From the Sorcerer's Scroll:
Evil: Law vs. chaos
by Gary Gygax
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| Best of Dragon, vol. II. | - | - | - | Dragon |
The DMG
contains a fairly detailed section
regarding the various alignment
characteristics. On reflection, however,
I began to wonder if enough had been said
about the different
approaches to evil. Now, if one clearly
defines the lawful evil and the
chaotic evil characteristics, the neutral
evil path becomes evident as the
middle road between the two opposite approaches
to the precept of
banefulness. Considering the confusion
regarding alignments, it cannot
but help to say a few more words on the
subject.
For those of you who have not as yet read
the DMG, evil is typified
by the desire to advance self over others,
by whatever means are
possible, and always by the foulest of
means possible — and more on
that later. Whatever causes the most harm
is typically the most desirable
course to follow. Pain
and suffering are meat and drink to the creatures
of evil. Slavery and oppression of all
weaker creatures are considered as
natural, for these exist only to serve
and satisfy the demands of the
stronger.
LE
believes that the only way to impose the tyranny of their
alignment over all creation is to follow
an ordered course of action. Their
evil society is rigidly structured, each
being knowing its place and cruelly
dominating all beneath this station, while
being just as bullied from those
above. Each creature in this hierarchy
strives to follow the orders from
the stronger most painstakingly — both
to avoid punishment and in
hopes of bettering its position in the
order. To those beneath each is as
harsh and cruel as possible: fearful of
failure in its tasks, of being
replaced by an underling. The evil ends
desired might be better obtained
by actions which are actually less vile
than other options, but the
order of lawful evil will generally perceive
the most useful course rather
than merely the most baneful in the short
term. Hell and its environs
hate chaotic good most vehemently, for
they see threats there to both
the structure of their social system and
their proposed course. What
worse than both total freedom and happiness
brought about only by
individual achievement and character?
Therefore, lawful evil would
certainly not hesitate to ally itself
with virtually any other cause if this
helped to abridge the scope and influence
of those creatures typifying
the chaotic good. Similarly, a devil would
attempt to influence and
possess principally those humans who were
powerful and influential
leaders of ordered communities, organizations,
and states, i.e. lawful
individuals not already committed to evil
ends.
-
CE||CE
certainly has the common denominator of banefulness
with those creatures who follow the ordered
path of woe. They likewise
oppress and enslave, torture and kill
for the pure pleasure of seeing
suffering and death. But while LE sees
these activities as part of
the structured course towards a world
ruled by evil, those of chaotic evil
alignment see such activities as an end
in themselves. While the weaker
chaotic evil creatures fear and often
hate the stronger, they are ruled by
them only insofar as the reach of the
stronger extends — and possibly
only as long as the stronger has interest
in so doing. The individual evil is
more important than the collective one.
Let each evil being do its best to
spread evil and chaos, and the ultimate
result will be a cancerous spread
of the alignment. Order is next to good
in undesirableness, so lawful
good is the antithesis of chaotic evil.
Yet creatures of this alignment will
not long associate to combat their hated
foes, except lesser creatures
under the leadership of some mighty demon
or in extreme situations
where the very structure of chaotic evil
is threatened by some great
coalition of good. A demon
is not interested in ruling nations but in
spreading evil as it alone sees fit. Therefore,
possession by a creature of
chaotic evil is typically of an unstable
individual who will run amok for
short time, or of some singular figure
who will be in a position to send
out many such individuals.
The differences in tendencies and philosophies
are reflected in the
personal involvement of devils
and demons in the affairs of the Prime
Material Plane. The rulers of the Planes
of Hell (devils) will seldom
involve themselves in worldly affairs
directly. Archdevils operate
through their organizations to influence
the course of events on the
Prime Material
Plane. Because of the strict order that devilkind adheres
to, intervention of even lesser devils
is rare, as the rulers make pacts with,
humans
and other agents. These arrangements assure that lawful evil is
spread upon the Prime Material Plane,
even though the Tiers of Hell are
smaller than the Layers
of the Abyss, for example, and there are far
fewer devils than there are demons. While
there is rivalry betwixt the
Dukes of Hell, it is a prescribed and
ordered contest wherein the rivals
recognize limits and the need for mutual
cooperation in order to insure
that their collective realm remains strong
and inviolate.
The very nature of demonkind, however,
dictates a far more direct
involvement in activities on the Prime
Material Plane. Lacking extensive
organizations, each demon lord must become
personally active if he or
she desires to meddle in the affairs of
humankind, etal. It is not making a
virtue of necessity on the part of demons
to point out that they prefer
such personal involvement. Thus, this
or that demon lord will be
encountered in material form, directing
the activities of whatever group
of followers he or she has gathered to
spread disorder and woe upon the
earth. Each powerful demon (and there
are scores and scores of them)
competes bitterly with all others in a
deadly rivalry for supremacy — both
in the Abyss
and on the PMP. The chaotic nature of
demonkind dictates that mutual cooperation
is unlikely at best, and any
alliance between two demon lords will
be one of mistrust and betrayal,
doomed to a very short lifespan.
