The Forge Reference Project

 

Topic: Heads Up
Started by: greyorm
Started on: 11/21/2001
Board: Indie Game Design


On 11/21/2001 at 5:43pm, greyorm wrote:
Heads Up

Just your friendly neighborhood raven knock, knock, knocking on your chamber door to let you know I got up off my rear-end and posted two old, unfinished gaming systems on my site: The Pegasus Gaming Engine and Orcs

Pegasus is fairly old, written about three years ago, and well before I'd ever encountered GNS or any of its variants, and it shows. I still like some of the ideas in it, however, particularly with task resolution and skills (and note the "there are no set attributes, you make them up as necessary for your game" bit...no, I'd never seen a game do this before when I'd written it).

Orcs is newer. I started it before I heard about John creating "Orkworld", then abandoned it after I started reading his creation journals on GO and finding a couple other games published around the same time dealing with Orcs.

I picked it back up in the last year, which also shows, since it is heavily influenced by discussions and philosophies from the Forge. It's also more comedic...and a completely unfinished mishmash of ideas, most half-finished (some from when the game was still about being orcish HEROES, a niche filled by "Orkworld", and filled better than I did (salute`, Mr. Wick!))...but, as I said, I decided to make it an almost-comedic game about orcish canon-fodder instead.

Check them out, and if you have any comments, post away!

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On 12/5/2001 at 1:42am, greyorm wrote:
RE: Heads Up

You know, I really wouldn't MIND some feedback :smile:
[do I have to beg?]

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On 12/5/2001 at 6:04am, Bret wrote:
RE: Heads Up

Well, I will be honest and say that Pegasus looks like every other generic system I've ever seen. :smile:

Take care.

Peace,
Bret

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On 12/5/2001 at 7:27pm, Mike Holmes wrote:
RE: Heads Up


On 2001-12-05 01:04, Bret wrote:
I like the way you treated the orcs, which is basically the same way I've regarded them for sometime when I've played orc characters in games - primarily seeing combat and battle as something honorable. Very Klingonish, but still fun. :smile:


This is also how Earthdawn handles Orks. I wonder why the impetus exists to go off in this direction with orcs, which started as a D&D disposable villain (the term orc comes from the elvish for goblin in Middle Earth).

Mike

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On 12/5/2001 at 10:23pm, Nathan wrote:
RE: Heads Up

Luckily, orcs breed like rabbits... is what I say..

Good stuff - though, some of your html formatting could be a bit more friendlier.

More comments later...

--Nathan

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On 12/6/2001 at 12:37am, Bret wrote:
RE: Heads Up


On 2001-12-05 14:27, Mike Holmes wrote:
This is also how Earthdawn handles Orks. I wonder why the impetus exists to go off in this direction with orcs, which started as a D&D disposable villain (the term orc comes from the elvish for goblin in Middle Earth).


Mike,

My uneducated guess would be to rationalize their tendency towards violence in a human way instead of just saying, "They like to fight and kill things." :wink:

Peace,
Bret

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On 12/6/2001 at 2:25pm, Mike Holmes wrote:
RE: Heads Up

Excellent point Brett.

But this is what I find to be a cop-out. OK, that's going too far. Orkworld, Orcs, EarthDawn; these are all earnest in their attempt to make a detailed and interesting portrayal of a culture. What I'd like to see, however, is something that tried to rationalize an interesting culture out of what the more common perception of orcs is. That is, start with orcs being genetically and/or culturally inclined towards brutalism (moreso than humans, I'm looking for a non-human culture, here), and create material that would make the culture make sense internally.

Or, even more interesting, do the same with elves or dwarves. What I see in these other games are attempts to make allegories from these creatures so that you can have human stories with them. I'm more interested in the "What if?" factor of what non-human races might be like that having them just be analogues for certain types of humans or human cultures.

But that's just me; might make for a limited audience. :smile:

Mike

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On 12/6/2001 at 10:57pm, razgon wrote:
RE: Heads Up


What I'd like to see, however, is something that tried to rationalize an interesting culture out of what the more common perception of orcs is. That is, start with orcs being genetically and/or culturally inclined towards brutalism (moreso than humans, I'm looking for a non-human culture, here), and create material that would make the culture make sense internally.


