Showing posts with label evil. Show all posts
Showing posts with label evil. Show all posts

Thursday, 24 December 2020

Alignment II: Complications and Excuses

Revisiting my musings on the D&D concept of alignment ten years ago, I stand by the observation that conceptually, it's a mess. Is alignment:

* A force that guides great destinies, setting mortals and monsters at opposite ends of the cosmic chess board?

* A political ethos that rules the morals of states and societies, and those who follow them?

* A style that shines through in the tactics and personality of individuals?

I made these observations about the Law vs. Chaos dimension, originally. But on reflection, they also apply to Good vs. Evil. I missed that originally because people in Western culture, raised on Western stories, will believe that good and evil nature goes through and through. Good people live in good realms and follow good faiths of good gods. Evil people likewise stick to their zone.

Good and Evil Wallpaper (66+ images)But storybook morality falls apart in the real world. Cruel and power-seeking worldly systems can and do serve noble ideological goals. A society supposedly dedicated to tearing down the universe can sweeten its appeal to the outcast by giving them kindness and understanding. Kind and power-hungry individuals can each find their place within those systems.

Yes, the three levels on the average reinforce each other. But the really interesting cases are those where the morality of ultimate ends, worldly means, and individual character fall out of ... alignment.

Think of a repurposing of the I Ching hexagrams, not a system to define characters, but a way to generate possibilities. The first three are the three levels of GOOD --- and EVIL - - : cosmic ends, worldly means, and personal character. The second three do this for LAW --- and CHAOS - -.

Using a site such as this one we first get:

- - EVIL END
--- GOOD MEANS
--- GOOD PERSON
--- LAWFUL END
--- LAWFUL MEANS
- - CHAOTIC PERSON

Here's someone who, like most in their society, upholds a cosmic order where the strong rule and everyone knows their place. Although the gods of this order are cruel, the church and state who serve them are set up to cushion the blows as much as possible, seeing the diabolic as the only effective bulwark against forces that would utterly wreck the world. Despite their strictness in rule, the powers that be find it expedient to hire less constrained agents. Such a one is our hero, who believes in rules -- for other people -- but is otherwise good-willed and magnanimous.


--- GOOD END
- - EVIL MEANS
--- GOOD PERSON
- - CHAOTIC END
--- LAWFUL MEANS
- - CHAOTIC PERSON

Here is a harsh contradiction -- a lawful evil social order served by a chaotic good person while the order itself serves a chaotic good metaphysical cause. Can anyone believe in all three layers simultaneously? Does this example break down and force us back into the seamless view of alignment?

No, not necessarily. Consider, through the dark arts of social psychology, the many ways in which people deftly reduce the cognitive dissonance from incompatible elements of their belief system. The ease with which people go from hugging their dog to dining on pork, or the ways belief systems put qualifications around "respct for human life", prove that excuses and rationalizations are everywhere.

We can put all of them to use in our example.

  • Means-end separation. The dictator is only taking charge to preserve the dream of freedom and benevolence! When its enemies vanish then the true end state will be possible! (But the enemies never vanish, do they...)
  • Denial of responsibility. The system is too big to change, I can try to make it better from within, if I didn't do this someone worse would.
  • Advantageous comparison. Say what you will about our kingdom, over there they have it much worse!
  • Euphemistic labeling. Come with me to the Cells of Liberation where the truth will be extracted from you in the Palace of Joy.
  • Selective moral concern. Oh yes, it may seem that we are mean and oppressive, but only to subhumans / criminals / malcontents who deserve it. To our loyal people we are liberal and fair!
  • Straightforward fingers-in-ears denial. What? Nonsense! We don't torture people. I don't know what you're talking about. Those are all lies spread by our enemies.


None of these excuses are ironclad, and each of them can be toppled over time. Then you have personal evolution or a social revolution. But the fall of a tower of mutually reinforcing rationalizations should never be taken for granted. Its tensions and dynamics contain the seeds of situations much more intriguing than the storybook goodie/baddie distinctions that alignment by-the-book encourages. 

Next and finally: Everyday morality and alignment.