NE, as typified by daemonkind, follows
the middle course
between the rigidly ordered society of
the Nine Hells and the anarchy of
the Abyss. Yet this alignment has neither
the organizational capability of
lawful evil nor the great multitudes of
chaotic evil, so all told it is weaker
than either. The flexibility of neutral
evil creatures enables them to
survive and remain relatively free of
rule by either Hell or one or more
demon lords. The daemons and other inhabitants
of Hades (and Gehenna and Tarterus
as well) will as often as not become personally
involved in activity on Prime Material
Plane if they see it as gainful to
their power and prestige or particularly
enjoyable. In like manner, they
will join in diabolical or demonic enterprises
to further their ends, evil
and personal.
LE||LE
has more common cause than those of lawful neutral
bent than it does with demonkind, just
as chaotic evil has more fellowship
with chaotic neutrality than it does with
Hell. Both alignments, the
chaotic and the lawful evil, despise those
who take the neutral course,
seeing this as fence straddling, so to
speak. The demons are too disorganized
to enslave these creatures, however, while
Hell desires a buffer
and uses daemonkind as tools as well.
For their part, daemons play off
the Abyss against lawful evil to insure
their freedom, power, and continued
importance.
In summation, LE||LE,
through its orderly arrangement and
structure, wields great influence throughout
the Prime Material Plane,
even though devils seldom take a personal
role, and the number of the
dwellers in the Nine Hells is not overwhelming.
An altar
dedicated to
an evil deity
CE, on the
other hand, while represented by a far
greater number of powerful
creatures taking a direct part in the
affairs of the world, has no greater
influence or power — perhaps less even
— because of animosity between
demons and the chaotic tendencies which
preclude organization and
assurance of purposes carried out by lesser
beings under direction. Hell
works carefully to bring its evil yolk
over all the world, while demonkind
attempts only individual forays to aggrandize
some lord or other, increase
the fame and glory of a particular prince
or princess of the Abyss,
or merely to bring a few decades of foulest
pleasure.
The LE||LE
character, then, is bound to follow a course which is
strictly ordered. The path he or she follows
is one of evil, but also one
which attempts to bring formal rule to
the world under the auspices of
Hell. The character
must obey and strive for the purposes of lawful
evil — furthering his or her own position
in the process, of course. Those
of you who have read Fred Saberhagen’s
CHANGLING EARTH will
recognize that the Emperor John Ominor
ruled a lawful evil realm — although
he apparently served no diabolic master.
In contrast, the CE||CE
character serves only him or herself, but
always towards evil ends. But the chaotic
evil character recognizes no
master, save out of fear and necessity,
and even in the event that such
recognition is necessary, he or she will
always strive to gain the upper
hand and dominate. If lawful evil can
be likened to a mountain chain,
with the highest peaks being the Dukes
of Hell, and the lowest foothills
the menial servants, then chaotic evil
is a series of islands and islets in a
vast sea — numerous but connected only
tenuously by underwater
ridges.
The LE||LE
character will certainly cooperate with others in order
to extend the sway of his or her alignment
— seeking advantage by lies,
trickery, and deceit while adhering to
the letter of the bargain, naturally.
The chaotic evil character will rule but
seldom cooperate for long. As
soon as he or she sees a possible advantage
accruing through abandonment
or betrayal — or perhaps simply because
he or she has grown tired
of the pact — the CE character will be
true to the precept of his or
her alignment!
Players can assume the role of a good or
an evil character without
undue difficulty, but in my experience
the orderly or disorderly tendencies
are another matter altogether. Law and
chaos seem to be more
ingrained in the actual personality of
a player, and these bents are thus
not as easily acted out. While you, as
DM, will order the NPCs of lawful,
neutral, or CE||CE
alignment, your players will tend to assume
alignments which actually fit their personalities
as respects order versus
anarchy, so you must observe such activities
quite closely. It is common
for players to seek the best of both worlds
by claiming the benefits of one
alignment while using the processes of
the other in order to gain power.
Thus, a player might well claim to be
lawful evil in order to receive the
assistance of an archdevil, and thereafter
blithely go about setting up a
totally independent and free-wheeling
empire of evil which has nothing
to do with the aims of Hell.
Such liberties cannot be allowed . . . .
THE FORUM
There's been a lot of controversy
in the gaming
hobby over those FRP games
where the players
run evil PCs and get their
thrills by performing
heinous deeds and disgusting
acts. I don't mean
ordinary games where some
of the PCs have such
human
but unendearing traits like vanity, selfish-
ness, and a hunger for power;
I mean games
where most or all PCs are
dedicated to downright
Evil with a capital E.
Although there are too many
arguments
against playing evil campaigns
for me to review
all of them here, I can
easily sum up the defense
offered by those who advocate
evil campaigns. I
have yet to read or hear
anyone defending their
involvement in evil campaigns
who has any valid
point but this one: Everyone
is taking our games
too seriously; it's just
a game, and we're only
doing it for Fun.
On the surface, this defense
seems reasonable.
After all, in ordinary FRP
games there's lots of
violence, supernatural forces,
and peculiar reli-
gions, all of which have
made many non-gamers
attack and condemn our hobby.
Even though
these critics refuse to
see it, we all know that "it?s
just a GAME," make-believe
and let's pretend.
Why should the rest of us
similarly condemn the
players of evil PCs? So
they've tortured a Paladin
or 2; the rest of us have
all slaughtered dozens
of orcs.
Surely those players wouldn't torture
anyone in real life. Aren't
the rest of us just being
hypocrites?
