Tuesday, February 23, 2016

Good & Evil

...or Shades of Gray
Epic struggles between the forces of good and evil describe many novels and frpg campaigns. Others feature a less dramatic delineation between good and evil, both of which may exist in the same individual. One of the defining elements of a milieu is how the question of good and evil is dealt with.
Prof. Tolkien's The Lord of the Rings trilogy is a classic example of an evil focused in the being of a single entity bent on ruining the world and the forces of good, our heroes, who gallantly oppose that evil, both through the conventional means of alliance, might-of-arms and magic and ultimately through the seemingly less powerful means of friendship, self sacrifice, mercy and simple perseverance (and maybe also a little luck). It is the less powerful methods of goodness that arguably makes this such an appealing story. Prof. Tolkien didn't invent the epic scale, world-in-the-balance tale of good verses evil, but he certainly created one of fantasy literature's more recognizable and oft-copied examples.
The pulp fiction industry which heavily influenced the authors of White Box, and continues to flavor much of contemporary game design, approaches the question of good and evil in a more dark and gritty manner, which has become a defining feature of the genre. Termed Sword & Sorcery when set in an ancient, fantastic and frequently decadent imaginary world, authors such as R.E. Howard and Fritz Leiber  wrote many fascinating tales involving characters who often straddle the moral line between good and evil. Thieves, rogues and usurpers all, who live by a personal code with little regard for law or religion, their heroes seldom "save the world" and can on occasion, leave things in a bigger mess than they found them.
Fantasy games have frequently featured characters modeled on Tolkien's Middle Earth, but just as often modeled on Sword & Sorcery rogues. White Box supports both as befits its widespread roots in fantastic literature. The thief character class of Greyhawk and Blackmoor's assassin class give players a hint that those worlds are not necessarily all about telling the stories of good triumphing over evil. White Box's alignment system lists Law, Chaos and Neutral as the sides on which all creatures contend with each other. Evil is often associated with Chaos, but they are not the same thing, unless of course the referee says they are!
How the referee sets up the milieu largely defines the role good and evil will play in the stories that come out of game play. I have been reading Richard Snider's Powers & Perils rules which includes information on the game's default setting and an interesting alignment system. Humans in this milieu are unique in having the capacity for "free will" as it pertains to alignment. Humans get to choose, all others, including elves and dwarfs, are aligned by their very nature and get no choice in the matter. Alignment sets forces in opposition and determines who one's friends and enemies are. It also plays a role in determining what magic is available for use.
Whether it is the defining element in determining the character's actions and the fate of the world, or merely one aspect of choices made, good and evil deserve some thought in setting up the type of milieu desired. In its versatility, White Box can support many interpretations and I think this is by intent. Whether gaming or in life, what one sees in the world is largely determined by what one looks for.

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