Actually, as far as I can remember, TSR did this with their Orcs supplement for the original Mystara campaing, the D&D campaign, not the AD&D one.
They had over 150 pages of ork society, culture, rules for playing orcs and all you ever wanted to, and even all you didn't want to, know about orcs.

One thing in particular I remember was the small italics boxes, with small stories from the everyday life of an ork.
One of them was about an ork patrol enountering a band of adventureres, and while fighting the orks, the adventurers talk about how many xp they were gonna get from the puny orks, and whether to divide or not, since one them was eligible for a level raise if he got for all his own kills.
Those were some pretty scared orks!

But, the point is, the supplement was quite good, and will be available soon from WoTC if they fullfill their promises about Classic Downloads :smile:

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On 12/7/2001 at 12:17am, Le Joueur wrote:
RE: Heads Up

Mike Holmes wrote:

What I'd like to see, however, is something that tried to rationalize an interesting culture out of what the more common perception of orcs is. That is, start with orcs being genetically and/or culturally inclined towards brutalism (moreso than humans, I'm looking for a non-human culture, here), and create material that would make the culture make sense internally.


Heck, I’d just like to see them do that once with Klingons.

Fang Langford

(The anti-Star Trek Fan – I am a fan of criticizing it.)

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On 12/7/2001 at 6:10pm, Mike Holmes wrote:
RE: Heads Up


On 2001-12-06 19:17, Le Joueur wrote:
Heck, I’d just like to see them do that once with Klingons.


You mean space orcs? As opposed to space elves...I mean vulcans?

Mike

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On 12/7/2001 at 10:22pm, Gordon C. Landis wrote:
RE: Heads Up

At the risk of continuing the thread-hijack . . . Here's a quote from Ryan Dancy about Orcs in D&D. Make of it what you will:

Here's why saying "orcs are all chaotic evil" is a good idea.

If the monster's alignments are determined by their own personal belief systems, actions, upbringing and culture, then it would be an evil act to slay, out of hand and without attempts to parlay, a monster. Because that particular monster, unlike all the other members of its race might be the "good and kindly" one.

It also brings in issues of ethics regarding children and noncombatants. Do you kill the orc babies? You do if they always without exception period grow up to be Orcs (sadistic, evil creatures). You probably don't if you could send them back to your home village and have them raised under better circumstances to be productive members of civilization.

In the D&D cosmology, some creatures are evil because the gods want them that way. Not because they're misunderstood, or uneducated or come from barbarous uncivil tribal backgrounds. Gruumsh, the One-Eyed, on the day of creation, stirred a little bit of evil into the soul of each and every Orc ever to be born, so that they would satisfy some diefic and fiendish plan.

Thus, it is "OK" for the characters to slay orcs on site, kill the orc babies and noncombatants, put their villages to the torch, and salt the earth when the embers cool.

Gordon

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On 12/8/2001 at 6:04pm, greyorm wrote:
RE: Heads Up


Well, I will be honest and say that Pegasus looks like every other generic system I've ever seen. :wink:

Heh...yes, it does, doesn't it? Heh.
Well, I warned you I wrote it a long time ago...its predecessor was a god-awfully complex, simulationist-biased pure D&D ripoff.

Unh, I just realized how absurd that sounds given what it looks like now...it really was! I'm not kidding! I had ten pages of rules, RULES, for casting a single spell!


I like the way you treated the orcs, which is basically the same way I've regarded them for sometime when I've played orc characters in games - primarily seeing combat and battle as something honorable. Very Klingonish, but still fun. :smile:

Actually, that's a hold-over from the earliest incarnation. Orkworld definitely does a better job with providing and defining a serious Orcish-culture...right now the niche for Orcs is "spoofing." Or I should say spoofing with a serious undertone.

That is, we all know what orcs are "supposed" to act like (stupid and brutal), and that they're little more than canon-fodder for the Dark Lord's armies...so why not a game about *playing the canon-fodder?

They don't realize they're just canon-fodder, but you do...that's the twist. Though you're playing an individual and the orc SHOULD mean more than a chess piece to you, in reality, we all know it isn't anything more than fodder.

Does that make sense to anyone else, or just me?

Anyways, it's spoofy.
It's "look at what goofy, stereotypical thing my orc did now! And he's a hero!" or "And now he's paying for it! DAMN!"