No, we're not. The "it's
just a GAME" defense
begs one very important
question: Just why do
the players of evil PCs
enjoy the sufferings of
those who in no way deserve
pain
and death?
Role-playing involves what
the name implies --
acting out roles, giving
life to our deepest fanta-
sies. Whether they like
it or not, evil-style players
are revealing that they
enjoy fantasies of inflicting
suffering upon the innocent
and that they fanta-
size about wanting power
so much that they don't
care how they get it.
Let me make clear right now
what I am not
saying. I am not viewing
these evil campaigns
from a moral or religious
standpoint. Since '?m
far from a religious person,
I have no right to say
that these games are "bad"
or "impious" in an
absolute sense. Since the
games don't harm other
people, no more can I condemn
them on the basis
of secular morality. Finally,
never would I claim
that the players of these
games are in any way
more "evil" than the rest
of us. Except for a few
saints,
every human being has thoughts, im-
pulses, and fantasies that
can be called evil.
What I am talking
about is psychology. Al-
though everyone has evil
impulses at times, few
of us give these impulses
a lovingly detailed
expression in our games,
nor do we spend long
hours dwelling upon and
cultivating this side of
our personality as do the
players in evil cam-
paigns. I maintain that
spending all that time
pretending to be evil is
dangerous to the players
themselves.
1st of all, let's consider
why such evil-style
players are fascinated enough
with evil to develop
campaigns around it. Psychologists
have done
many studies about people
who read violent
books and watch violent
and amoral movies to
the exclusion of other kinds
of entertainment.
They've found that violence
and evil seem glam-
orous to people who feel
angry, and thus want to
hurt someone else the way
they've been hurt, and
who feel weak and powerless
in their own lives.
Fantasizing about being
powerful, ruthless, and
evil is a compensation for
something that the
fantasizer lacks in reality.
Rather than being a
sign of strength, a preoccupation
with evil is a
sign of weakness. When a
gaming group gets
together to develop an evil
campaign, they are
sharing their weaknesses
and reinforcing them.
Even normal FRP games have
a certain ele-
ment of compensation, of
course. Life is never
perfect, and we live today
in troubled times.
When we feel that we can't
do anything about
nuclear war or our boring
job, it's very satisfying
to go into the GAME world
and kill those lousy
orcs who are threatening
the peaceful village.
Our mental image of the
head orc may even bear
a marked resemblance to
our boss or some politi-
cal figure. Since we can't
kill the troublemaker in
real life (and in fact,
wouldn't even want to), this
kind of compensation is
healthy. At least in our
fantasies, we can take the
side of the good and
deal decisively with problems
that we can't touch
in real life.
For the players in evil campaigns,
however, the
release of being the good
guys simply isn't
enough. They want to wreak
havoc, not merely
let off a little steam --
a sign that their anger and
pain
run very deep indeed. In a way, the decision
to play evil PCs is a sign
of despair, an indication
that the players feel that
evil is stronger than
good, that the good can't
really score any lasting
or satisfactory victories,
and that the individual
might as well stop fighting
and get what he can
for himself.
Previously I called this
style of game danger-
ous. One of the dangers
is simply that by releas-
ing a bit of their feelings
of weakness in their
games, the players will
feel no need to deal with
their real problems. A much
greater danger,
however, is that these things
snowball. Rather
than releasing and getting
rid of evil impulses,
dwelling on an evil campaign
tends to strengthen
them simply because of the
way any RPG develops.
We all remember our 1st few
FRP sessions,
where killing a giant
rat or a couple of orcs was a
real thrill and felt really
dangerous. As we gained
experience and skill, we
needed greater chal-
lenges to reproduce that
same feeling of excite-
ment. The same thing happens
in evil campaigns.
Let me tell you a true story,
which I heard from a
gamer I'll call Bob. (I'm
sure he wouldn't want
his real name used here.)
For several years, Bob played
an ordinary
D&D
campaign with a group of close FRIENDS.
Then, when they began playing
an all-evil cam-
paign, they started out
on a very low level of
"atrocity." 1st they killed
an unbearably self-
righteous Paladin, then
graduated to robbing rich
merchants.
Their best Thief character took a leaf
from the comics and risked
life and limb to write
"the king is a fink" on
the king's own tower wall.
Good clean FUN? Certainly,
but it didn't stop
there. Soon someone pointed
out that they
weren't really being evil,
merely naughty.
The group played for several
months, with the
ante getting higher and
higher. Soon they were
stealing from the starving
poor, burning temples
and forcing the Priests
to stay inside to burn with
them, and torturing prisoners
in more and more
inventive ways. Finally,
some of the players
insisted on having their
characters gang-rape and
murder a princess. At this
point, the 2 women
in the group rebelled. They
forced a discussion of
the issue by reading a list
of every crime the
group's characters had committed
in the name of
good FUN. "Listening to
that list in cold blood,"
Bob told me, "was a sickening
experience." No
one in the group could even
look at anyone else
in embarrassment.
What really shook Bob, though,
was the way in
which he and his FRIENDS
grew emotionally and
morally calloused as their
characters' crimes grew
worse. At the beginning,
no one would even have
thought of committing a
brutal rape and murder
-- it wouldn't have seemed
fun at all. By the end,
the idea seemed perfectly
logical. Of course, the
NPCs who were the victims
of these crimes were
just a few lines of description
and a handful of
statistics, but even so,
the group began by having
some compassion for these
imaginary people and
ended up by having none.
