic" in its relationship with and treatment of gods and religion. Which is a little ironic, given just how IMPORTANT the whole concept of divinity (and its role) is to the unfolding story.
Let's review for a moment: like many "vanilla" fantasy settings, DL has the usual, trope-riddled pantheon of multiple gods of various alignments (good, neutral, and evil) connected to their various spheres of interest (magic, farming, war, elves, etc. ad nauseam). As per standard D&D, these various powers grant spells to their most devout followers (clerics) whose job it is to...um...kind of "spread the good news" to the peoples. Well, at least the followers of the good deities. The neutral deities (like Gilean/Astinus or the dwarf god Reorx) appear to be more "take it or leave it" types with no interest in proselytizing or drumming up interest in their worship. And the evil deities' clerics are more bog standard villains of the Evil High Priest variety (i.e. mustache twirling villains who, if anything, appear to be jealous of sharing their power and standing).
[with regard to this treatment of neutral and evil deities, you need to remember and consider the context of the setting. Dragonlance was originally written and developed for 1st edition (pre-Unearthed Arcana!!) AD&D. In AD&D there aren't any "neutral" clerics (only druids, which Dragonlance doesn't appear to have). And as for "evil" clerics, there is only ONE named in the entirety of the original trilogy (Verminaard) and he gets disemboweled in the first book. The adventure modules have more (including Verminaard, who is supposed to survive through most of the series), and even changes main bad guy Ariakus from a wizard to a cleric]
[it's also worth noting that pre-UA did not allow non-human player characters to become clerics, with the exception of half-elves and half-orcs. Since DL dispenses with setting-specific IP, there aren't any Tolkien orcs (nor half-orcs) in the game, and half-elves are portrayed as extremely rare (there's only one - the protagonist, Tanis - and he's a fighter)]
Where DL gets credit for changing the "standard trope" is making a post-apocalyptic world where "true clerics" have disappeared from the world. The gods have literally abandoned the people (no more spells for clerics) which has made for a rather grim and perilous fantasy world. Reconnecting the people with their gods is a major plot arc of the novels.
*DEEP BREATH* Now, I have written about this "subversion" before, and some of the reasons I find it problematic...I'm not going to rehash those here. Instead, I'm going to talk about more underlying problems to the world building; things I feel I need to address before any sort of reclamation project.
First, let's talk about clerics specifically: just what the heck are they? What do they represent? Look I realize Dragonlance is the fantasy equivalent of space opera (where explaining FTL travel, for example, isn't important or integral to the story being told), but I've grown beyond the point where I can be satisfied with "it's just D&D; there are clerics" as a definition. No. Clerics and their faith and the gods are MAJOR POINTS OF THE SETTING (in both the novels and the adventure modules!); I can't just "write them off."
So just what do they do? What are they for? WELL...in the novels, they appear to fill the same role we see priests and preachers of our modern world: they counsel people and lecture people and comfort people and help guide people to positive life choices (and again, please note this is only with regard to good-aligned clerics). They have temples where they live and worship and pray, though they also do "outreach" to other parts of the world/environment. Villages and small towns have lone clerics and small churches around whom the entire community congregates; larger towns and cities have larger places of worship and multiple options of faith: whether you're talking pre-Cataclysm (note the descriptions of Istar in the Legends trilogy) or post-Cataclysm (see the Seekers of Haven in DL1). Despite being polytheistic, it's still comparable (i.e. recognizable) to our churches of today.
Except that this is D&D. That's not what priests...well, clerics...do. They go out on adventures. And while Goldmoon and Elistan (in the modules) are going out on adventures, it's under the thin guise of spreading the gospel of the True Gods (i.e. the ones that grant powers). While practically speaking they're offering medic and undead crushing skills to an adventuring party, that's not the fluff and fiction of the setting. What they should be doing (and what they are doing later in the novels) is ministering to the Faithful in a non-combatant fashion. Adventuring clerics are a strange abnormality in the Dragonlance setting. Even Lady Crysania (from the Legends trilogy) only accompanies the twins on their adventures unwillingly; she'd rather be doing the work of growing the newly established church on Krynn (and, in fact, returns to this work at the end of her "adventure"). And it is precisely because of her devotion that is given as the justification for her (high level) powers as a cleric.