This is also how Earthdawn handles Orks. I wonder why the impetus exists to go off in this direction with orcs, which started as a D&D disposable villain.

Because that's the way we see them?



some of your html formatting could be a bit more friendlier

Yeah, I just kind of threw it up on the web. Any specific suggestions to improve readability? (My main pages are due for a rehaul as well...ends up too dark on cheaper monitors)


What I'd like to see, however, is something that tried to rationalize an interesting culture out of what the more common perception of orcs is.

Ok, now this is an interesting statement...I'm not quite certain what you mean by it, but intrigued. I personally thought Orkworld was quite well-written in terms of explaining Orcish culture based on biological and cultural factors. Is there something in OW that you see as being internally inconsistent?


I'm more interested in the "What if?" factor of what non-human races might be like that having them just be analogues for certain types of humans or human cultures.

But that's just me; might make for a limited audience.

No, I'm actually very interested in this subject as well...I long-ago became sick of "humans with pointy ears" syndrome, which is why all elves in my games act more like traditionally frightening, mysterious faeries and changelings than haughty, long-lived human hippies (or stereotyped Native Americans) with pointy ears living in the woods in harmony with nature (or whatnot).

However, what are your suggestions in this case; I'm having a little trouble following what exactly you mean by your statements. If none of the games you mention above avoid this syndrome, are there any that do? How do they do so?

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On 12/10/2001 at 3:45pm, Mike Holmes wrote:
RE: Heads Up

OrkWorld is wonderfully consistent. As is Earthdawn, and your Orcs (well, yours is only consistent in that it is too short to have inconsistencies).

What I would like to see is the same sort of consistency applied to orcs as the violent, brutal, craven, and honorless monsters that they are in most games. As somebody pointed out, there is an AD&D book that tries to acomplish this, something I was unaware of, and cannot speak to as to it's effectiveness. But that's what I want. A description of how such a society works on a day-to-day basis, their psychology, etc. No product that I've seen so far does justice to the subject of orcs (mostly because its easier to leave them as unexplainably violent and a good target for PC violence).

It seems to me that the whole "honorable" orc concepts are just an attempt to make them seem misunderstood by other races, and that changes their natures considerably. It makes them more like humans with an attitude. This is a fine interperetation for those who want that, but I'd like to see a less "revisionist" version. Something that looks more at the "alien-ness" or the creatures.

I'm particularly fond of how Traveller materials handle discussions of alien races. A more violent race (say the Vargr) than humans is described in objective terms meant to give an impression of the race that allows their better use as PCs or NPCs in play. They are not left as disposable villains, nor is their predeliction for violence rationalized away as a misundrstanding. It is simply explained in terms of their psychology, cultures, physiognomy, etc.

Mike

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On 12/11/2001 at 1:57am, Julian Kelsey wrote:
RE: Heads Up


That is, start with orcs being genetically and/or culturally inclined towards brutalism (moreso than humans, I'm looking for a non-human culture, here), and create material that would make the culture make sense internally.


Like the Kaffers in Traveller 2300. They're an alien species born dumb, sub sentient, at best dog like. They have an interesting alternative to adrenaline, instead of fueling them physically it adjusts their brain chemistry so that they get smart. The trick is that when it wears off they end up just a little smarter than before. So the casual violence of their society drives them to greater and greater competance.

Eventually some of them rise to levels where they remain sentient even when they get dull and these individuals earn names, some of them get so that even in their dull state they are smart. Named Kaffers are heroes, they are also violent, the engineers and doctors and all the rest got where they were because of violence, unlike the peace and nurturing required by humans.

Cheers, Julian Kelsey.

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On 12/13/2001 at 4:47pm, contracycle wrote:
RE: Heads Up

Yeah, the Kafer were cool, one of the best opportunities for First Contact RPG published to date. The problems arose in the relative species understanding of one another: Kafer computers had to be huge things with steel bars because the Kafer had a tendency to hit things that did not give them the result they wanted - to make them smarter. And they'd do the same thing to human prisoners, which tended to drive them into shock, which made them uncomunicative, which made the Kafer think they were stupid and needed to be hit again...