Since compassion is
one of the things that makes
us human, not
animals, I maintain that
eroding one's sense of
compassion is too high a
price to pay for a few
evenings of entertainment.
By Now, I'm sure that any
evil-style players
reading this are sneering
at me and Bob's group
and assuring themselves
that they can keep things
under control. I doubt this.
What we?'e dealing
with when we play FRP games
is group psychol-
ogy, and groups and their
momentum have a real
power over the individual
members who make
them up. Anyone weak enough
to be in an evil
campaign in the 1st place
is going to find himself
drawn to more and more "creative"
acts of evil.
Finding out just how dark
and nasty their minds
can be is only going to
increase their sense of
being powerless, weak, and
out of control.
Please notice that the above
does not refer to
the player who occasionally
runs an evil PC or
who likes neutral but dashing
thief characters.
I'm talking about the ardent
players of evil
campaigns who get angry
whenever someone
suggests that there's something
odd about their
favorite sport. These players
are doubtless steam-
ing right Now, thinking
that I'm way off base,
because once again someone
is making "too
much" out of a simple GAME.
To them I say that
if you think poison,
torture, murder, and rape are
FUN, THEN you've got a big
problem, even if you
confine that problem to
fantasies.
Katharine Kerr
San Francisco, Calif.
(Dragon #89)
* * * *
Q. If demons,
devils,
and evil creatures
are so strong and numerous,
what
can prevent Evil destroying
Good at a
single stroke?
A. Many of the powerful,
evil creatures
are confined to their own
planes,
where, of course, they are
dominant.
Secondly, they spend much
of their
time fighting among themselves
for
pre-eminence. And
finally the
'Cosmic Balance' does not
allow Evil
or Good to become all powerful.
(Imagine #4)
This letter concerns what
I feel is a tendency
of the AD&D game
to favor good-aligned PCs over evil ones.
To begin with, it seems that
most people hold it to be true that
only a few people enjoy evil
PCs over good ones.
It seems to be the opposite
to me because all my
FRIENDS who play AD&D
games play evil characters;
so do I. But we have to put
up with all
sorts of restrictions. <Knights>
who turn evil
become hated by their own
kind and lose some
of their special abilities.
Evil <Priests> must use the <x=?>
reversed forms of their curative
spells, and they
encounter all sorts of problems
because this
style tends to be weaker
than the standard
"good" style. And why can't
PCs play evil Paladins? <Illrigger: LE,
Arrikhan:
NE, Anti-Paladin: CE)
Doesn't Orcus
need a strong champion as
much as Tyr?
The only evil PC class, The Assassin,
will not exist in the revised
rules. And
modules that contain adventures
for evil characters
do not exist. After you change
a module to
accomodate evil characters,
it barely resembles
the product that you bought.
DEITIES
& DEMIGODS (page 2) states "evil power is
only represented as a foe
for the forces of good
to strive against and to
crush." Why must this be
so? I do not want the game
to become biased in
favor of evil, but I think
that in the revised rules
something should be done
to make evil characters
more compatible. Keep the
assassin, and
allow evil paladins and <Knights>.
Come up with
some evil adventures. The
core rules have
always allowed characters
to choose evil as their
alignments; perhaps The GAME
should stop
trying to prohibit and scorn
the use of such
characters, and do more to
enhance the possibilities
such characters have.
Sean Jump
Corbin KY
(Dragon
#138)
I chose this time to write
to "Forum" because
of the letter by Sean Jump
in issue #138. He
made a few good points as
to why players
should be allowed to have
evil characters. I
would like to expand upon
his work.
As a DM, my adventures are
very demanding
on the intellect of the player.
I have long since
discarded the hack-and-slash
element of play to
make room for more problem
solving and
refined killing. After 7
or 8 hours of
play, 1/2 of my party has
headaches and the
other 1/2 have drawn their
swords and are
killing each other to reduce
actual stress. Hence,
I created the evil characters.
Every 4 or 5 games, I get
out the notebook
full of evil PCs, of all
classes, and let Thief
players have a breather from
having to be good. <they only start out as non-good>
Soon enough, the band of
deadly foes marches
upon some defenseless town
to lay waste to
another society. I am forever
providing the foes
with opportune times to destroy
and do generally
nasty things.
These evil adventures are
a source of release
from all the strain of being
good. It allows the
players to partake of the
spoils that they usually
see their archfoes lounging
in. None of my
FRIENDS are evil, but yet
they find elation in not
always having to be heroic
and daring. The
element of fantasy provides
them with a place
to channel real-world frustrations
as well.
Christopher E. Brogan
North Andover MA
(Dragon
#143)
Concerning Sean
Jump's letter in issue #138, I
am also from Corbin, Kent.,
and it is true that
many people down here seem
to prefer evil
characters.
Originally, there was one
main role-playing
group in Corbin, which in
its prime had over
200 regularly playing members
(quite large for a
town of 8,000). There were
at least a dozen
GMs, myself included, and
a plethora of games
being played, ranging from
the AD&D game to
Hero Games' CHAMPIONS' and
FGU's SPACE
OPERA games. Everything was
going well; we
had even developed a measure
of acceptance in
the community (which is very
hard to do in a
conservative, semirural setting).