[per the Dragonlance Adventures sourcebook, Crysania is 14th level(!!), despite a complete absence of adventuring experience]
But that (defining clerics, distinguishing their priesthood, and explaining their role as adventurers) is only part of the problem. The other parts are the actual lack of religion and ritual (kind of an important part of any pseudo-medieval setting) and the way DL treats polytheism in general (i.e. not really how polytheism worked in ancient times). Regarding the latter (a discussion on polytheism), I'd direct readers to Bret Devereaux's essays on the subject; they make for excellent reading and a decent enough overview. To me, Krynn's religion more resembles a medieval Christian theology with minor gods in the roles of the saints...nice, but not especially important compared to Paladine/Jehovah (I suppose, in such an analogy, Mishakal would be Mother Mary).
Which is all the more crazy when you consider Krynn's gods to be literal, active beings walking amongst humans (Takhisis has been physically manifest in the world more than once, and Paladine walks around in disguise much as Odin does in the Norse sagas, while the immortal Astinus, purported to be the god Gilean, is living and scribing in Palanthas, easily accessible with anyone with the right credentials)! The gods of Krynn are VERY manifest and VERY real, and thus do not even require "faith" for belief...and, yet they're treated fairly contemptuously in many regards (though I suppose not much more so than one would treat a "divine emperor" living in a far away capital).
| Fall on your knees. |
But, heck, even the draconians feel more worshipful and subservient to their gods (worshipping a dragon effigy, for example). Sure, Paladine might eschew ritual and reverence (he says something to that effect in the third book, if I remember correctly), but his priesthood's rather casual treatment of religion seems at odds with, oh say, the construction of huge temples and edifices to his glory (or the glory of the other gods: Mishakal's temple in Xak Tsaroth, for example). Such buildings require copious amounts of resources in pre-industrial societies, don't they?
Anyway...
I guess, right now, I'm just sitting in a place where I feel it's not enough to say "the gods of Krynn move in mysterious ways." They're NOT mysterious. They literally walk among the people of the world, interacting and directing them. One of them (Takhisis) wants to enter the world with all her forces of the Abyss and "conquer" it (though to what purpose is a little obscure)...and it's not the first time she's undertaken the task.
[interestingly...to me, anyhoo...that this the DL setting also includes such iconic MM personalities as Demogorgan, who appears in the Roger Moore-penned Tasslehoff story "A Stone's Throw Away" (Dragon #85). Perhaps, Takhisis is annoyed with demonic competition and wishes a plane of existence all to herself?]
I like the religious overtones and themes found in the DL-verse; I really do. I think they should be present in any campaign set in Krynn. However, even as I think the "quest to return the gods" can and should be detached (as a plot/story arc) from the player characters, the overtones and themes should be more ingrained into the setting...there should be more intensity. The "perceived abandonment" of the gods should probably be changed to ACTUAL abandonment; bringing them back may require an atonement on behalf of wayward humanity. Maybe. But that makes for a pretty dark campaign (one where most folks are in state of despair and hopelessness)...plus it doesn't wash with the presence of divine soldiers (Verminaard, etc.) in the service of the Dragon Army.
*sigh* More later. Next I'll be talking about the whole "steel pieces" thang.
Saturday, April 11, 2020
In The Tomb
Regarding my re-typing of OD&D:
Finished doing Book III...well, as much of it as I plan on writing at this point. The thing devotes a LOT of space (about a third of its page count) to aerial and naval combat, neither of which are incredibly pertinent to my campaign at the moment. I understand the authors' original intention of including everything necessary for a "complete game," but this is more appendix kind of stuff for "special adventures" (this may be a B/X prejudice as the original Expert set put ship and waterborne combat info in a just such a chapter at the end of the book). For better or worse, I don't see my players doing a lot of aerial combat maneuvers in game.
That leaves a lot of space, however, which I will be using to fill out GM info (from later works) that I really want to include. I went through the later OD&D supplements, as well as The Strategic Review and early Dragon magazines...
[ha! in the other room my daughter is having a video "play date" with one of her kindergarten friends and she's attempting to explain the Dungeons & Dragons game we've been playing. Funny stuff.]
...and made notes of the things I want to incorporate into the text. There are some interesting world assumptions I'm finding in the text. The fact that orcs are readily available for hire as mercenaries (and for low prices) says something about their place in the world/civilization of the game...especially as other humanoids AREN'T (goblins are too feral? I suppose). But how does this easy relationship sit with rangers? Not good I suppose (which is why they prefer to live in the wilds). Still, it helps explain half-orcs when orcs are regular participants in inter-species relationships...