If this is what you are trying to getting at, I see where you are coming from Mike. This would make a cool alternative psychology to play against rather than the simple Evil approach. Although it has to be said, given the prevalence of the concept of "barbarian" among "civilised" states - that pretty much any fur-wearing club-wielders are routinely seen as fair game, with no recognition of mutual humanity. In a sense, D&D orcs are perfectly accurate in this regard, although this also appears to have been construed as Stupid, which Tolkiens orcs were not, IIRC (healing magic etc).

However, thats also why they have been banished from my games. I am uncomfortable with propagating such a view of biologically-determinate psychology (despite being a materialist). I see too much 20th Century racism in D&D's "races" of humanoids: pale smart peaceful elves as the antithesis of dark stupid violent orcs. All a bit too close to the bone, in my case anyway. My fantasy worlds have nothing but humans, and various human cultures. Its more interesting that way anyway, I think.

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On 12/13/2001 at 6:30pm, Mike Holmes wrote:
RE: Heads Up


On 2001-12-13 11:47, contracycle wrote:
Yeah, the Kafer were cool,

Yep, me too. I love all things Traveller, despite 2300 not having anything to do withe the rest of hte line.


If this is what you are trying to getting at, I see where you are coming from Mike. This would make a cool alternative psychology to play against rather than the simple Evil approach.

That's it essentially, though I don't mind the Evil thing in a universe which has a cosmology that makes it sensible. I'd still like to see the description of that Evil society. How does it function day-to-day.


Although it has to be said, given the prevalence of the concept of "barbarian" among "civilised" states - that pretty much any fur-wearing club-wielders are routinely seen as fair game, with no recognition of mutual humanity. In a sense, D&D orcs are perfectly accurate in this regard, although this also appears to have been construed as Stupid, which Tolkiens orcs were not, IIRC (healing magic etc).

I don't really have a problem with the essential D&D description. I just find it thin (though that supplement which was mentioned sounds interesting; still, don't know that I trust those writers to do it right, tho).

As far as coming from Middle Earth, I always just have to ignore that connection. They aren't the same thing. Orcs are twisted elves in ME, and some that are poorly bred are pretty dumb. But others are quite clever. Not really here or there. D&D says that Orcs and goblins are two different things, which they're not in ME (though the different tribes have a lot of differences; I wonder if the movies will address that).


However, thats also why they have been banished from my games. I am uncomfortable with propagating such a view of biologically-determinate psychology (despite being a materialist). I see too much 20th Century racism in D&D's "races" of humanoids: pale smart peaceful elves as the antithesis of dark stupid violent orcs. All a bit too close to the bone, in my case anyway. My fantasy worlds have nothing but humans, and various human cultures. Its more interesting that way anyway, I think.


Well, I like non-humans because they are non-human. Allows a lot of "What if" play. Like the Kafer example.

But I agree with your assesment of the potential racism inherent. Worse than the elf/orc dichotomy (IMO) is the light-elf/dark-elf thing. In ICE's shadow world Amthor fixes this by making them all white (the dark then refers to their spirits). But in D&D the bad guys elves are actually black. Wonderful idea (not).

With the right group, however, I can feel comfortable discussing the idea of non-human intelligence being different (and possibly inferior from the human POV).

Extremely interesting subject matter, IMO.

Mike

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On 12/14/2001 at 8:00pm, Bret wrote:
RE: Heads Up


What I would like to see is the same sort of consistency applied to orcs as the violent, brutal, craven, and honorless monsters that they are in most games.


I always liked how the society of the Space Orks was described in 2nd ed. Warhammer 40K. They were big, mean, and ugly, and they enjoyed fighting and killing because, as a warrior race , they were genetically engineered to do so, so they'd wage war on the other races. The thing was, they had no idea that the other races did not enjoy fighting and killing as much as they did.

Basically, they grew up in a society where being honorless, violent, etc. was the norm but they they have such an orkish view of the universe that it never occurs to them that other societies aren't the same way.

I remember reading some fluff text in one of the Warhammer books about the orks conquering a city and enslaving the humans. They made the humans march and were extremely confused when the humans began dying from the extreme physical stress it was placing on them. The orks were fine and they didn't know why the humans weren't!

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On 12/17/2001 at 3:03pm, greyorm wrote:
RE: Heads Up


(well, yours is only consistent in that it is too short to have inconsistencies).

