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#and if i dislike roleplaying a chaotic evil character it is none of your business
deer-with-a-stick · 1 year
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ooooh okay I've just realized why I simply don't fully vibe with a lot of the evil paths I've been seeing and it's not because I'm utterly incapable of being evil or that I think there's something wrong with doing an evil playthrough
it's because a lot of the choices (besides taking over the Netherbrain) that I see being made are more chaotic evil and I've always tended towards lawful/neutral evil
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grimoire-of-geekery · 4 years
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Wicked: a Gamer’s Look at Morality
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(pic is from an Etsy store, I really want these dice, they’re freaking gorgeous)
A few years back, I was one of a handful of admin on a roleplaying sim on Second Life, and I was put in charge of teaching basic roleplaying skills to people new to our game.  There’d been a shift in our rule structure, a move towards a more formal rule set very similar to Dungeons and Dragons, and I had to adapt my workshop to reflect that.
Some of you who know me are already cringing on my behalf.  Yep, I’m one of those gamers who loves tabletop roleplaying games, but just... really dislikes D&D.  A lot of my friends already know about my laundry list of complaints (unrelatable magic systems, the ridiculous idea of “evil gods,” unrealistic rules... it’s a long list), and I’m not going to dig too deep into it for this story.  Suffice to say, I have some opinions, and we’ll leave it there.
Ordinarily, I leave my list at home, and just try to avoid playing standard D&D.  This time, however, I had a bunch of friends counting on me to help our players adapt to the new rules, and that meant dealing with some of my prejudices, and turning some of my objections into experiments.  One such experiment, and arguably the most successful one of the set, was an experiment in D&D morality alignment.
I should preface all of this by saying that I told this story in a shorter form on a Facebook group I follow, a DnD players’ group, and that’s what got me thinking about it and wanting to share it with all of you.  Yes, I do realize the irony in being a member of a group centered around a game with which I have so many issues.  I’m a geek, we’re allowed to be inconsistent in the pursuit of our fandoms.  Anyway, someone asked about alignment, and it brought up the whole story for me again, so I’m sharing it with you now (and I’ve also shared it on Facebook), as I feel it’s kind of relevant these days.
Now, those of you who are familiar with D&D already know what the alignments are, but for those new to it: every character you play gets a moral alignment based on a combination of two sets of three traits- Lawful, Neutral, and Chaotic, and Good, Neutral, or Evil.  You can play a Lawful Evil character, a Neutral Good character, a Neutral Neutral (called True Neutral) character, a Chaotic Good character, and so on.
Dungeonmasters and storytellers and writers have expounded for years on what those alignments really mean.  Before we nerds had “what is your Hogwarts House?” quizzes and discussions, we had “what D&D alignment are you?” debates.  And frankly, I always hated the whole system.  What rational person would willingly choose to align themselves with “evil?”  How the hell are you going to find someone who’s objectively “good,” or “neutral” for that matter?  And how about the whole “lawful” vs. “chaotic” concept?  These are none of them rational or practical character motivations or personality frameworks, and they afford players the ability to become unrepentant murderhobos far too easily, to the point where there’s a whole genre of roleplaying centered around that mentality called “hack n slash.”  Like, that’s part of the appeal for some people.  I don’t get it, I don’t enjoy it, and it bothers me enough that I decided to change things around with our new players.
We had a character sheet and some various “character HUDs” that allowed players to use abilities like in a video game, with special effects and such.  They came with an alignment choice.  That alignment choice was set up with a grid of nine cards, each with two letters.  Lawful Good wasn’t spelled out, it was just “LG.”  Likewise, Neutral Evil was “NE.”
This gave me an idea.  A WICKED idea.
I sat my players down, and said to them, “forget what you know about alignments, I’m changing the rules.  We’ll choose your alignment after you design your character.”  They went about the business of designing who they were going to play in our game.  At the end, they were to choose an alignment, based solely on what they thought those letters meant.
They chose.  One guy chose LE because he wanted to play an evil character who still played by the rules.  Another girl chose CN because she wanted, and I quote, “to do whatever she wanted without concern for morality.”  All of the players finished their choices, and that’s when I unveiled the surprise.This is what I told them:
Those of you who chose an E, congratulations, E= Elphaba.  You each get a small starting advantage of some kind- a power boost, like a feat or an extra cantrip.  It’s small, but useful.  However, you also gain an uncanny mark which puts you at a social disadvantage, causing people to vilify you or be intimidated.  Good for intimidation checks, bad for making friends.
Those of you who chose an N, N= Nessarose.  You get a physical disadvantage that causes people to infantilize you.  You may choose a magical method to circumvent the physical side of that disadvantage, but you can’t get rid of the social aspects of it.  Bad for intimidation, good for getting people to feel sorry for you.
