Morality: How Black Is The Night?: Moral Option 1: A Worthy Opponent
Morality: How Black Is The Night?: Moral Option 1: A Worthy Opponent
Morality: How Black Is The Night?: Moral Option 1: A Worthy Opponent
Those readers who have been following this series will remember the basic moral question regarding
Necromancy: namely the fundamental decision for each game as to whether to treat Negative Energy as
an objective force or an ultimate moral indictment. The central question surrounding fiends is less
obvious, but in no way less important to your game. We know that a Gelugon is Evil, he's got
a subtype that denotes him as being specifically Evil, that's not the question. What we don't know
ishow Evil he is. That's a central question that has to be addressed within the context of each game. Let's
face it, a lot of people really aren't comfortable with villainy more pernicious than the antagonists in a
Saturday morning cartoon. Other people have a different and equally valid hang-up: they aren't
comfortable having their characters stab enemies in the face repeatedly until they bleed to death unless
those enemies are extremely bad people. As so frequently happens, the rules for Dungeons and Dragons
are written to accommodate both play styles, which in reality ends up including nothing. Perhaps
unfortunately, youmust come to a table-wide consensus about what your gaming is not doing before you
can have your game do anything at all.
Keep in mind that none of these play styles are "worse" or "better".
For many games, the fact that the bad guys are bad is pretty much sufficient. Like the villains in Saturday
Morning Cartoons, their villainy requires – and gets – no explanation. Actual villainy is fairly upsetting to
contemplate, and a lot of people don't want to do it. I don't blame them, cannibalism, deliberate infliction
of pain, and exploitation of the innocent are unpleasant. Talking about secret prisons where torture is
conducted night and day without respite or reason is super depressing.
Implications: The biggest implication here is that since Evil and Good are basically just political parties or
ethnic hats, it is perfectly OK to have mixed alignment parties or to ban mixed alignment parties. You're
never going to have a serious discussion about what it is that Evil people do, so it's actually not important
how you handle them. You can even switch how you're handling it in the middle for no reason. One day,
the Atomic Skull can just chip in to save the world from Darkseid. Another day you can go kill the Atomic
Skull without feeling bad. It's very liberating, because you can tell a lot of stories – so long as none of
those stories involve actual evil actions happening on camera.
Pit Falls: While it is certainly a load off the mind to not be constantly reminded of child abuse, torture,
and sexual misconduct, bear in mind that this is Dungeons and Dragons – your foes are more than likely
going to be killed with extreme stabination. Possibly in the face. Possibly more than once. If the
villains aren't doing anything overwhelmingly bad, it's entirely possible that it won't seem like
they deserve being killed. If subjected to enough analysis, one might even find that your own "heroes"
appear to be the villains in your cooperative storytelling adventure. Certainly, He-Man never took that
sword and chopped Skeletor into chunks. Star Wars: Episode One was such an unsatisfying movie in no
small part because the villains never did anything bad.
Glossing over the villainous activities of the bad guys should go hand in hand with all of the players
acknowledging and understanding what you are doing and why you are doing it. As long as everyone is
making the active and informed choice to not deal with the heavy moral questions – it's all good.
Many DMs will want to play their fiends pretty much like Nazis – their agenda is hateful, but in their off
time they go hang out at the pub just like everyone else. You could even sit there with them and drink
together unless you happen to be a Jew. This is the default assumption of a lot of Planescape literature,
for example. An Evil creature is Evil because it ever does Evil things, not because it's necessarily doing
any Evil right now. Darkness and light are, in this model, pretty ephemeral concepts – characters who
wish to save their own sanity will end up either paying perhaps too much attention or ignoring them
completely often as not.
Implications: Since bad guys (and presumably good guys as well) spend most of their time being regular
guys and only infrequently perform acts worthy of praise or scorn, it's extremely easy for heroes to fall to
Evil and extremely easy for villains to be redeemed for full value. People on both sides of the Good/Evil
axis are doing pretty unexceptional stuff most of the time, so the allegiance that even Evil Clerics have to
darkness is pretty tenuous.
This way of handling things is so much better at handling mysteries than are other morality systems that
it may as well be a requirement if you ever want to play a "who-done-it" adventure. Since the good guys
and bad guys spend most of their day being actually indistinguishable one from another, it makes
distinguishing them actually difficult – and that has to happen if there is to be any question of who the PCs
are supposed to stab.
