this post was submitted on 09 Aug 2024
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Every time people lament changes to the lore that amount to "not every member of species X is irredeemably evil" and claim the game is removing villains from it, I think how villains of so-caleld evil species fall into two cathegories: a) bland and boring and b)have something else, unrelated to their species going on for them, that makes them interesting.

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[–] [email protected] 33 points 3 months ago* (last edited 3 months ago) (3 children)

I feel like the bigger reason to have evil races is to have a more or less ever present challenge and point of conflict. For instance, the underdark is horrible place to be, in large part due to the drow. Their presence and general alignment of evil makes the setting dangerous and interesting. Is this town safe? Have the drow been messing about assassinating local leaders? Should we help this group by liberating them from slavery from the drow?

It's almost like their species is in of itself a character, with this species sized character being evil. Having an entire species be generally evil gives the world more scale than a single evil character would. But yes, an individual villain needs more than just their evil race to be interesting.

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[–] [email protected] 24 points 3 months ago (2 children)

I think a huge problem with this is trying to frame everything through D&D as well as our perspective. Fuck modern D&D and its desire to control the entire dialogue. Wizards of the Coast aside, there’s also a fantasy component here. I personally dislike requiring all races to act exactly like humans with human motives. From a specific perspective, we view the wanton murder and sacrifice of wood elves by the drow as a terribly evil thing. From the drow perspective, why can’t the opposite be true? I’m not talking about Salvatore’s one-sided writing that makes it clear the whole thing is a massive con. D&D is very biased toward human motive and perspective. Why can’t both be true? Drow are evil to us and we are evil to them? That’s a much more interesting story and completely changes the narrative around someone like Drizzt.

This is a really nuanced take on speculative fiction in general. I also strongly feel that, the way WotC writes things, removing racial alignment is very important. There is no nuance in their universe. Even when we see other races, we always evaluate their action through a human lens rather than being presented a cogent paradigm contrary to ours.

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[–] [email protected] 10 points 3 months ago

I dunno, when you literally have spells that detect or harm specific alignments, it makes good/evil more fundamental than in the real world, and that's fine for a fantasy world IMO.

[–] [email protected] 2 points 3 months ago

Someone needs to play Call from the Deep

[–] [email protected] 16 points 3 months ago (1 children)

I would say that many Mind Flayer villains are quite interesting because they are Mind Flayers.

[–] [email protected] 11 points 3 months ago (3 children)

Personally don't really find the snack sized Cthulhu aspect that interesting. What really interests me about them is the lore about them once being a great empire of douchebags who were overthrown by those they oppressed (gith) who then took their place politically and now hunt them down. Says a lot BG3 focused on this lore over the Cthulhu monster aspect. Just some good lore building which could have (and I'm sure has) gone to any other races.

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[–] [email protected] 44 points 3 months ago (5 children)

I feel like:

  1. No race should have alignment locking in any direction, because people are people and can do whatever they want. Our goodness or badness isn't determined by our genes.
  2. But, people are who they are because of the society they grow up in and how people treat them. If humans treat goblins like shit because they're goblins, and a goblin turns into a big bad because they want to kill the humans that slaughtered their village, then that villain is interesting for reasons tied to their species.

"No villain in D&D is interesting for reasons tied to their species" sounds very dangerously close to "I'm race-blind" in terms of not acknowledging that different people have different struggles, and racism is often a huge part of those struggles.

[–] [email protected] 15 points 3 months ago (1 children)

If you like this idea, you should read the webcomic The Order of the Stick. It's surprisingly good for a comic that started out as DND jokes and stick figures. It deals a lot with the problem of evil in DND.

[–] [email protected] 5 points 3 months ago

Likewise, Goblins.

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[–] [email protected] 18 points 3 months ago

I prefer the culture model significantly. Yes most orcs you meet will be part of a warband, but you may also get the orcish equivalent to Kublai Kahn. Drow have a cruel backstabbing matriarchy, but some surface city drow families only reflect that in that women are default head of household. You aren’t killing that camp of goblins because they’re short and green you’re killing them because they’re bandits, hell you may have been given that quest by a goblin.

And it lets you play with stereotypes vs cultural identities being lost to assimilation.

And it’s not like you can’t just automatically signal evil. Drow assassins probably aren’t up to any good unless you’ve been given a heads up. A goblin or orc raiding party is a raiding party and those are safe to assume are evil even if it’s an aasimar one. Even benevolent illithid eat brains.

And we have an example of this in the gith. The difference between the two types is cultural not biological.

[–] [email protected] 10 points 3 months ago (3 children)

Personally, as a DM I get tired of how many different intelligent species there are. It makes worldbuilding very hard. I tried carving out space for each of them, but it wasn't worth it. These days I prefer to just get rid of most races, but it's a bit hard to tell which ones to keep.

[–] [email protected] 4 points 3 months ago* (last edited 3 months ago)

Instead of trying to specifically carve out spaces for each one, try just figuring out the balance of the starting play area and immediate neighboring regions. Then have rough ideas of where some other continents in the world are, and as other spieces come up that are rare for the region you can say they are originally from continent X.

Until the players actually go visit these other places, you don't need to have societies fully formed and figured out. Once players decide to visit, you should have at least one session of sea/air/whatever travel buffer to give you time to populate new lands (and can then adjust for any storyline/player interest.)