Those of you with a G, congrats, you’re all Glinda.  You get a social advantage with strings attached, and a single fatal mental flaw, causing you to miss certain information and misjudge things.  You will be good at making friends and manipulating people, but you’ll also be dependent upon them.  Choose what social group you’re connected to now.
My final declaration: your letter determines what kinds of options you have.  Glindas can’t make decisions that are only available to Nessaroses or Elphabas, and vice versa with all three.  You are limited in your scope, and you will have to deal with the consequences of your actions in a way that’s in keeping with your alignment.  And no, you can’t just choose a new alignment, you’ll have to change it in character through story.
Suddenly, I had a bunch of players who thought they were done with their character creation, scrambling to figure out how to revamp their sheet and make their characters playable.  Naturally, I got a number of “it’s not fair” complaints, and one player stormed out and threw a tantrum.  Eventually, though, we had a large chunk of people with characters which had a lot more intricacy and detail woven into their design than they had previously attempted.  We had players who were actually excited to play with the others, because they no longer knew which way their character would go.
I had left the whole “lawful/neutral/chaotic” thing alone, so people could use it as a touchstone in their behavior choices.  I also gave them the option of changing their alignment in character, with the understanding that the changes would cause them to lose whatever advantages their previous alignment granted them.
The axiomatic side of things actually helped some of the players understand character motives and moral choice, which was awesome.  They learned that the letters are in that order for a reason- Lawful Good instead of Good Lawful, because the axiomatic aspect was about choosing for oneself, and the moral aspect was for how one deals with one’s consequences.
People who are good aren’t people who only ever do good.  People make mistakes, they screw up, they lose their footing or have bad judgment or get confused or experience temporary states of insanity.  People who are evil aren’t people who only ever do evil.
Being “good” is about accountability, about accepting that not everything is about us.  A “good” person is someone who chooses to accept that their choices affect the world in ways they cannot always predict, and that they will one day have to pay the piper for their actions.  They accept their accountability for their actions, they endeavor (rationally, and in a way that serves them as much as anyone else) to make the world a better place for everyone, even if it’s just in small ways.
A “neutral” person is someone unconcerned with consequences.  Maybe they just are in it for the experience, maybe they see no moral quandary with their actions or their situation.  Maybe they’re not able to see the longer view, or they haven’t had a reason to look yet.  Maybe they’re not in a phase of their life where they’re interested in responsibility.  Neutral isn’t a way to drive though.  It’s the setting in your car for “not going anywhere.”  A person is neutral when they’re reactive, and they’re often not thinking about whether their reactions are acceptable or not.
Conversely, an “evil” person is someone who refuses to be accountable.  They don’t just ignore consequences, they aren’t ever wrong, and their constant efforts are towards advantage and maintaining their position at the top of the heap.  They don’t have to answer to anyone for anything they do, not even themselves.  Maybe they have a nihilistic “nothing matters anyway” philosophy about the world.  Maybe they’re convinced that the ends justify the means.  The difference between them and the other types is, their choices are corrupting and make the world a little harder to live in for everyone involved.  Not that they care, they sleep just fine, thanks.
Now, I have been all three of these people at one point in my life, and I’ve learned that there aren’t good or evil people, just choices and consequences and how you deal with both.  I’ve learned that I’m pretty much never okay with being a neutral person, it stresses me out.  I’ve also learned that I’m not fond of evil at all, because I genuinely like life and the world we live in.  So, good it is, as often as possible, even if it’s just in small ways.
I think it’s important, especially now, for us to recognize that chaos can be good, that law can be evil (and obviously vice versa), and that being neutral is rarely the way forward.  Nobody who strives to make the world better for themselves or those they care about ever thinks they’re doing evil.  And, they’re right, because they’re not doing evil or good.  Good and evil are in the consequences, they’re in how they’re going to deal with the fallout of their mistakes, or how they’re going to handle their success or good fortune.
Those of you looking for good in the world?  Do good, even if it’s small.  Don’t worry about being perfect, focus on making a small difference and making the world a better place.  I promise you, it’s never a bad choice.  And if you have to get a little Wicked to do it, that’s fine.  Chaos can be good.  So can law.  And only those who don’t value good would not try to make good out of both.
Addendum: maybe this is important, maybe not, but out of twelve players I instructed in that class (I went back and counted names in my records), none of them ever tried to change their alignment.  They all became very fond of their character’s personality and identity, and felt no need to change what they’d fought hard to develop and understand.  When a person’s identity is in question, it can often become a fight for survival to change one’s behavior.  To be different means that the old self dies, and nobody takes death well.  I think that might be useful information for some of us right now.  For me, I’m keeping in mind that good and evil are about consequences, and I’m striving to make sure that any fighting I do, whether for my own identity or for the safety of what I love, will be towards making this world a better place, especially for those who have a hard time finding safety or hope.
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