Things
changed, however. It started
with a few new
members of the club who wished
to play evil
characters. It went all right
for a while, the evil
characters doing their best
to conceal their
alignments from their fellow
party members.
Such is part of the FUN of
role-playing.
Suddenly, though, their attitudes
changed.
The good and neutral-aligned
characters began
dropping like flies in a
sealed jar. Almost all of
the nonevil characters (and
their players) disappeared
from the campaigns, followed
soon
thereafter by the DMs. They
tried to play other
games, but the "evils" followed,
due to a rule in
the group's charter that
a GM could not exclude
a player due to the player's
actions in a different
campaign or under another
GM. If these (literal)
character assassinations
had been a part of
normal game play, maybe it
wouldn't have been
so bad; however, the majority
of the killing was
to "get even" for real or
imagined (mostly imagined)
slights by other players.
Things got worse.
Soon the group dropped from
200 members
into 2 groups of about 20
each. The first was
primarily good-aligned but
was mostly made up
of GMs. The second was made
up of the players
who only played evil PCs.
The first group collapsed
as there were not enough
players to go
around between the GMs (there
were 2
players per GM). The latter
group fragmented
further due to the back-stabbing
that went on in
those campaigns. The Hobby
Center, the only
gaming store for 50 miles,
went out of business
from lack of support. This
finally put the good
aligned group down for the
count because the
store had been the sole provider
of regular
gaming space in town, as
the GMs (who were
mostly adults) lived too
far apart to have the
games at their residences.
All that was left was
the occasional surviving
evil campaign (whose
membership changed weekly)
and my own
group, 3 persons strong.
Soon, my group
too went by the wayside for
a while, due to
college.
The moral of my story is simple:
All evil
characters do for a campaign
or group is lead to
the game's destruction. Tracy
Hickman and
Margaret Weis weren't just
whistling Dixie
when they said in the DRAGONLANCE®
books
that "evil turns in upon
itself." Read the "Sorceror
's Scroll" columns by Gary
Gygax,
reprinted in The
Best of DRAGON Magazine,
vol.
II. The AD&D and D&D games were originally
<not D&D>
created as a battlefield
of Good vs. Evil,
with the opposition to the
players being Evil!
The evil-character rules were
at first mostly
guidelines for creating evenly
matched foes for
good and neutral characters.
The reason that
creatures such as Orcus
don't have champions is <ahem, ahem: anti-paladins>
because the champion (by
his alignment's
nature) would eventually
try to supplant his
master. Evil clerics, by
nature, are usually too
selfish to use healing spells
on others, anyway.
Any person even slightly
familiar with the
AD&D game's alignment
system should be
aware of that!
Finally, it is the people
who run and play in
evil campaigns who have given
role-playing
games (especially AD&D
games) their bad reputation.
5 years ago, people thought
that
anyone who played D&D
games was a devil
worshiper. 3 years ago, we
had almost
eliminated that myth. Now
it is back to the way
it was 5 years ago. In my
experience as a 21-
year-old with 4 years of
college and DMing
under my belt, the only thing
evil PCs do is
destroy what all players
have strived for for
years -- public acceptance.
Stanley Bundy
Corbin KY
(Dragon
#143)
In response to Sean
Jump’s letter in issue
#138, I wonder about the
ultimate goal in playing
evil characters. There are
good reasons for
the bias in favor of good-aligned
PCs
in the AD&D
game. First, we must remember
the spirit and intention
of the GAME. Of
course, our aim is to have
FUN, but we must ask
ourselves why we choose the
excitement of
FRPGs for this purpose. Ideally,
these games
promote cooperation, teamwork,
friendship,
and open communication.
Are these not essentially
the fundamental assumptions
guiding the
actions of good-aligned characters?
Are not such
characters devoted to one
another, as well as to
“the cause,” whatever that
might be?
It is difficult and perhaps
unwise to separate
the moral framework that
motivates and spurs
such characters from our
own value systems as
people. Through our actions
we prove our
beliefs; as the old saying
goes: Actions speak
louder than words. We must
then ask ourselves
what the true intentions
of an evil PC really are
and how those intentions
must inevitably be
fulfilled. If we adhere to
the alignment system
provided in the AD&D
game system, then we
must assume that evil “does
not concern itself
with rights or happiness;
purpose is the determinant”
(1st Edition Dungeon Masters
Guide,
page 23). To fully develop
and make our characters
believable, we must comprehend
at least in
some basic way the tenets
our creations
embody. While each of us
can empathize with
the desire to promote prosperity
and happiness,
evil should revolt and repel
us, spurring us to
overthrow and abolish the
catalysts of atrocities
against living creatures.
A party, or group of interdependent
characters,
underlies the foundation
of the AD&D
GAME system. How, then, can
characters with
the fundamental belief in
the self work with
others toward a mutually
desirable goal? A
lawful-evil character may
work with others, but
he sees those fellow participants
as pawns or
tools with which that individual
may attain an
ultimate outcome. PCs with
this
value system will ultimately
provoke antagonism
and paranoia in even the
closest of groups.