Heh...very true.


But that's what I want. A description of how such a society works on a day-to-day basis, their psychology, etc.

Ahh, so you're looking for a source-book on a type of orcs, not necessarily on just any orcish culture (such as an honorable one)?


but I'd like to see a less "revisionist" version. Something that looks more at the "alien-ness" or the creatures.

Unfortunately, you probably won't get that from me. "Orcs" is meant to be more comedic in tone -- except for the mechanics, which are actually a serious attempt to make narrativist tools (ie: mechs tied to the game) -- spoofing the whole orcish bit as bad-guy fodder.

The 'honorable' bit comes in from the mechanics. Since the main thrust of the game, in terms of gaining personal power for your orc, is about screwing with your buddies' dice and making things tougher for them, if you aren't careful about what you use all that power for, your buddies might put your head up on a pole.

If you help your buddies past their bad luck (and all orcs are unlucky, right? They're always comic relief bad guys (and I think the mechanics express this nicely)) -- regardless that it was imposed by you -- they'll return the favor.

If they don't, you can string them up by their toes.

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On 12/17/2001 at 4:43pm, Mike Holmes wrote:
RE: Heads Up

You make a good point, I've hijacked your thread. You've made what you wanted, and it looks pretty fun. I was just going on about something else.

My Apollogies. At least you know that you are not alone in the honorable orc thing.

Mike

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On 12/18/2001 at 5:27pm, John Wick wrote:
RE: Heads Up

Before I start: thanks to all the folks who said nice things about ORKWORLD. You rule.

Now, on to other business...


On 2001-12-07 17:22, Gordon C. Landis wrote:
At the risk of continuing the thread-hijack . . . Here's a quote from Ryan Dancy about Orcs in D&D...

Here's why saying "orcs are all chaotic evil" is a good idea.


Ryan's statement: I am about to explain why the genodice of a race that doesn't look like me is justified in D&D.

If the monster's alignments are determined by their own personal belief systems, actions, upbringing and culture, then it would be an evil act to slay, out of hand and without attempts to parlay, a monster.


That makes most D&D groups I know "evil." Including the Knights of the Dinner Table. Not the characters, but the _players_.

It also brings in issues of ethics regarding children and noncombatants. Do you kill the orc babies? You do if they always without exception period grow up to be Orcs (sadistic, evil creatures). You probably don't if you could send them back to your home village and have them raised under better circumstances to be productive members of civilization.


That's right: Murder them before they get a chance to be evil. But if we can send them back to _our_ culture (the good and holy one), we can re-educate them.

I'm sure my Native-American friends will _love_ this argument.

In the D&D cosmology, some creatures are evil because the gods want them that way.


According to elven scholars no doubt.

Not because they're misunderstood, or uneducated or come from barbarous uncivil tribal backgrounds.


Unlike the civilized races like... oh, let's say... humanity. Men _never_ kill other men. Or dwarves. Who _never_ go to war with each other. Or elves. Heaven knows "elven war" is a term we just never use.

Gruumsh, the One-Eyed


An obvious misrepresentation of Bashthraka if I ever saw it.

on the day of creation, stirred a little bit of evil into the soul of each and every Orc ever to be born, so that they would satisfy some diefic and fiendish plan.


And the human gods gave their boys and girls "freewill."
So they could _choose_ to exterminate other races. Cute.

Thus, it is "OK" for the characters to slay orcs on site, kill the orc babies and noncombatants, put their villages to the torch, and salt the earth when the embers cool.


Kill them on sight.
Even the children.

And Ryan expects this to be a representation of "good."

No wonder Ghandi's in Hell.

Remember: Ryan said at the beginning of this he was going to explain why making all orcs (ugh) "chaotic evil" was a good idea.

He didn't.

He explained why _killing_ orks on sight was a good idea. Because they're all evil.

In other words, making all orks evil is a good idea because it makes the ethics of killing all orks on sight easy.

Not the same thing at all.

Take care,
John

(PS: Your Orc game looks like a lot of fun. I remember you e-mailing me about it. Keep up the good work.)