Then there's the whole issue of evil (i.e. "chaotic") patriarchs. The same rules for high level clerics apply to evil high priests...which means any such individual that builds a stronghold is going to attract a large force of "faithful" fanatics...not to mention the automatic "tithes" (20 g.p. per inhabitant per year!) that starts rolling in to the EHP's coffers. Apparently all gods are honored in this fantasy setting...sets up all sorts of Isle of Pan Tang ideas.
Regarding the Tomb of Horrors:
Man, that adventure is the gift that just keeps on giving. After The Keep on the Borderlands, I've got to believe it's the module I've run the most over the years (yes, more than White Plume Mountain). Last night, I ran the original OD&D tournament version of the module for the kids, though using the illustration pack from the later 1980 publication. Kids each took two of the pre-gens from the adventure: Diego used an 8th level paladin ("Rider") and a 12th level magic-user ("Winklebart"); Sofia used a 4th/6th level Elf fighter-mage ("Fiddly Fiddler") and a 10th level cleric (first call "Sheila May," later changed to "Lovine the Artist"). The kids had a lot of fun picking out all the cool spells their high level characters could carry, and spent a good amount of time selecting equipment that provided them the right mount of utility with the most efficient encumbrance.
Because we were starting rather late at night, I declared we'd go with the two hour tournament time limit (though we probably went over by a bit). The players started by exploring the "right-hand" (western) false tunnel. The collapsing ceiling killed Fiddly, necessitating the use of Lovine's raise dead spell. Fortunately, the elf made his resurrection survival roll and two weeks later they were healed up and ready to try again.
The party's second foray into the dungeon saw them exploring the "left-hand" (eastern) entrance. Despite the rumbling they heard behind them, they decided to press forward and try to open the doors. It was only after they discovered the blank wall behind the doors that they turned to find the tunnel behind sealed by a shifting wall. "What do we do now?" What do you want to do. "Well, we'll check out the fake doors, but we'll be careful for traps." I think you've already set off a trap don't you? Oh, right. Fortunately, Winkle had memorized the passwall spell so they were able to escape.
Next up was the main (central) tunnel entrance. Here they managed to fall in most every pit trap along the path, but led by their stalwart paladin (with high hit points and amazing saving throws) they managed to traverse the length, finally arriving at the corridor's end. Finding and reading the the cryptic message on the floor, Diego decided to try the misty arch while Sofia's characters remained behind to "watch for monsters." The teleportation deposited Rider and Winkle in a rather messy heap in the chamber of the four-armed ghoul who surprised the pair (apparently they were still disoriented by the mist's effects). Random die showed the ghoul going after the wizard, who quickly died. Rider fought a round with the creature before deciding to flee due to low hit points and the strategic disadvantage of facing a monster with 4 attacks per melee. Charging through the exit he kicked open the plastered door to the main tunnel, only to plunge into the pit lying on the other side (death by impalement...he still made his saving throw). Hearing the commotion the rest of the party retraced their steps, recovered Rider's body, and retreated from the tomb.
The paladin was raised (easily making his resurrection roll) and two weeks later the party was back at the Tomb. Down a man (even had they attempted to retrieve Winklebart's corpse, it had been too long since his death to revive the wizard), they party decided to exercise the utmost caution. Taking a vote, they decided to go through the devil mouth this time. Once again, the paladin was chosen to go first (it was really Sofia's idea to try the devil mouth, but then she chickened out of taking the plunge; rock-paper-scissors was executed and Rider was given the job). Tying a rope around his waist and hoisting the lantern, the paladin pushed his way into the mouth, disappearing completely into darkness. Pulling on the rope brought back...nothing. After sticking a few odds and ends into the mouth (torches, both lit and unlit) it gradually dawned on the players that the devil's mouth was a one-way trip. "So where am I?" asked Diego. In heaven...you were disintegrated! Time for bed!
[there was a lot of laughter at my son's expense, even his own. "Sofia, why do you keep letting me make stupid mistakes?!" followed by the realization of his own words. Ah, D&D...I've missed you]
The children were suitably impressed that the Tomb of Horrors was exceptionally deadly and as fierce as its reputation suggested. Of course, they are also interested in going back, though they realize they're going to have to create some more characters. For my part I feel...refreshed by the experience. Maybe in my own way I'm like some sort of withered demilich that needs to bathe in the blood of young adventurers to get the creak out of my bones!
