From The Sorcerer's Scroll

Good isn't stupid,
Paladins & Rangers,
a n d
Female dwarves do
have beards!

Gary Gygax©


 
- - - - -
Dragon 38 - Best of Dragon, Vol. II - Dragon

There seems to be a continuing misunderstanding amongst a
segment of  Advanced D&D  players as to what the term ?good?
actually means. This problem does cut both ways, of course, for if
good is not clearly defined, how can evil be known? Moral and
ethical precepts are based on religious doctrines, secular laws, family
teachings, and individual perceptions of these combined tenets. It
might be disturbing if one reflected deeply upon the whys and
wherefores of the singular inability of so many players to determine
for themselves the rights and wrongs of good behavior?unless one
related this inability to the fact that the game is fantasy and therefore
realized (rationalized?) that this curious lack must stem from the
inability to draw a parallel between daily life and the imagined
milieu. In order to clear the record immediately, then, and define the
term ?good? for all participants, it means everything defined in the
dictionary as augmented and modified by one?s moral and ethical
upbringing and the laws of the land!

Gentle Reader, if you are in doubt about a certain action, and this
applies particularly to all who play Rangers and Paladins, relate it to
your real life. It is most probable that what is considered ?good? in
reality can be ?good? in fantasy. The reverse is not quite so true, so
I?ll quantify things a bit.

Good does not mean stupid, even if your DM tries to force that
concept upon you. Such assertions are themselves asinine, and
those who accept such dictates are stupid. To quantify ?good,?
however, we must also consider the three modifiers in AD&D:
1) lawful, 2) neutral,  3)  chaotic.

1) The lawful perception of good dictates that the order which
promotes the greatest good for the greatest number is best. It further
postulates that disorder brings results which erode the capability of
bestowing good to the majority. Therefore, without law and order,
good pales into nothingness.

2) Good from the  neutral  perception is perhaps the purest sort,
in that it cares not for order or individual freedom above overall
good, so there are no constraints upon the definition of what is good.
Whatever accomplishes the good result is acceptable, and the means
used should not be so fixed as to bring bad to any creature if an
alternative way exists which accomplishes the desired good without
bringing ill to others?or better still, brings good to all in one degree
or another.

3) The  chaotic  views good from an individual standpoint, of
necessity. The very stuff of chaos is individual volition, freedom from
all constraints, the right of person above all else. Good is first and
foremost applied to self; thereafter to those surrounding self; lastly to
those furthest removed from self?a ripple effect, if you will. It is
important to understand that ?good? for self must not mean ?bad?
for others, although the ?good? for self might not bring like benefits
to others-or any benefit at all, for that matter. However, the latter
case is justifiable as ?good? only if it enables the individual to be in a
better position to bring real ?good? to others within the foreseeable
future.

One of the advantages of  AD&D  over the real world is that we do
have pretty clear definitions of good and evil?if not conceptually (as
is evident from the necessity of this article), at least nominally.
Characters and monsters alike bear handy labels to allow for easy
identification of their moral and ethical standing. Black is black, gray
is gray, white is white. There are intensities of black, degrees of
grayness, and shades of white, of course; but the big tags are there to
read nonetheless.

The final arbiter in any campaign is the DM, the
person who figuratively puts in the fine print on these alignment
labels, but he or she must follow the general outlines of the rule book
or else face the fact that his or her campaign is not  AD&D.  Furthermore, participants in such a campaign can cease playing. That is the
surest and most vocal manner in which to evidence displeasure with
the conduct of a referee. In effect, the labels and their general
meanings are defined in  AD&D,  and the details must be scribed by
the  group  participating.

Perceptions of good vary according to age, culture, and theological training. A child sees no good in punishment meted out by
parents-let us say for playing with matches. Cultural definitions of
good might call for a loud belch after eating, or the sacrifice of any
person who performs some taboo act. Theological definitions of
good are as varied as cultural definitions, and then some, for culture
is affected by and affects religion, and there are more distinct religious beliefs than there are distinct cultures. It is impossible, then, for
one work to be absolute in its delineation of good and evil, law and
chaos, and the middle ground between (if such can exist in reality).
This does not, however, mean that ?good? can be anything desired,
and anyone who tells you, in effect, that good means stupid, deserves a derisive jeer (at least).