Take care,
John
Ork Liberation Front
Member #29783
"I think there ought to be a rule in war that says you gotta sit down with a fella and talk to him for a few minutes before you can shoot at him."
- Colonel Sherman T. Potter

[ This Message was edited by: John Wick on 2001-12-18 12:30 ]

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On 12/18/2001 at 11:37pm, Jack Spencer Jr wrote:
RE: Heads Up

John,

I dunno, man.

(I had more here, and others did respond to it, but I have decided that the whole thing is off-topic and should take my comments off of this thread, leaving my on-topic comments which are sorely lacking. I'd just delete my post were that an option)

In any case, this is completely off-topic and kind of a pointless conversation. Some people use them as cannon fodder, some people prefer to think of them as a true race. There is no way to stop either.


Anyway, back to the topic.

Raven,

The games look good. Unfortunately, I can't really give them a thorough read-through. (I had surgery yesterday and can't seem to concentrate on anything. Life is sad when "certain sites" can no longer hold my interest, if you know what I mean)

Unfortunately, even if I could concentrate I don't believe either would interest me very much. Nothing wrong with your games per se. It's all me.

I had personally been working with games that don't use numbers at all, not in the typical way, anyway. Silly, I know, but that's where I am so I'm not going to be very helpful to you on that point.

But in either case I want to encourage you to pursue them. Maybe that's besides the point to you as you've mentioned that they're old and you've probably moved on to something else.

Oh well

[ This Message was edited by: pblock on 2001-12-19 12:27 ]

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On 12/19/2001 at 4:38am, Le Joueur wrote:
RE: Heads Up

John Wick wrote:

Gordon C. Landis wrote:

Here's why saying "orcs are all chaotic evil" is a good idea.

Ryan's statement: I am about to explain why the genodice of a race that doesn't look like me is justified in D&D.

['Racism on display' snipped, nothing to add.]

You know, I guess I don't take thing literally enough. When I ran Advanced Dungeons & Dragons back in the seventies, I had to ask myself, "Are all these 'evil monsters' so brutal to their own kind?"

I couldn't help but answer no.

So why does the Monster Manual list so many arguably sentient creatures as evil? My answer: human bias.

Orcs hate humans? Then they're evil. Drow hate humans? Then they're evil too. A race really doesn't care what humans do? They must be neutral. Another race allies itself to mankind? Neutral good. See the pattern?

Following these conclusions, I began using so-called 'evil' races as thematic statements on daily life and global politics. I mean the Klingons and then the Romulans were supposed to be two different faces of the 'red menace' during the cold war. (What did that guy call the soviet union? Oh yeah, 'The Evil Empire.' Did that mean soviet citizens ran around brutalizing each other all the time?) What can I say? Before I became The Anti-Star Trek Fan, I was a trekker.

Thinking back, I am kinda surprised to realize I was already using premises and themes consciously in my Advanced Dungeons & Dragons games as far back as '79, woo am I getting that old?

Fang Langford
[Who wonders about so many people taking gaming texts so literally, or maybe I'm the crazy one.]

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On 12/19/2001 at 9:25am, Spiral wrote:
RE: Heads Up

I just couldn't let this one slip by without a comment:

"We're never shown why the empire is so bad, really, aside from the fact the dudes in charge of it follow the Dark Side of the Force."

I'd say that blowing up an ENTIRE PLANET just to make a point IS evil.

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On 12/19/2001 at 10:12am, contracycle wrote:
RE: Heads Up

... and the stormtroopers killed Lukes family, violated Leia's diplomatic immunity yadda yadda.

I don't buy the stock badguy argument; the problem with RPG is that it is NOT linear media and we are obliged to extrapolate the probable from the known. If we have a shitty, shallow explanation for a phenomenon in our games, it will show.

I'm also not happy with the "human bias" argument; this implies that really, all the products in the chain are just the "human" supplement showing human prejudices, like say a clanbook or similar. This doesn't wash - especially for a core rules set, it should not be perspective-specific.

Are not orcs really the barbarian ante portas? They're there because its in the imperial heroic tradition to wade through hordes of spear-carrying sub-humans.