Regarding the chipa:
It turned out delicious. Here's a picture (we made more, but...um...it all got eaten):
Used a combo of queso fresco and mozzarella cheese in place of the queso paraguayo. The video was good (converted everything to English units of measure) and did a half order...still made a ton of chipa. Very tasty.
Enjoy your weekend folks...as best you can.
: )
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. |
Sunday, June 2, 2019
Problematic Content I Like
However, I still have some time have a bit of time now, in the wee hours of the morning (while everyone else is asleep) to blog a bit more on the South American campaign setting. The more I consider it and research it, the more I like the whole concept. As long as I treat the indigenous humans like, you know, humans and not some sort of cardboard fantasy antagonists, I think the setting can still provide plenty of ground for adventure while not becoming some sort of sick colonialist fantasy. I think the main thing to keep in mind is that humans are a diverse bunch of people: no group is inherently "good" or "evil," though self-interest can look like the latter when it's at the expense of others. Regardless, the game will probably have a bit more "moral ambiguity" than your average D&D campaign, especially those latter day editions that presume players to be some sort of heroic do-gooder types.
And that's fine. If a PC is murdering a fictional human in a game, does it it matter that the NPC is an Incan or a Spaniard? Is it really any different from murdering a (fictional) Traladaran or Thyatian? I think it only becomes offensive when the game states (explicitly or not) that a particular group of people is "orc equivalent" in the setting, i.e. a species of less-than-humans existing only to be slaughtered, and that there's no moral quandary for doing so, as the culture is all "evil" anyway.
I suppose we'll have to see how it works in practice which...considering my lack of gaming at the moment...might take a while. Still, I'll try to keep it in consideration as I do my prep work and world building. For now, let's just figure it's all "doable" and move on to the next offensive thing I've got planned: religion.
Specifically the re-skinning of alignment as "religion" for the campaign setting.
The whole Law-Neutral-Chaos axis doesn't really work in a setting of moral ambiguities: if you don't have a Dark Lord Sauron on one side and some sort of Council of Good Peoples on the other, the idea of alignment becomes either a means of measuring temperament (do I like to steal and cheat?) or one that measures some type of "cosmic force" interaction. The latter works great for settings that pit players against extra-natural entities (Cthulhu and the like) or define the conflict as one of order/civilization versus chaos/wilderness. But those don't really work for my setting: there isn't any cosmic evil force the PCs are striving against, and the "wilderness" of South America already had plenty of order/civilization in the form of the native peoples of the continent. The conquistadors were really the ones introducing chaos (to the eyes of the indigenous population) even as their perception was one of bringing "the light of reason and faith" to the region.
[oh...and if you just want alignment to be temperament, then why bother with it at all? Humans change their minds and behaviors all the time. No one is inherently Lawful or Neutral or Chaotic]
However, I do have reasons for wanting "sides" in the setting (and a shorthand description for characters), and instead of traditional alignment, I've decided that the term religion will do just fine. In this case, I break it into three categories:
True Christian
Practical
Non-Christian
Part of this is tied directly to the history of the setting. When the Church allowed the Spanish and Portuguese to divide up the non-Christian world between them, part of the justification for this was the conversion of the non-Christian populations. As such, only Christians were allowed to emigrate to the Americas, individuals in fact needing to be able to prove that they were Christians (of two Christian parents) in order to participate in the colonization. For the Spanish and Portuguese, going to the New World wasn't a search for "religious freedom;" it was about expanding the Church's dominion. As such, all European explorers in South America were exclusively (if nominally) "Christian" during this time period.
Now Christianity, like most world religions, is generally pretty nice when people follow its laws and tenets. Thing is, though, you actually have to practice what the priest is preaching...just because you've been baptized and take Communion regularly doesn't mean you're not an asshole. Walking in the steps of Jesus...like walking the path of any holy person...can be frigging hard especially the more attachments you have to the worldly. Not just money and power mind you, but your family, personal honor, and self-identity (status, place in society). It's tough dissolving one's ego and "trusting in the Lord," and most of us get too caught up in the immediate stuff in front of our noses to see (or care) about the larger picture.