The "Sage Advice" column in  The Dragon #36  (Vol. IV, No. 10,
April 1980) contained some interesting questions and answers regarding ?good? as related to Paladins and Rangers. Let us examine
these in light of the foregoing.

A player with a Paladin character asks if this character can "put
someone to death (who) is severely scarred and doesn?t want to
live." Although the  Sage Advice  reply was a strong negative, the
actual truth of the matter might lie somewhere else. The player does
not give the name of the deity served by the Paladin. This is the key
to lawful good behavior in AD&D  terms. Remember that ?good?
can be related to reality ofttimes, but not always. It might also relate
to good as perceived in the past, actual or mythical. In the latter case,
a Paladin could well force conversion at swordpoint, and, once
acceptance of ?the true way? was expressed, dispatch the new
convert on the spot. This assures that the prodigal will not return to
the former evil ways, sends the now-saved spirit on to a  better  place,
and incidentally rids the world of a potential troublemaker. Such
actions are "good," in these ways:

1. Evil is abridged (by at least one creature).
2. Good has gained a convert.
3 . The convert now has hope for rewards (rather than torment)
in the afterlife.
4. The good populace is safer (by a factor of at least 1).

It is therefore possible for a Paladin to, in fact, actually perform a
"mercy killing" such as the inquiring player asked about, provided
the tenets of his or her theology permitted it. While unlikely, it  is
possible.

Another case in point was that of a player with a Paladin character who wishes to marry and begin a lineage.
Again, our "Sage Advisor" suggests a negative. While many religions forbid wedlock
and demand celibacy, this is by no means universal. The key is again
the deity served, of course. DMs not using specific deities will harken
back to the origin of the term Paladin and realize that celibacy is not a
condition of that sort of Paladinhood. Also, although the Roman
Catholic church demands celibacy of its priests, the doctrines of
Judeo-Christianity hold matrimony and child bearing and rearing as
holy and proper, i.e. "good." So unless a particular deity demands
celibacy of its fighter-minions, there is no conceivable reason for a
Paladin not to marry and raise children. This is a matter for common
sense--and the DM, who, if not arbitrary, will probably agree with
the spirit of  AD&D  and allow marriage and children (This must be a
long-range campaign, or else its participants are preoccupied with
unusual aspects of the game. No matter . . .)

The third inquiry concerned a Ranger character. The writer
claimed that his or her DM combined with a lawful good Ranger to
insist that a wounded Wyvern was to be protected, not slain, unless it
attacked the party. Here is a classic case of players being told that
(lawful) good equates with stupidity. To assert that a man-killing
monster with evil tendencies should be protected by a lawful good
Ranger is pure insanity. How many lives does this risk immediately?
How many victims are condemned to death later? In short, this is not
"good" by any accepted standards! It is much the same as sparing a
rabid dog or a rogue elephant or a man-eating tiger.

If good is carefully considered, compared to and contrasted with
evil, then common sense will enable most, if not all, questions
regarding the behavior of Paladins and Rangers to be settled on the
spot. Consideration of the character?s deity is of principal merit after
arriving at an understanding of good. Thereafter, campaign ?world?
moral and ethical teachings on a cultural basis must rule. These
concepts might be drawn from myth or some other source. What
matters is that a definition of ?good? is established upon intelligent
and reasonable grounds. Viewpoints do differ, so absolutes (especially in a  game)  are both undesirable and impossible.

OUT ON A LIMB
The discussion of Goodness and intelligence
in the Sorcerer’s Scroll underlines the
need for every campaign to have a mythos, a
set of Gods, a set of religions—something for
the clerics and paladins to worship and serve.
But the Gods and the mythos should be cut
from whole cloth. Craig Bakey did an excellent
job of this in his article “Of the Gods
(TD-29). Using real-world religions and
Gods gets the real-world worshippers very
upset (as well it should!) and warps and limits
the campaign.