Pit Falls: Be wary of over-humanizing the villains. In many stories, the bad guys are a lot more
interesting than the white hats; and that can seriously derail a campaign if it happens in a role playing
scenario. Beware also of the fact that if the Evil Overlord is mostly chillin like a villain with his family and
having brews with his bros, it's going to be pretty hard to justify it when you inevitably stab him right in
the face. Also remember that while The Banality of Evil is great for mysteries, it's actually so good for
mysteries that the game can bog down. Players can get caught up in the minor goings-on of characters
you don't even care about. Paranoia can be paralyzing when any scullery maid could really just go Evil at
any time and poison your food to try to get your wallet. It can be realistic, but realism takes place in real
time. That's not good if you're trying to raise hippogriffs as steeds.
Many DMs will want to make their Evil as Evil as possible. That can get… pretty Evil. It can actually get so
Evil that people whooverhear you playing the game will get a very bad impression about your group and
the things you talk about. The starker the contrast between Good and Evil, the more righteous the acts of
heroism the players commit. Tales of monstrous action are fascinating and the horrid and disgusting can
hold people's interest indefinitely. By having the forces of Evil disembowel people in loving detail you can
capture the imaginations of your players with actually relatively little creative work on the part of the DM.
There have been over 10 Jason movies because those things practically write themselves, and people
keep watching them because they genuinely are as intriguing as the are revolting.
Implications: With the forces of Evil running around doing actual stomach churning crime, having Evil
and Good "team up" is essentially implausible. In fact, having Good and Evil characters in the same party
is pretty much a non-starter. When playing with The Face of Horror the universe is essentially a cosmic
battle between Good and Evil, the forces of Law and Chaos have some fights too, but essentially that's
just crime compared to the world shaking conflict of darkness and light.
Further, while Good and Evil being as immiscible as Rubidium and Water makes for a well defined party
demographic, it also has other far reaching consequences. When you go to the Abyss, the sand itself is
Evil. Once you've made the determination that this means more than that Paladins can find every grain –
you've bought yourself into the determination that beaches in the Abyss are themselves morally reprobate
somehow.
Pit Falls: While The Face of Horror ends up making Good and Evil a much more important distinction than
Law vs. Chaos, that's not really a problem. Sure, it's not reciprocal or equivalent and that's a breach of
the Great Wheel tirade, but that's not really important to the game. Let's face it, when was the last time
you saw a statted up enemy prepared to cast dictum? No, the problem is that if you make Evil as nasty as
it can be made, it's really nasty. It makes other people in the game uncomfortable, and it disturbs people
who hear portions of your game out of context. People like talking about stabbing their sword into an evil
monster, that's all heroic and crap, but actually looking at sword wounds is icky. People don't want to do
it.
Evil, if defined as "things we don't like", is pretty much exclusively composed of things we don't like. That
means that the more we focus our attention on the details of what's going on, the more we'll want to
clean our eyes out with soap. And while skirting that line can make a story grimly compelling, remember
always that different people have different tolerances for this sort of thing. Just because something is
gross enough to catch your prurient interest without wrecking your lunch doesn't mean that it isn't so
nasty as to drive other people away. Tolerance for discussing child murder in the context of a story is not
a virtue, and there is absolutely nothing wrong with the people who don't enjoy watching movies in the
splatter horror genre.
In this model, evil is a force that sits diametrically opposed to good. In order for one to exist, the other
must exist as well. Evil is what gives good its meaning, and in fact one can simply define one by the
other: to be good is not-evil, and to be evil is to be not-good. When playing with this option, evil plays a
vital role in society and cannot be eliminated without dire consequences. For example, when the Jedi
eliminate the Sith Lords, they set themselves up for an even more powerful Sith Lord to rise and kill them
all, ushering in a new order of Evil, which is in turn later demolished by the calling out of a powerful Jedi
who can defeat it. Neutrality is the rule of the day in this model, in the sense that evil and good will
always be in the midst of trumping each other in an effort to “win”, a goal that is as meaningless as it is
impossible.
What does that mean for your game? In this model, evil will always be the fly in your ointment and the
piss in your cheerios, and good will always be the silver lining in the stormcloud and the complementary
bag of nuts in your red-eye flight. Even the most powerful and good organization of clerics in your world
will have a cruel inquisitor, and even the most death-hungry cabal of necromancers will have a guy who is
kind to puppies and little children. Organizations and people will be “mostly” one thing or the other, but
not all of anything, and people will be OK with that. Kind kings will be mostly good, but will have no
problem massacring an entire generation of goblinkind in an effort to keep the roads safe, and liches who
eat souls will defend the land from rampaging chimera without reward in an effort to keep the peace.
Implications: In a sense, this is the easiest of moral options, as you won’t need to really keep track of
what’s going on with alignments. People will occasionally do things out of character, and that’s fine.
Society will be quite tolerant, as they completely think its OK for there to be a Temple Street with a shrine
for Orcus worshippers competing for space with a hospital sponsored by the clergy of Pelor. When one
organization for good or evil gets stomped down, another one will pop up to replace it in an endless game
of cosmic whack-a-mole.