Those that DO see that picture, or who can at least glimpse it and care enough to try to live it, are the folks that fall into the "True Christian" category. Baptized Christians (i.e. European explorers) who habitually forget or ignore either the letter or the spirit of Church teachings fall into the "Practical" category; they still believe in heaven, and are respectful of priests and the Eucharist (superstitiously so) but they're not really trying to live Christ's example. "Non-Christians" are people who actively disbelieve or despise the Church; it includes both atheists and apostates, and any pagan peoples (like all the indigenous folk at the start of the campaign).
In addition to helping define where one falls in the conflict between New World and Old World, these alignments serve a practical purpose of helping to distinguish and categorize the character classes in the campaign; at the moment, I see them breaking down like this:
Cleric: True Christian or Practical only
- Druid: Non-Christian only
Fighter: Any
- Paladin: True Christian only
- Ranger: Any
Magic-User: Practical or Non-Christian only
- Illusionist: Practical or Non-Christian only
Thief: Any*
- Assassin: Practical or Non-Christian only
- Bard: Any
Monk: Non-Christian only, if used
I haven't decided whether or not I actually want to include the monk character class...if I do, it will probably be some sort of fantasy order/cult found among the indigenous. I toyed with limiting thieves' alignment, but I figure there might be some "reformed" types who retain their skills refraining from their sinful (stealing) ways. Mage-types and assassins are limited because, regardless of any particular devotion they might have, they continue to practice crafts (sorcery and murder) that are distinctly counter to Church law.
Being a True Christian matters mostly to the cleric and paladin classes. It is possible to be a priest or knightly warrior without being a devoted Christian, but the supernatural powers of these classes are tied to their faith. As such, I've defined seven Saintly Virtues (based on the Cardinal and Theological Virtues) that True Christians must observe to retain their status:
Charity, Chastity, Faith, Fortitude, Mercy, Modesty, and Temperance
I have notes about how each might be broken, but the effects of breaking them differ between classes.
Because "to err is human," a player may choose a single virtue that their character may safely disregard while still retaining their status as a True Christian; it is assumed this is a personal flaw/vice that they are struggling with and so long as they show proper remorse (and seek confession) there is no alignment penalty (changing alignments carries the usual penalty of losing an experience level, but it's pretty damn difficult to switch between Practical and Non-Christian without actual religious conversion!).
Paladins who fall from True Christian to Practical alignment lose all class benefits, becoming a normal fighter (though one with a tougher XP table...oh, that guilty conscience!). The nice thing about this system is that I have actual "sins" (well, vices really) with practical limits that regulate if the character is being true to her alignment or not, rather than some arbitrary (i.e. DM defined) "act of evil." Players who want to play a more typical (and historical) "robber knight" can play a fighter of Practical alignment instead.
For clerics, the seven Saintly Virtues are tied directly to their spell-casting ability: the cleric may not cast spells of a greater level than the maximum number of virtues they obediently observe. This applies even to clerics of Practical alignment: each character has seven boxes that will be checked off by the DM if and win a character falls to the Vice that corresponds to a particular Virtue. For example, "lust" is the sin associated with Chastity, which here is defined as "sex outside the sanctity of Holy Matrimony." Since priests and nuns are prohibited from being married by Church law, this Virtue would be broken with ANY sexual relationship. This might not cause a change in alignment (especially if the cleric was already of the Practical bent) but would prohibit the character's ability to cast spells higher than 6th level...at least without proper atonement and penance.
[I am still deciding whether or not undead turning is linked to alignment...in which it would only be available to True Christians...or to class (in which case alignment matters little). Probably will depend on what I decide is the reason the ability works and how]
Aside from these things, I intend to have certain magical effects that function differently (or not at all) depending on the alignment/religion of a character: these include some spells (especially clerical and druidic magic) and some magic items as well: a pagan may burn (and take damage) from touching a holy Christian relic, and some Christians will face similar (and worse) penalties from particular pagan artifacts...though, of course, the effects will be less pronounced for "Practical" Christians.
It should be noted that while alignment might affect some societal structures, it need have no effect on which characters will adventure together. A True Christian will happily join a party that includes a pagan or an assassin with the hope that her shining example will inspire such characters to religious conversion (or, at least, to "mend their evil ways"). There is, thus, no proscription against paladins adventuring with a band of faithless miscreants.
: )