Erol K. Bayburt
Troy, Mich.
(Dragon #41)

* * *

There are areas where AD&D  can be absolute, places where
statements can be accepted as gospel. One such is that of the facial
hirsuteness of female dwarves. Can any Good Reader cite a single
classical or medieval mention of even one Female dwarf? Can they
locate one mention of a female dwarf in any meritorious work of
heroic fantasy (save  AD&D,  naturally)? I think not! The answer is so
simple, so obvious, that the truth has been long overlooked. Knowing the intelligence of  AD&D  players, there can be no doubt that all
will instantly grasp the revealed truth, once it is presented, and extol
its virtue.

Female dwarves are neglected not because of male chauvinism
or any slight. Observers failed to mention them because they failed
to recognize them when they saw them. How so? Because the
bearded female dwarves were mistaken for younger males, obviously!
It is well known that dwarves are egalitarian. They do not discriminate against their womenfolk or regard them as lesser creatures,
and this is undeniable. Furthermore, dwarves do not relegate females to minor roles. There can be no doubt that during any important activity or function, female dwarves were present. An untrained eye would easily mistake the heavily garbed, armored, shortbearded females for adolescent males. So happened the dearth of
information pertaining to the fairer sex of dwarvenkind. Now, do
female dwarves have beards? Certainly! And male dwarves are darn
glad of it, for they  do  love to run their fingers through the long, soft
growth of a comely dwarven lass.
 

THE FORUM
I have been following the current ?good?
discussion with some curiosity of late. It seems
that the two groups discussing the topic are either
of the opinion that there is only one ?good?
which is a definition of moralistic and ethical
actions and behavior, or that ?good? is relative to
the individual involved.

I hold the opinion of the former group, where
"good" defines a certain means of acting in
relationship to all others, in that killing is evil
unless it prevents the occurrence of further evil,
where honesty and integrity are important, where
the swing of preference is based more on the
group, as opposed to the individual (although this
is contained somewhat in law and chaos, I think
it does find some association with good and evil
as well).

However, one has to remember that killing any
creature that stands in one?s way just to derive
the benefit of a few gold coins, or the boost of the
ego that killing might provide, may be right as far
as the creature concerned goes. It isn?t good;
such an action definitely is an evil one in regards
to both the creature involved (let us suppose, for
example, an orc) and a good creature viewing the
same situation (perhaps a paladin or ranger). The
orc knows his actions are evil, but by the same
token, they are also right and further the ends
that the orc wishes to obtain (even if those ends
are based largely on instinct and fear as opposed
to intelligent decision). In the same manner is the
case [of] a paladin who is about to deliver the
death blow to, say, a chaotic neutral thief, who
might have been attempting to steal items from
the paladin, or trying to backstab him (or her) to
steal items from him. Combat might be necessary
for self-defense and should the paladin get to a
situation where the thief surrenders, the paladin
may well let the thief go as long as his safety were
not in jeopardy. This is a fundamentally good act,
as the paladin is sparing the life of another creature,
and this being may well appreciate the
doings of the paladin and in turn begin to embrace
the lawful good ethos due to its good treatment
of the thief. However, to an evil demon, this
would be a wrong act. It would be proper to kill
the thief, since he cannot be trusted, and it helps
clear the demon?s mind about paltry backstabbers
like this (even if the demon is one himself . . . .).

What I?m basically trying to say, perhaps, is
that we should try to distinguish ?right? and
?wrong? from ?good? and ?evil.? They are not
necessarily the same, even though they could be.
Good and evil are predefined standards by which
all other creatures are measured; right and
wrong, descriptors which vary from individual to
individual. It?s important to keep this in mind, as
it appears this discussion is becoming fairly
heated and has probably stirred the thoughts of
many a group of campaigners.
    Jim MacKenzie
    Regina, Sask.
    (Dragon #108)
 

As a player and a DM for many years, I have
recognized a great imbalance in the AD&D
game system. This imbalance is so great that I
felt I should make a point of it. This imbalance is
nothing less than a lack of goodness in the
system. In other words, there are very few uses
for the "good" character!