Evil characters have their
places, to be sure,
but do we want to risk placing
a destructive,
manipulative, and antisocial
character in the
hands of a player who must
attempt to foster at
least a superficial form
of unity and solidarity
within the group, as well
as undertake a thorough
understanding of and attraction
for that
character. Such evil characters
should remain
in the hands of the DM, who
undertakes the
impetus and final resolution
of the party’s
endeavors. To allow evil
characters is to disrupt
the relationship of the DM
and the players; the
players would then be forced
to create, maintain,
and resolve conflicts based
on their own
individual caprices.
I do not mean to infer in
any way that those
who play evil characters
possess such traits
inherent in their diabolical
creations. I am
merely suggesting that playing
these characters
is in direct opposition to
the spirit of teamwork,
cooperation, and desirable
interdependence that
makes FRPGs a unique and
socially desirable
community event through which
we not only
have FUN, but through which
we learn a few
things about trust and our
need to care for one
another. Evil and horror
may fascinate us even
while they repel, but let’s
not fall prey to those
demons;
we must instead work both as PC party
and as human
beings in the struggle to achieve
their downfall.
Daniel Reardon
Troy NY
(Dragon
#146)
In issue #143, there
is a letter from Stanley
Bundy
that I’m in total disagreement with. He
writes that players who played
evil characters
made the main role-playing
group in Corbin, Ky.
fall apart. He goes on to
say, “All evil characters
do for a campaign or group
is lead to the GAME’s
destruction.” He also says,
“It is the people who
run and play in evil campaigns
who have given
role-playing games . . .
their bad reputation.”
I’ve been a GM for 7 years,
and I find that
players enjoy playing evil
characters much more
than the traditional good
characters. Most
beginning players like playing
good or lawful
characters that are brave
and noble. But after a
while, saving princesses,
slaying dragons, and
trying to rid the land of
thieves
gets repetitive,
and PCs find that their alignments
hinder them
in some actions.
It is much more exciting to
play evil characters.
I find that the characters
have a greater
chance to be creative if
they’re trying to do
things such as getting away
from a group of
good adventurers who want
to do away with
them, or explaining to a
castle <sentinel> what they
were doing in the king’s
treasure room. Sometimes
the most FUN you have while
being evil is
getting caught.
I’ve noticed that in most
articles and letters in
DRAGON
Magazine, evil characters go around
killing and stealing from
everyone else in the
group. Most of the groups
I’ve GMed for have
evil characters in them,
and players with evil
characters have never given
me trouble. In fact,
in groups that consist solely
of evil PCs, there is
no bickering because most
PCs realize that they
need each other to complete
their goals.
The moral of my story is simple:
Even if PCs
are bad, it doesn't mean
that they can't be good.
Ian Reyes
Ware MA
(Dragon
#146)
It is my opinion that evil
characters do have a
place in the AD&D
GAME, if you don't count the
assassin.
When played properly, the evil character
usually behaves in an unscrupulous
manner
only toward enemies. While
he may occasionally
lighten another character's
load a little, an evil
character can often show
loyalty.
An example of this behavior
is present in one
of the evil characters in
my campaign. This
character designed a 9th-level
version of the
contingency
spell. She used this in one of those
infamous death traps that
evil characters love to
produce. It works like this:
At the entrance to her abode,
she laid marble
stones on the floor in a
pattern similar to a
chessboard. This Arch-Mage
CAST her new
contingency spell on the
ceiling above the 5th
row of the chessboard. The
spell said that if
anything crossed the 5th
row without first
saying "checkmate," a cloudkill
would be CAST
onto the chessboard. The
trap can be easily
circumvented just by dropping
a coin onto the
5th row. Tell your FRIENDS,
and they can get
past it.
The simple fact is that evil-aligned
characters
do not necessarily go around
killing each other
all the Time; they can in
fact be quite loyal to
their FRIENDS, provided their
friends don't cross
them too many times.
Aaron
Goldblatt
Fort Worth TX
(Dragon
#149)
Lately, players have overwhelmingly
favored
the exclusion of evil characters
in a campaign.
In issue #143, Stanley
Bundy painted a dire
picture in which a few evil
PCs destroyed the
gaming atmosphere for an
entire town and
caused the local hobby store
to close down.
Other letters came out with
support for "temporary
" evil campaigns, to relieve
the boredom of
having to be good all of
the Time. I would like to
present a different point
of view.
The main point is, the only
evil alignment that
should cause problems is
chaotic evil. This
alignment's belief in true
Chaos is simply incompatible
with the idea of forming
an adventuring
party. I allow any alignment
but chaotic evil in
my campaign; that alignment
is best used for
the creation of an NPC high-level
cleric, magicuser,
or fighter. Such an opponent
would have
no morals and no honor; in
short, he would be
an ideal obstacle to overcome.
He would consider
and use any avenue to defeat
the characters,
and as such, should serve
to promote
cooperation among the party
members.
Those who wrote letters in
favor of allowing
campaigns to blow off steam
by using evil
characters once in a while
were typically talking
about CE+CE
characters--those who terrorize
small towns
(like Corbin?) into submission.
But what about LE+LE
In another article
in issue #143 ("The
Highs and Lows of Fantasy"),
the author makes a point
about forming a world
on a grand scale and not
being limited to small
scenarios that follow each
other without apparent
connection. This is a philosophy
that I have
followed since starting my
DM career in 1980.