For character with alignment related class features, atonement is a far easier process. Occasional deeds
that violate your alignment are tolerated, as long as attempts at acts of atonement are made in a
reasonable time frame. The Paladin that kills an innocent to defeat a powerful demon may have to visit
the innocent’s family and make restitution after the battle, and the Cleric of Murder who defends the king
from an assassin may have to seek out several of the King’s loved one’s in order to rededicate himself to
his dark god.
Pit Falls: It can be pretty cool to have a party that has an assassin, a druid, and a champion of light in it
– there's a lot of early D&D that has that as virtually the iconic party – but if the great game between
Good and Evil is an inherently pointless game, that can make the story of your characters seem pretty
banal. It's a line that can be hard to walk. It's just plain difficult to simultaneously have any individual
attempt to destroy the world be important while having it be built into the contract that there will be
another one tomorrow.
In D&D, creatures do not "fall" into Evil. Being Evil is a valid choice that is fully supported by half the gods
just as Good is. Those who follow the tenets of Evil throughout their lives are judged by Evil Gods when
they die, and can gain rewards at least as enticing as those offered to those who follow the path of Good
(who, after all, are judged by Good Gods after they die). So when sahuagin run around on land snatching
children to use as slaves or sacrifices to Baatorians, they aren't putting their soul in danger. They are
actually keeping their soul safe. Once you step down the path of villainy, you get a better deal in the
afterlife by being more evil.
The only people who get screwed in the D&D afterlife are traitors and failures. A traitor gets a bad deal in
the afterlife because whichever side of the fence they ended up on is going to remember their deeds on
the other side of the fence. A failure gets a bad deal because they end up judged by gods who wanted
them to succeed. As such, it is really hard to get people to change alignment in D&D. Unless you can
otherwise assure that someone will die as a failure to their alignment, there's absolutely no incentive you
could possibly give them that would entice them to betray it.
Paladins are as Good as any character can be, and they are required to follow a code of conduct. However,
following this code is no what makes them Good, we know this because Clerics of Good (who detect as
being just as Good as Paladins) don't have to follow that code. The code is completely arbitrary, and has
no bearing on the relative Goodness of a character. Paladins also lose their powers if they don't drink for a
few days, but that doesn't put Blackguards in danger of losing their alignment when they quaff a glass of
water.
The Paladin's code is uncompromising, but it is also exhaustive about what it won't allow:
The Use of Poison: If a park ranger hits a bear with a tranq dart, that's not an Evil act. Poison
isn't any more or less Evil than a blade. Paladins can't use poison because they agreed not to –
not because there's anything wrong with poison. Maybe Paladins only get to keep their magically
enhanced immune system so long as they don't take it for granted by using things that would tax
it on purpose. Maybe their concern for public safety is so great that they are only willing to use
weapons that look like weapons. Whatever. The point is that Paladins have to be Good and they
can't use Poison, and these are separate restrictions.
Lies: A Paladin can't lie. Whether telling a lie is a good or evil act depends on what you're saying
and who you are saying it to. But a Paladin won't do it. That means that if the Nazis come to the
door and demand to know if the Paladin is hiding any Jews (she is), she can't glibly say "No."
That does not mean that she has to say "Yes, they're right under the stairs!" – it means that she
has to tell the Nazis point blank "I'm not going to participate in your genocidal campaign, it's
wrong." This will start a fight, and may get everyone killed, so the Paladin is well within her code
to eliminate the middle man and just stab the Gestapo right there before answering. That's
harsh, but the Paladin's code isn't about doing what's easy, or even what's best. It's about doing
what you said you were going to.
Cheating: Paladin's don't cheat. They don't have to keep playing if they figure out that
someone else is cheating, but they aren't allowed to cheat at dice to rescue slaves or whatever.
Again, there's nothing Good about not cheating, it's just something they have to do in addition to
being Good all the time.
Association Restrictions: Paladins are not allowed to team up with Evil people. They aren't
allowed to offer assistance to Evil people and they aren't allowed to receive assistance from Evil
people. Intolerance of this sort isn't Evil, but it isn't Good either. It's just another thing that
Paladins have to do.
We are aware that especially if you've been playing this game for a long time, you personally probably
have an understanding of what you think Law and Chaos are supposed to mean. You possibly even believe
that the rest of your group thinks that Law and Chaos mean the same thing you do. But you're probably
wrong. The nature of Law and Chaos is the source of more arguments among D&D players (veteran and
novice alike) than any other facet of the game. More than attacks of opportunities, more than weapon
sizing, more even than spell effect inheritance. And the reason is because the "definition" of Law and
Chaos in the Player's Handbook is written so confusingly that the terms are not even mutually exclusive.