I have done some research into this matter
and was astounded by what I found. The
imbalance stems from the great versatility of
the system -- the very thing that makes the
game great! The problem is that the rules are
too versatile.

An example of this imbalance is the use of
poison (a must for nearly every campaign). How
else could Agorus the 2nd-level assassin kill
Lord Ferdinand, a 20th-level fighter with 110 hit
points? The use of poison, however, is considered
evil, which puts the good fighters and
magic-users at a distinct disadvantage to the evil
ones who can obtain it.

Yet another example of the imbalance is in
spell use, a major part of the fantasy frame. By
definition, the reversal of a spell, clerical or
magical, is evil, meaning it is no problem for the
evil wizard to CAST. In the case of the good
wizard, however, spells are not to be reversed
except in life-or-death situations. In other
words, a good cleric would not be able to
reverse his cure light wounds spell to ambush a
kobold  GUARD. That same cleric however might
be able to reverse his spell if he was standing on
the brink of a 300' drop with an army of
kobolds closing in on him (but only if his deity
permits)!

There is a bright spot in the imbalance. There
are no evil counterparts to the paladin, ranger, <cf. anti-paladin, possible anti-ranger in Dragon #102>
or druid classes, but then again, there is no such
thing as a good thief or assassin, so these classes <UA update: there can be good thieves and assassins, though they begin as neutral or evil, respectively>
equal out, still leaving the balance negative.

I do not feel this imbalance was created on
purpose, but rather that in the SEARCH for a
versatile GAME system, this imbalance became
an unfortunate side effect. I also do not feel that
THE GAME system should be abandoned, but
rather adjusted. Perhaps poison should be made
more expensive, thus making it harder to
obtain, I don't know. I do know that some kind
of adjustment needs to be made in order to
restore GAME balance.

S. Eric Pollard
Virginia Beach VA
(Dragon #126)
 

It's strange how Eric Pollard (issue #126) can
get things so reversed. The game is indeed
biased on alignment, but that bias is toward
good, not evil, as Pollard would have it, and
t o w a r d L G i n p a r t i c u l a r .

Pollard cites the use of poison and spell reversal
as favoring evil. But poison is frequently not
available, and when used can set off spontaneous
attacks on the user from passersby (see the
Players Handbook, pp. 29 and 107). The reversal
of spells works in two ways. The evil cleric is
just as hesitant to use the unreversed spell as
the cleric is to use the reversed. And the reversed
version is almost without exception the
weaker of the two. Thus the good cleric will
freely use cure light wounds while the evil
cleric is stuck with cause light wounds, which
does barely as much damage as his mace.

But let's look at some of the other advantages
Good gets. Pollard seems to feel assassins and
thieves balance rangers and paladins (and his
opinion notwithstanding, there are a few good
thieves around as well). Just how he determines
that overpowered classes like rangers are
merely the equal of wimps is his to explain. Note
next that good alignments gain 10% on hireling
loyalty. Where aligned magical items exist, they
are more likely to be good aligned and more
powerful in the good form that the evil one.
Take the talismans of pure good and talismans of ultimate
evil as examples.

Next, our evil character finds that all the
other evil types will attack him as will the good
ones. Our good character finds he has allies
w h e n h e n e e d s t h e m .

Most important, look at all the modules. They
are nearly all good biased. Somewhere, there
must be a module for evil PCs to excel in, but it
is a rarity; the chance to do good deeds is proclaimed
in dozens of modules. Our evil PC is
going to have to suppress his evil tendencies or
sit idle while the rest of the party has fun.

The bias of AD&D is sharply toward
good. Evil gets the worst of the deal.

