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 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 lawful
evil 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
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,
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 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 Saberhagens
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 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
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 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 two; 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 I?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.
First of all, let?s consider
why such evil-style
players are fascinated enough
with evil to develo
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, an
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 role-playing
game develops.
We all remember our first
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.? First 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 two 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?re 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 first 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)