In a campaign that dates
back that far, the
overwhelming conflict is
between Law and
Chaos.
The main characters in our
campaign have
managed to stay together
and play together for
almost 9 years, and among
them are: several
high-level, LG+LG Lords;
a LG+LG
High Priest; some LN+LN Wizards;
and a
very powerful LE+LE
High Priest. (These are not
the only characters we use,
but they make the
point.) There is no reason
for the evil cleric to
refuse to help his companions;
the Law vs.
Chaos conflict is much more
important and
critical in this campaign
than any petty differences
caused by minor disagreements.
Everyone
[in our campaign] agrees
that Law is preferred
to Chaos; with such in mind,
they have a common
ideal that has made for many
interesting
adventures. On one hand,
the LG+LG
people may disagree with
some of the cleric's
methods, but by keeping the
big picture in
mind, they cooperate. On
the other hand, the
EHP may feel that he is surrounded
by weakminded
fools who believe that the
forces of
Good are strong enough to
survive the coming
cataclysm, but who are helping
him in his
crusade against Chaos. All
in all, our campaign
has worked very well.
One letter mentioned that
an evil Priest would
be limited to the reversed
versions of his spells.
No way. There is no reason
why an evil Priest of
the lawful persuasion would
be prevented from
helping those who are helping
him further his
cause. The point I am trying
to make is that evil
is what you make it, and
it certainly doesn't
have to be destructive.
But what happens when a few
people try to
ruin everyone else's fun
by choosing a CE
alignment? A good DM can
do plenty to
ensure that a minority of
evil characters doesn't
destroy the FUN for the remainder
of the party.
It has been said before (and
will be again):
"Good
is NOT stupid!" Why should good characters
knowingly allow evil deeds
in their midsts?
Why shouldn't good characters
be able to take
measures to protect themselves?
Evil characters
should receive no special
protection from the
DM. Stanley Bundy wrote that
those who played
evil PCs could not be excluded
[from a campaign];
rather, a DM who remains
in charge of
his world (as it should be)
should have been able
to keep a hold on the situation.
The good characters
did not have to stand idly
by while the
neutral character (by definition)
strives for
balance. If the evil faction
had gained the upper
hand, the neutral characters
should take the
side of the good faction.
This applies either to a
Law vs. Chaos orientation
or to a Good vs. Evil
campaign.
I would like to reiterate
a point mentioned in
the previous paragraph: A
DM creates a world;
that world has characters,
places, and events,
and the picture created by
mixing these elements
is called a campaign. Players
can influence
the development of the world
with their
actions, but ultimately it
is the DM who controls
the destiny of the
campaign and answers to the
players if he allows a few
evil PCs to spoil the
FUN for everyone else. If
this happens, then the
DM has failed his prime responsibility.
I guess you could say that
a DM's alignment
must be LN. A DM should be
strong
enough to maintain order
in his campaign, yet
flexible enough to allow
the characters to live
and grow in their own directions.
With 8 of
the 9 alignments to choose
from, characters
should have enough selections
to make them
happy. If a player insists
on being CE,
simply point out to him the
drawbacks of the
alignment. If he persists,
allow him to play the
character, but insist that
he play the alignment
as it was meant to be played.
I think you will
find that people who are
really interested in
role-playing will not stay
with a CE
character for very long
David G. Rathbun
No address given
<I> have several comments
in regard to Stanley
Bundy's
letter to "Forum" in issue #143. The
reason the role-playing group
collapsed was
because the GMs ignored other
evil characters.
What of the wealthy LE merchant?
Won't he feel threatened
if people start dropping
like flies? What of the government?
Why
aren't they after the evil
characters for the
murders they've committed?
The way to handle
this situation is to turn
the tables on the evil
characters. The above-mentioned
merchant,
along with others not known
for kindness,
could hire several high-level
Wizards
and
assassins
to begin systematically hunting down
the evil characters. Meanwhile,
the government
puts out massive rewards
for the capture or
deaths of the evil PCs. If
THE
CAMPAIGN contains
many high-level characters,
nobility may feel
threatened and hire the
assassins' guild to
eliminate the PCs.
Other threats will include
the surviving good
and neutral PCs. Paladins
&& Priests will go on
holy quests to cleanse the
evil from the AREA. If
the dead PCs are resurrected,
they will most
certainly be out for revenge,
as will the people
who knew those dead PCs.
When the evil PCs
are surrounded by a couple
thousand assassins,
<Wizards>,
and Paladins, all prepared to eliminate
them, they will realize what
their evil ways
have done to them.
This does not mean that evil
characters cannot
work in a campaign. It just
means that the
campaign cannot adapt to
those characters. Evil
PCs could work with Iuz
or the Scarlet Brotherhood
from the WORLD
OF GREYHAWK® setting.
Assassins can only assassinate
with guild permission;
so what will happen to rule
breakers?
Certainly, rule breakers
and nonmembers
cannot be allowed by the
guild. Look at renegade
magic-users and illusionists
in Krynn [in
DRAGONLANCE®
campaigns]; they?'e considered
threats and are persecuted.
The best
places for evil PCs to be
are in free cities, such
as Dyvers
and Greyhawk on Oerth, where the
guilds have some open power.
The main problem I have is
coming up with
new ideas for adventures.