David Carl Argall
La Puente CA
(Dragon #131)
 

Having recently returned to the AD&D game,
I picked up my first DRAGON® Magazine in a
long while. Normally, the "Forum" is one of my
least favorite sections, but issue #126 surprised
me by having a large number of writings I could
relate to, and I would like to comment on several
of them.

First was S. Eric Pollard's comment on the
imbalance between good and evil. While I agree
that many players' tastes run toward building
an evil character, I feel this is due to the escapist
quality of the game (where evil acts can be
performed without really hurting anyone),
rather than to any flaw in the system itself. Mr.
Pollard states that there are "few uses" for good
characters. I say that a good character group
can be used to right the imbalance of which he
writes. The best campaign I ever ran was based
on a group of adventurers named the Honor
Keepers, a good group dedicated to righting the
wrongs of their day. Somewhat of a cornball
idea to many cynical minds, I know, but this is
one of the great foundations for heroic fantasy:
a small, outnumbered group of freedom fighters,
fighting to push back the Darkness.

Mr. Pollard also writes of the disadvantage to
good characters arising from their inability to
use poison. I'm afraid that ethically that's one of
the obstacles of being good. Granted, a 2nd-level
assassin might be able to kill a 20th-level fighter
with poison (though the fighter would have to
be very careless), but how does a 2nd-level
paladin bring a 20th-level evil lord to justice?
Necessity being the mother of invention, the
paladin would have to rely on ingenuity, powerful
weapons, and spells to accomplish what the
assassin does with poison.

And speaking of spells, where did Mr. Pollard
find the rule that "by definition" the reversal of
a spell is evil? A look at first-level clerical spells
in the Players Handbook shows only one group
which could be construed as evil (cause
wounds), and that could be waived depending
on the pantheon to which the cleric belonged.
As an example, look at clerics of the Egyptian
Osiris and the Norse-Aesir Tyr. Both deities are
LG, but a DM could rule that Osiris,
being the god of life, allows none of his clerics
to use the reverse of a healing spell. On the
other hand, Tyr, a god of justice, probably could
not care less how his minions destroyed evil.
Ultimately, the DM's discretion is used to determine
what circumstances warrant the label "evil
act." On a final point to Mr. Pollard's letter, there
are good thieves, and the Players Handbook (p. <update: UA errata: thieves must start out as non-good>
27) states that they do exist, albeit rarely, as
NG characters.

On Mr. Carpenter's suggestion of a magic-user
spell bonus for intelligence, I wholeheartedly
agree. I have often wondered why that was not
done when the game was conceived, and I will
put Mr. Carpenter's table to use immediately.

Finally, there were 2 letters dealing with a
computer BBS. Mr. Sawczyn is correct that such
a system would not be that expensive to begin.
But Mr. Kelk is also correct that the memory storage
problems are great. I also question what
kind of access line would be available. If the BBS
was set up in Lake Geneva, for example, I could
run up quite a phone bill, even if I restrict my
access to after 11:00 P.M. Also, since many other
users would probably use the same time frame,
a single-user access line would only allow 12 to
15 users a night. This might change the cost
calculations Mr. Sawczyn used to determine the
profitability of the set-up.

Bob James
Cincinnati OH
(Dragon #132)
 

I am writing in response to S. Eric Pollard's
"Forum" letter of issue #126. He states that the
use of poison is considered evil, therefore
putting good characters at a disadvantage. This
is true, and poison has always been a touchy
issue, so allow me to promote a rule modification
on poison:

Good characters cannot make use of deadly
poison. Other types of "poison" do exist, however.
For an example, see sprites in the Monster
Manual. Here are NG beings whose
main attack mode is a "poison" attack which
causes sleep instead of death. For the good
character, a jar of sleep ointment is as close as
the nearest sprite. To keep game balance, this
ointment would look just like poison on a blade,
which makes discretion just as important. Also,
this ointment will not work if the method of
delivery causes more than 3 hp damage. Bastard
swords are out, blowguns are in. This is just one
example of a nonfatal "poison" available to the
good character, and the possibilities are endless.

Craig Dudek
Palatine IL
(Dragon #132)