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On 12/19/2001 at 10:54am, contracycle wrote:
RE: Heads Up

Hey, it occurred to me that you might be able to a do a arther different interpretation based on Neanderthals. There is some evidence for ritual burial and, more speculatively, whistle-based language. If so this implies a smarter group than we are inclined to think, and the whistle language might be exploited to make them mysterious: no-one can talk to them. We simply don't have the buccal arrangements to make their sounds, nor they ours. This gives you a potential, even likely, enemy if for no reason more than the inability to talk to one another.

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On 12/19/2001 at 2:19pm, Le Joueur wrote:
RE: Heads Up

contracycle wrote:

I'm also not happy with the "human bias" argument; this implies that really, all the products in the chain are just the "human" supplement showing human prejudices, like say a clanbook or similar. This doesn't wash - especially for a core rules set, it should not be perspective-specific.

I wasn’t talking about products in general; I was talking about Advanced Dungeons & Dragons in the first hardbound edition back in the seventies in particular, arguably primitive by any measure. I would hope this kind of thing no longer occurs. The funny thing is I don’t have to explain what I mean, because you did:

I don't buy the stock badguy argument; the problem with [an] RPG is that it is NOT linear media and we are obliged to extrapolate the probable from the known. If we have a shitty, shallow explanation for a phenomenon in our games, it will show.

In demonstrating that Advanced Dungeons & Dragons, in its initial hardbound edition (and yes, my Deities & Demigods has C’thulhu and et cetera in it), was "a shitty, shallow" product in this fashion, I wanted to support an argument against ‘Orcs are evil, by definition’ revisionists the same way you "don’t buy" it. Nothing more.

But while I am on the subject, aren’t we skating awfully close to whole ‘played as written’ issue? People trying to justify killing Orcs simply because they are evil sound like apologists just trying to ‘play the game as it was written.’ On the other hand are people who ‘take the game as a basis’ and do whatever they want (like me and the AD&D Orcs).

Which way is right? That cannot be determined (probably a subjective answer anyway). The point I am raising is that as a game designer or writer or creator, there is no way I can control how someone uses my games (sounds a little like Oppenheimer, doesn’t it?). What I can do is try and write better than "shitty, shallow" products and take away the ‘because it is (whatever)ist’ argument against ‘playing the game as written.’

Ideally, for my product, I would want ‘playing the game as written’ to appeal to a broad selection of people (not to be confused with ‘the lowest common denominator’) thus not to introduce another hurdle (‘we have to ignore all this stuff just to play it’) to reaching an audience.

Fang Langford

[ This Message was edited by: Le Joueur on 2001-12-19 09:22 ]

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On 12/19/2001 at 3:40pm, greyorm wrote:
RE: Heads Up

Folks, folks, sorry to intrude, but you've all gone and hijacked the thread. I also don't (personally) think this is a particularly constructive discussion.

Either your game world has concrete concepts of good and evil, and certain races are and certain races aren't, or it doesn't. End of story.

Discussions of universal morality, of good and evil, and of moral relativism -- excepting as they relate to "the truths" of our game worlds -- are not for this forum and should be left where they belong: philosophy and religious discussion groups.

Let's be more constructive: first, move this to another thread; second, let's talk about the value of utilizing one form of morality-expression as opposed to another in a game.
That is, what are games with defined morality good for? What are games with relative morality good for?

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On 12/19/2001 at 4:36pm, Marco wrote:
RE: Heads Up

Non-relative morality usually relies on an afterlife to punish the wicked and reward the good. If everything is relative then the fact that a certian group around 1940's in Germany treated *their own* fairly well might not get them branded 'evil' regardless of what else they did (and almost no one wants that). So absolute cultural relativity is pretty much out.

Even with AD&D's discrete alignements, it was more just an outlook than a real morality. Is the Slytherin house in Harry Potter *evil?* It sure seems that way but the books icon of good (Harry himself) was almost put in there. Now maybe it was because he could, with provocation 'go evil' but the subtext of the book was that the house's loose ethics was merely a quicker path to power. Maybe if he had been inducted in to the 'evil' house he would have made them good.

So I don't think fixed moralites without a concpet of an afterlife are useful (except in the case of the Paladin where deviations lose you powers--or if you use an Xp punishment--which I've never seen actually done). And if the afterlife question was answered (as it is in AD&D--you can go there) then what's the point? Who would want to go to the 796th level of the Abyss for ever even if it meant you got to be Duke for 30 years? No one.

