On Tuesday James Wyatt’s latest Wandering Monster article, You Got Science in My Fantasy, was published on the Wizards of the Coast website. Unlike previous articles in the series this one is incredibly convoluted and very confusing. Partly this occurs because he confuses questions throughout the article and then there are his logical leaps that at first seem to be unconnected and after reflection appear to be outright wrong. I’m hoping that by analyzing the article that a better understanding will come.
I’m also hoping to win the lottery.
The article begins with a simple premise as Mr.
Wyatt writes, “. . . I want to have a sort of philosophical discussion about
what fantasy is, and how D&D
reflects that . . .” (You Got Science in My Fantasy). This sort of introduction
creates the expectation that the article will promptly deal with the topic at
hand, however, this is not the case. Instead we begin a discussion about orc
babies and how to morally deal with them.
Orc Babies
“. . . What should adventurers do when they
fight their way into the orc lair and find where all the orc babies are? In
particular, what should the paladin do . . .” (You Got Science in My Fantasy)?
How you answer these two questions tells a lot
about your world views and about your views on alignment in the Dungeons and
Dragons game.
Let’s look at the answer to that first question.
On the one hand you can argue, quite convincingly, that orcs are intrinsically
evil beings and that there is no redemption for them as they are created evil
and will remain so from birth to death. While on the other hand you can argue,
again quite convincingly, that orcs are not intrinsically evil, but that they
are the product of their cultural heritage, social mores, and societal
pressures; as such they can be redeemed. In the context of Dungeons and Dragons
which view is correct?
If you hold that alignments are solid, that they
do not fluctuate based on circumstance, then the orcs are evil creatures from
birth to the grave. Redemption for an evil creature is not something that can
be long lasting as their intrinsic nature will eventually win out and they will
revert to evil. By the same token good creatures will not permanently remain
corrupted as their internal natures will eventually win out and they will do
the right thing.
This sort of rigid alignment is very difficult
for most people to hold but in a classical fantasy setting it is very much the
sort that is expressed most often. J. R. R. Tolkien, Sir Thomas Malory, T.H.
White, Sir Walter Scott and so many other authors created fantasy worlds where
good and evil were concepts as starkly different as black and white. This is
because it is easier for the reader and for the author to resolve the moral
questions that arise from murdering evil creatures. This allows us to
justifiably say, “They had to go because
they were evil; and in killing them I am performing a good act.”
All that means that if you believe in rigid
alignments you have to be okay with killing orc children. Because they are
evil, always will be evil, and in killing them you are performing a good act.
For so many of us that is hard to stomach because the act of killing a child is
a red line, or an act that is so vile that we refuse to contemplate its
fulfilment.
The other side of this argument represents the
view of a flexible alignment where circumstance matters and how you are born is
only one factor in our assessment of your moral character. Redemption of the
orcs is not only possible here but readily accomplishable. In many ways this
understanding of alignment reflects the modern nature of fantasy literature.
People are not intrinsically evil or good in modern fiction; which makes their
redemptions more lasting and fulfilling for the reader – but it also means that
when they fall to corruption that the depths of that fall are much, much deeper.
Authors such as M. John Harrison, Robert E. Howard, and Ursula K. Le’Guin are
just a few examples of this more complicated view of morality that has
developed since World War I. In their books the characters’ actions are often
taken under conflicted emotions where people struggle within themselves with
doing the right thing. This means that the world isn’t defined by stark
contrasts and instead of living in a world defined by black and white morality,
we’re living in a world filled with a muddled grey.
Which means that killing those children can’t be
justified by simply saying, “They’re orcs, what other reason do we need for
killing them?” Instead we have to look at the fullness of their actions
assessing the society, and the individual’s moral actions; while understanding
that doing so places our own morals against theirs. That’s an overly
complicated way of saying, “You don’t
kill baby orcs. That’s just fucking wrong.”
After analyzing both sides of the argument we
have to deal with the second question: what does the paladin do. In practical
terms this question is largely solved by group consensus; and in poorly run
games, Dungeon Master fiat. In rigid alignment games the orc children are
slaughtered and the Paladin pops the top off his brew of choice and celebrates
a good day’s work; and in flexible alignment games the children are brought
into the paladin’s church and redeemed through the good works and teachings of
the church.
“. . . Who says orcs have babies . . .” (You GotScience in My Fantasy)?
After discussing the Nature and Nurture debate
Mr. Wyatt digresses onto the topic of orc children. I’ll be honest, it never
occurred to me that any race in the game would not be having children.
One more point before we move on to Dragons,
Dragonborn, and Griffons. Mr. Wyatt brings up an incredibly important criticism
against using the flexible alignment system for Dungeons and Dragons: Moral
Relativism. Moral relativism is the idea that right and wrong are not absolute
values, and that they change based on the person involved.