For example, in my campaign I told my players that the elven homeland was in the continent to the south. Three years later they are finally going to visit there, and it turns out I now know that the elders and majority of elves in the capital city live in a giant treetop metropolis while halflings and some other races are engaged in a 1920s style drug-fueled gang warfare on the ground level amidst a technological revolution (Drive-by violence is much more interesting with repeating crossbows and fireballs instead of tommy guns and bombs). The elves care very little about what the "dirty ground races" are up to because as a consequence of their longevity, they are very slow to change and adapt to a changing world.

Had I tried to figure out their society at the start of the campaign, it would have been nothing like that.

[–] [email protected] 9 points 3 months ago (1 children)

That's one thing I love about shadowruns setting. You have all the races, but they don't really have to have a space carved out for them, since humans just became these races literally overnight. They just fit in with society as human, but...

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[–] [email protected] 18 points 3 months ago

Try flipping your process. Instead of working from the full list and taking things out, start from an empty list and add stuff in. If there isn't a good enough reason for it to be there, don't put it in. And if this leaves you with just humans, that's fine.

I'm not removing githyanki from my game. Githyanki were never in my game.

[–] [email protected] 11 points 3 months ago (1 children)

There's a game called Wildermyth where every faction is inherently incompatible with humans, but none of them are inherently evil.

For example, the Gorgons are an empire seeking to reclaim lost territory. This is fair, but they're aquatic, so they need to flood the world to take it back. Humans naturally need to fight them in order to survive, and there's no real way to compromise on that. It doesn't help that they ooze corruption everywhere they go.

[–] [email protected] 7 points 3 months ago (1 children)

Wildermyth is a fucking legendary game and everyone should play through All The Bones Of Summer

[–] [email protected] 7 points 3 months ago* (last edited 3 months ago) (1 children)

Everyone should play through all of it! Eluna and the Moth is amazing! Sunswallower's Wake is amazing! A Walk in the Unlight is amazing! I may like this game just a little bit.

To everyone who never played it, Wildermyth is essentially a story focused, randomly generated fantasy X-COM. You play as a company of heroes crossing the wilderness and hunting down monsters, coming across all the fantastic things therein. Campaigns take in-game decades to finish, so the heroes you start with might retire and their kids might join the fight later on. It's one of those games where I have run out of people irl to recommend it to, so now it's your turn!

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[–] [email protected] 10 points 3 months ago (1 children)

Polar Bears have a "evil race" reputation.... I'm sure they are just misunderstood and will explain it to you while they disembowel you

[–] [email protected] 16 points 3 months ago

Polar bears aren't intelligent enough to be evil. Depending on edition, they're either unaligned or true neutral.

[–] [email protected] -2 points 3 months ago (8 children)

Any story pitching “good” vs “evil” is bedtime drivel dressed a different way.

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[–] [email protected] 15 points 3 months ago (1 children)

It's a lot more interesting to have a goblin that somehow managed overcome its evil nature if basically all other goblins are genuinely crooked and evil, than if they're all "just another race" that's misunderstood. Yes, most villains should probably be more interesting and nuanced than just being evil due to their race, but evil races/monsters aren't a bad thing in a fantasy.

[–] [email protected] 15 points 3 months ago

No one's saying in the setting you're playing in goblins can't be evil as a default. Having it be a blanket truth for all settings is a bit constraining though. Goblins specifically in the DND world probably shouldn't all be evil alignment because their history is... Complicated

Pointy hat has a good video on it

[–] [email protected] 92 points 3 months ago* (last edited 3 months ago) (5 children)

Evil races give someone the PCs don't have to feel bad about killing. Obviously depends on your party, but if they befriend the hungry wolf pack and negotiate with the bandits, then a band of definitely evil goblins gives the barbarian something to smash without worrying if they're killing little Timmy's dad.

Edited to add: And if "he's an evil race" is your only reason for them being a major villain, that's bad storytelling. About as bad as "yes they're going to help you because they're good," and not for some kind of benefit to them, monetary or spiritual or whatever.

[–] [email protected] 28 points 3 months ago (8 children)

If you can kill something without feeling bad because of its race, that's fucked up. A group of goblin bandits can be fun, but they're villains because of the bandit thing, not the goblin thing. Why should a group defined by plundering travelers be more acceptable than a group defined by being short with green skin?

That said, the undead are, more often than not, fair game. Undead are a mockery of the life that came before and a defilement of their corpse, so killing them is a way of honouring the dead.

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[–] [email protected] 13 points 3 months ago

Everybody loves zombies - Shane Lacy Hensley

[–] [email protected] 15 points 3 months ago (1 children)

Eh, but maybe the barbarian should have to think about whether smash is the right path forward?

Also, you can have an individual group of enemies who are very clearly definitely evil without needing to relegate an entire species to it.

That said I run campaigns which are pretty far removed from my players wanting to smash dudes without a second thought.

[–] [email protected] 7 points 3 months ago (1 children)
[–] [email protected] 5 points 3 months ago
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[–] [email protected] 18 points 3 months ago (1 children)

Gotta agree with that one as removing pre-existing restrictions from character (playable or not) creation like predetermined “evilness” offers virtually no drawbacks. It opens up the game by improving its core sandbox mechanics and if one dislikes that change then they can just ignore it.

[–] [email protected] 8 points 3 months ago

Well any good DM can homebrew non-evil aligned 'evil' characters

Kinda the whole point is to put a spin on it, and alignment doesnt need any kind of balancing

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