Look it up, this is a written document, so it's perfectly acceptable for you to stop reading at this time, flip
open the Player's Handbook, and start reading the alignment descriptions. The Tome of Fiends will still be
here when you get back.
…
There you go! Now that we're all on the same page (page XX), the reason why you've gotten into so many
arguments with people as to whether their character was Lawful or Chaotic is because absolutely every
action that any character ever takes could logically be argued to be both. A character who is honorable,
adaptable, trustworthy, flexible, reliable, and loves freedom is a basically stand-up fellow, and meets the
check marks for being "ultimate Law" and "ultimate Chaos". There aren't any contradictory adjectives
there. While Law and Chaos are supposed to be opposed forces, there's nothing antithetical about the
descriptions in the book.
In this model we get a coherent explanation for why, when all the forces of Evil are composed of a
multitude of strange nightmarish creatures, and the forces of Good have everything from a glowing patch
of light to a winged snake tailed woman, every single soldier in the army of Chaos is a giant frog. This is
because in this model Limbo is a place that is totally insane. It's a place where the answer to every
question really is "Giant Frog". Creatures of Chaos then proceed to go to non Chaotically-aligned planes
and are disappointed and confused when doors have to be pushed and pulled to open and entrance cannot
be achieved by "Giant Frog".
If Chaos is madness, it's not "spontaneous", it's "non-functional". Actual adaptability is sane. Adapting
responses to stimuli is what people are supposed to do. For reactions to be sufficiently inappropriate to
qualify as insanity, one has to go pretty far into one's own preconceptions. Actual mental illness is very
sad and traumatic just to watch as an outside observer. Actually living that way is even worse. It is
strongly suggested therefore, that you don't go this route at all. It's not that you can't make D&D work
with sanity and insanity as the core difference between Law and Chaos, it's that in doing so you're
essentially making the Law vs. Chaos choice into the choice between good and bad. That and there is a
certain segment of the roleplaying community that cannot differentiate absurdist humor from insanity and
will insist on doing annoying things in the name of humor. And we hate those people.
I'd like to endorse this more highly, since any time you have characters living up to a specific arbitrary
code (or not) it becomes a lot easier to get things evaluated. Unfortunately, it's really hard to even
imagine an entire nation fighting for not following their own laws. That's just… really weird. But if you take
Law to mean law, then you're going to have to come to terms with that.
Here's where it gets weird though: That means that Lawful characters have a harder time working
together than do non-lawful characters. Sure, once they agree to work together there's some Trust there
that we can capitalize, but it means that there are arbitrary things that Lawful characters won't do.
Essentially this means that Chaotic parties order one mini-pizza each while Lawful parties have to get one
extra large pizza for the whole group – and we know how difficult that can be to arrange. A good example
of this in action is the Paladin's code: they won't work with Evil characters, which restricts the possibilities
of other party members.
In the world, this means that if you attack a Chaotic city, various other chaotic characters will trickle in to
defend it. But if you attack a Lawful city, chances are that it's going to have to stand on its own.
The key is essentially to not overthink it. Chaos was originally put into the fantasy genre in order to have
bad guys without having to have black hatted madmen trying to destroy the world. So if Team Chaos is
coming around your door, just roll with it. The whole point is to have villains that you can stab without
feeling guilty while still having villains to whom your characters canlose without necessarily losing the
whole campaign world.
Code of Conduct: Knight
Sigh. The Knight' code of conduct doesn't represent Lawful activity no matter what your group means by
that term. They can'tstrike an opponent standing in a grease effect, but they can attack that same
person after they fall down in the grease! They also are not allowed to win a duel or stake vampires
(assuming, for the moment that you were using some of the house rules presented in The Tome of
Necromancy that allow vampires to be staked by anyone). So the Knight's code is not an example of
Lawfulness in practice, it's just a double fistful of stupid written by someone who obviously doesn't
understand D&D combat mechanics. If you wanted to make a Knight's Code that represented something
like "fighting fair", you'd do it like this:
But remember: such a code of fair play is no more Lawful than not having a code of fair play. Formians
are the embodiment of Law, and they practically wrote the book on cooperation. So while a Knight
considers getting help from others to be "cheating", that's not because he's Lawful. He considers getting
such aid to be cheating and he's Lawful. What type of Lawful a Knight represents is determined by your
interpretation of Law as a whole. Maybe a Knight has to uphold the law of the land (right or wrong).
Maybe a Knight has to keep his own word. Whatever, the important part is that the arbitrary code that the
Knight lives under is just that – arbitrary. The actual contents of the code are a separate and irrelevant
concern to their alignment restriction.