That is a dangerous idea to a game where good
and evil matter. Or as Gary Gygax put it,
“. . . Dungeons & Dragons . . . is a fantasy RPG predicated on the assumption that the human race, by and large, is made up of good people. Humans, with the help of their demi-human allies (dwarfs, elves, gnomes, etc.), are and should remain the predominant force in the world. They have achieved and continue to hold on to this status, despite the ever-present threat of evil, mainly because of the dedication, honor, and unselfishness of the most heroic humans and demi-humans - the characters whose roles are taken by the players of the game. Although players can take the roles of “bad guys” if they so choose, and if the game master allows it, evil exists in the game primarily as an obstacle for player characters to overcome. If they succeed in doing this, as time goes on, player characters become more experienced and more powerful - which enables them to contest successfully against increasingly stronger evil adversaries. Each character, by virtue of his or her chosen profession, has strengths and weaknesses distinctly different from those possessed by other types of characters. No single character has all the skills and resources needed to guarantee success in all endeavors; favorable results can usually only be achieved through group effort. No single player character wins, in the sense that he or she defeats all other player characters; the goal of the forces of good can only be attained through cooperation, so that victory is a group achievement rather than an individual one . . .” (Gygax, pgs. 26-27).
When we move away from a standard of good and evil
we move away from the core concept of the game, its spirit if you will. We lose
that certain something that has made this game so important to us and we do so
for what?
Yes it means that we’re going to be killing
those orc children when we live in that black and white world of morality. But
in our defense of doing so, in a game where the morality standard is one of stark
contrasts those children will be attempting to kill us – they are evil after
all.
Dragons, Dragonborn, and Griffons.
Let’s talk about the evolution of dragons for a
bit – or rather the lack thereof. Let me explain. In a fantasy setting there
are two ways to proceed when it comes to the creatures of your world. Either
you can create the creatures out of thin air, appearing from the aether fully
formed and ready to rock; or you can create your creatures by evolving them slowly
over time from previously existing creatures in a way that makes a sort of
logical sense.
For Mr. Wyatt the first approach is the only one
that matters – and that’s incredibly smart. By eliminating the evolutionary
creation of monsters he frees himself from being bound by the lockstep logic of
reality. Instead he can create humanoid dragons, wild animal cross-breeds that
defy even the vaguest hope of logic, and elemental monsters that couldn’t
possibly exist anywhere but in this fantastic game.
“. . . Where did griffons come from? Possibly
from a magical experiment that "crossed" or combined eagles and
lions. Or some nature deity, maybe the same one that created eagles and lions,
created them too, as noble hunters of the skies. Are they mammals or birds? No.
Owlbears? Same thing . . .” (You Got Science in My Fantasy).
Mos Eisley and
Waterdeep
Now that we’ve established that rigid alignment
is best and that a world of fantasy without scientific accuracy is preferable
we come to the question of what our day-to-day world actually looks like. To
illustrate this difference Mr. Wyatt looks to Star Wars and the tavern at Mos
Eisley, where Han Solo shot first, as opposed to those taverns in Waterdeep.
In that tavern at Mos Eisley you have this
remarkable assortment of humanoid aliens frequenting a bar on some backwash
world that wouldn’t be remembered if it weren’t for Luke freaking Skywalker. Intellectually
we’re able to accept this because by that point in the movie we’ve already
said, fuck it. But in our fantasy games set on earth-like worlds it’s harder for us to accept that same level of
diversity because we have a mythic precedent in our literature that has
established which races we’re likely to encounter (elves, gnomes, dwarves, and
hobbits).
That’s a difficult point to accept as a Dungeon
Master because we establish the nature of our world in a very personal manner. We
make the decision on how frequently our players encounter trolls, goblins,
orcs, and every other monster under the sun. If we establish early that goblins
live peacefully in our cities then goblins are accepted by our players. That is
the line in the sand where Mr. Wyatt crosses and there is no defense for his
point.
I abandon him completely on that line.
Mythic Resonance
One of the more important points in this article
is the idea of Mythic Resonance, or a shared cultural touchstone that is understood
by practically all participants. For Mr. Wyatt the most obvious source for
mythic resonance is J. R. R. Tolkien and his Hobbit and Lord of the Rings
Trilogy. Not only are the books some of the most read classical fantasy novels,
but the movies have proven to be some of the most successful franchises in
history. That’s a lot of people who have a working knowledge of elves, dwarves,
hobbits, orcs, wizards, and dragons; and that knowledge establishes a pattern
of behavior, speech, and action that can translate in a meaningful sense into
our hobby.
But in searching for that mythic resonance and
clutching to it so tightly Mr. Wyatt loses the freedom of creativity that has
been such a hallmark of our game.
The Survey
After reading all of this there is a survey at
the end of the article about the nature and nurture argument in relation to the
game. I would urge you to go there, participate in the survey and leave a
comment.
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Works Cited
Gygax,
Gary. Role-playing Mastery. New York. Perigee Books, 1987: 26-27
Wyatt, James. You Got Science in MyFantasy.Wizard.com 8, Oct. 2013
I guess the GM have to define if orcs are a species or a mythical monster that bubble from evil goo. I think some confusion or arguments come from the way D&D blur the line between biological and mythical being by often giving biological attributes to mythical being and treating them like biological species.
ReplyDeleteBut on the other hand the alignment system work better if you consider it like a mythical alignment, like Chaos in Elric or in Warhammer.
I hate the Elric books; but Warhammer is pretty boss.
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