I have done so many
variations of the evil marquis
cambion
Arch-
Mage threatening the Prime
Material plane that
the players finish the game
in 1/3 the time
that it should normally take.
Even when I detail
each step of the game, they
still finish it in
record time. I did manage
to get them interested
in a 300-encounter game that
utilized foils
and various
sorts of hidden golems (I thank the
authors of those DRAGON
articles).
I also surprised them with
technological
weaponry. I do not understand
why technology
is not allowed. I simply
make hand-held grenades
and missile launchers into
variations of
the fireball
spell. Electrical discharge weapons
are equivalent to lightning
bolt and lasers are
equivalent to the prismatic
spells. Light sabers
are basically technological
versions of the rod of
lordly
might's sword function, My players' PCs
now avoid technology after
a rather haphazard
flight in a MiG-28.
Tarun Nagpal
Oakbrook IL
(Dragon
#149)
Enough! It seems that evil
PCs
are FAST becoming the “female
dwarf beards” of <link>
'89. As a gamer with over
11 years playing
experience (5 as DM), please
indulge me for one story.
Bored with playing the good
guys, my players
started asking for a “different”
campaign. Talk
turned to assassins,
antipaladins,
and mages of
foul disposition. “One more
game in Oceanus,” I <Wizards who generally tend
to be foul>
said, “and then we’ll see.”
Next gaming session, the party
was approached
by an old man who spoke of
a great
evil spreading across the
land, monsters overrunning
the countryside, and events
that obviously
indicated his insanity.
The diamond he
produced as a retainer, however,
convinced the
party to hear his story.
They retired to the
Naughty Mermaid Inn.
Once there, the party was
lead to a large
room filled with crates,
casks, and barrels. The
insane look on the man’s
face was gone, and he
spoke quite eloquently. “Our
world is in great
danger. These supplies are
needed desperately.
THANK YOU for aiding us.”
He then began to
chant arcane words. A circle
of power appeared
about the party, and they
were gone.
They reappeared in an AREA
of ruins, shaken
awake by scantily clad humans.
Orcs
were
overrunning the human forces,
using rods that
flashed powerful beams of
energy through the
night. “Run quick, fools,
or die!” the PCs heard
as the humans fled. The mage
was slow to act
and was struck by an orc’s
power beam.
Screaming in pain, he looked
at the stump that
was once his forearm and
hand. The party
barely escaped.
What had happened? The party
had been sent
to a parallel world where
a space probe run
amok had caused the evil
races to gain control.
Most good-aligned individuals
had been eliminated;
the remainder fought with
guerilla
tactics and aggressively
took what they needed
to survive. Paladins
wore leather for its stealth
value and were feared for
their great fighting
prowess. Rangers
became the kings of the
warbands, relying on their
survival abilities to
save their people. Magic
was at a premium. The
good-aligned still kept to
their principles when
possible, but exceptions
became the rule. Neutrals
were enigmas, as often enemies
as allies.
The horror of this world came
home to the
players when the party met
the counterparts of
their own high-level characters
(then retired on
Oceanus) on this world. Leading
a warband,
these counterparts were far
different from the
characters my players used.
Attitudes, abilities,
and features had changed.
Most had lost at least
one limb or organ and looked,
as one player
later said, “tough.” The
elves
in the party recoiled
in horror to learn that the
3 high-level
elf characters were the last
of their race.
Suddenly, the “evil” in the
world was not so
attractive. Unable to return
home, the party
began a quest
to free at least some small part of
their new world. The task
was not easy.
Parties of adventuring humanoids
hunted the
survivors — raiding their
lairs, seeking powerful
artifacts,
and smashing uprisings. Using technology
(couched by the probe as
powerful magic),
the evil races ruled supreme,
and the good-aligned
beings fought for survival
in a world
gone mad. The challenge became
to remain
good while suffering all
the negative aspects
normally given to evil.
The moral? Both the players
and I learned
that the allure of evil PCs
is not in
being evil per se, but rather
the challenge ov
SURVIVAL outside the bounds
of the “normal”
game setting. Through playing
this world’s evil,
the party strengthened its
ability to play another
world’s good. So the next
time a player
says, “I want to play an
assassin!” give ‘im a
hunted paladin instead. He
might survive to
enjoy it.
John Wommer
Fort Ord CA
(Dragon
#151)
I am writing in regard to
a
letter written by
Stanley
Bundy that appeared in issue #143. I am
11 years old, and I enjoy
both the D&D® and
AD&D
games. With 1½ years of experience as a
DM, I strongly suggested
playing a non-evil
character to all of my players.
So far, only one
has played an evil character,
but he greatly
disrupted The
GAME and ruined it for the others.
The stories that people hear
about D&D
games are most likely started
by nonplayers
overhearing a game with evil
characters. When
parents hear these stories,
they do what good
parents would do and protect
their child from
this “cult” of role-players.
My mother has heard
these stories, too, but she
does not stop me
from playing because of the
mental and creative
aspects of the game. But
others have not been
exposed to this, and I have
problems finding
players for my campaigns.
The best way to stop these
rumors is to stop
the use of evil characters—which,
after reading
Mr. Bundy's letter, I have
done. When I read
what happened to the group
of 200 in Corbin, I
realized my own shortage
of gamers was petty.
But I still felt compelled
to write this letter.
Dan Humphries
Mercer Island WA
(Dragon
#152)