-Marco

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On 12/19/2001 at 5:03pm, contracycle wrote:
RE: Heads Up


So I don't think fixed moralites without a concpet of an afterlife are useful (except in the case of the Paladin


Ah but hang on - concerns over an afterlife are a powerful motivator for perceived moral behaviour. I don't think that AD&D ever did answer the question, can't talk about third. It mentioned that there were heavens; it mentioend that gods favourites went there; but it did not describe how the good worshipper made sure they went. There was no moral code; there were not commandments; theories of afterlife and god are theories of his the world came to be, how it works, and AD&D did not discuss this (aprt from the multi-plane concept).

Strangely enough, HeroWars does not really delve into this aspect either. It does better than most, though.

I like the idea of "final fate" tables; I believe Bushido had one, although I have only browsed a friends copy. Essentially, the idea is to resolve just heavenly/infernal reward the character recives post mortem; I argue that this provides a goal for moral behaviour to aim at. I know some people (one of my players) are outright horrified by the idea, but I feel quite strongly that unless/until some sort of systematic measurement of moral behaviour is introduced (not a prescriptive one like Alignment, though), such game-world issues will be seen as rather secondary matters in the course of play. If they don't appear in the mechanics, players are being told that they are unimportant to play.

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On 12/19/2001 at 5:22pm, Marco wrote:
RE: Heads Up

Hmmm ... okay ... good points--however, consider this:

1. The commandments are *pretty much* spelled out as the alignments--you go to your god if you follow the alignment. Now granted, we aren't talking the 10 commandments written out on a stone tablet but with huge organizations backing each cause and each alignment having its own language (WTF!?) I think the standard of behavior is pretty clear (I mean, were all those Lawful Good NPC's just *winging* it?). The game wasn't about *questions* of good and evil, it was more about which army you fought for.

2. The final-fate table is an interesting idea--although I think my own moral code would probably override whatever someone put in the game book.

Anyway, I've never really seen the point that "what's in the game book" is going to be what's important to the GM and players.

-Marco

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On 12/19/2001 at 5:34pm, greyorm wrote:
RE: Heads Up

Boys, new thread, please. Thanks.

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On 12/19/2001 at 5:46pm, contracycle wrote:
RE: Heads Up

OK, the "which army" point is well made. But lets say, this is what makes the alignements inexplicable; they are bones of contention which are invisible. Look at the range of phenomenon associated with "goodness" or "purity" - eating or not eating certain foods, wearing or not wearing certain clothes under certain circumstances. What gets lost in the abstraction of "good" and "evil" is this kind of cultural detail. Where people start pointing fingers and declaring each other good or bad is often related to what the specific material practices are. Even if one does not want to buy into the moral relativism idea, and instead want to assert a fixed moral standard, then I think a lot of the trappings, commandments, that sort of stuff need to accompany it (to some extent this belongs on the Magic thread too, since religion and magic are essentially the same thing). Without this sort of signposting, Good and Evil are merely system attributes imposed ex cathedra by the designer or GM; and thats difficult to internalise and still suspend belief, IMO.


"Now immaculate conception in sterilised laboratories
How the vanity goes on
Or in the message of the preacher with his morals and obsessions
The wars that we wage upon ourselves
Purity is a virtue, purity is an angel
Purity is for madmen to make fools of us all
So forgive yourself my friend, all this will soon be over
What happened here tonight is nothing at all"

- New Model Army, Purity

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On 12/19/2001 at 6:11pm, Marco wrote:
RE: Heads Up

Didn't you hear the man!? He said NEW THREAD!

:wink:

Yeah--I agree with that. The alignment system is complete bereft of any cultural trappings ... maybe you're supposed to supply your own (after the PC's get finished killing their way through Dieties and Demigods they can supply *their* own). But yeah--the societal weight of alignments in AD&D is feather-light.

-Marco
...
Ah, love, let us be true
To one another! for the world, which seems
To lie before us like a land of dreams,
So various, so beautiful, so new,
Hath really neither joy, nor love, nor light,
Nor certitude, nor peace, nor help for pain;
And we are here as on a darkling plain
Swept with confused alarms of struggle and flight,
Where ignorant armies clash by night.
--MATTHEW ARNOLD, Dover Beach

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