Tuesday, 4 December 2012

The Baroque Spell Scroll

As posted on Paolo's Lost Pages, my Baroque Spell / Folio Spell series has come to magnificent life thanks to his layout and bookbinding chops. The titles included, in full ...

Cheirosciamancy
The Radiating Cloud of Seven Interfering Bands
The Prelapsarian Pavilion of Mundjogo
The Caryatid Cordon of Cerysse
Hester's Exacting Accountancy
The Appeal to the Seven Worthy Elders
The Contundent Chaos, Without Form and Void
The Multifarious Mandaglore
The Ovo Sub Aquea of Bellorand
The Five Swords of Severity

Now, Paolo is selling a very limited number of copies, but we are also thinking of expanding the book, putting more content on the back of the book/scroll, and so forth.

Perhaps these following sinister spells and items will be involved ... although the risk of publication is great, the watchful Eyes of St. Damien being what they are, and buyers must be most discreet:

Alas! The Passenger
Madame Hildred's Dance
HYAASTAAGSHEGGTYU'U
But enough about us. What would you put in an accordion-folded book?

Tuesday, 6 November 2012

Hodgson's Old School Gaming Appeal

In my last post, I promised to explain why William Hope Hodgson's works have such appeal in old-school gaming circles. And it's not just because of small coincidences like pig-faced orcs or the "Keep on the Borderlands/House on the Borderland" thing.

Illustration by Philippe Druillet
First, as I explained last time, the morality of Hodgson's writing is based on contagion, resistance and disgust. Evil does not consist in things you choose to do, even less so in your motives for doing them. It is a thing you catch, or are overwhelmed by. This is obviously closer to the "pick a team" alignment of original and basic D&D, than the meticulous graphing of alignment as a consequence of character behaviors encouraged by AD&D.

But it's even more primal than Team Law vs. Team Chaos. It is quite simply a morality of physical and psychic survival against forces of evil with purely destructive intent. You never meet people who have gone over to the dark side and make the case for corruption in Hodgson's tales. The closest you get is seeing wretches who have become half-assimilated, who lacked the pluck to resist. Chaos is insidious, relentless, but ultimately voiceless if not completely mindless. It is closer to games where the number one concern is not sticking to alignment, but simple physical survival, and avoidance of such curses and level draining as would render the character useless even if still technically alive.

In these stories, the Enemy is so visibly inhuman that its side is never a temptation. Indeed, as soon as humans recognize each other in these bleak and desolate landscapes of the soul, there is an immediate urge to mutual aid which never falters. Betrayal is not an issue in Hodgson. There are no politics, no clash of vested interests or cultural worldviews; the largest issues between humans concern the tactics of fighting the visible evil. The enemy has no babies whose fate can be debated.

I know that many game tables have involved inter-player intrigue, and even more (including my own) mix up their straightforward adventuring with embroilments in the world of politics and religion. Certainly, allowing players to steal, backstab and otherwise compete with each other smacks of a freewheeling, juvenile style that many players quickly abandon. But there's also something of innocence lost when erstwhile adventurers find themselves in the thick of things with guilds, courtiers, and ambassadors. A more mature subject, maybe, but there's a reason Conan the Barbarian pined on the throne of Aquilonia for his freebooting younger days.

Hodgson's stories appeal to this straightforward spirit of adventure; a band set against inhuman evil, pledged to help each other. They may be working to save the village or the world, but there's no grubby running after the errands of some duke. It also helps that the evil enemies and landscapes are, with only a few exceptions, described so inventively and compellingly (I still think he could have done a better job with "The Hog" but the horrors of the other Carnacki stories, and their constant suspense between supernatural and rational explanations, are first rate). It is this same spirit, I'm convinced, that leads people steeped in intrigue-heavy social campaigns back to the raw experience of adventure, whether within the same campaign or between campaigns.

Speaking of which ... there's an issue I want to raise soon, which deals with the role of the town or city in adventure gaming. It has to do with a recent session in my own game. Stay tuned.

Sunday, 4 November 2012

Fungi and Swine: William Hope Hodgson's Disgust Morality

William Hope Hodgson was an early 20th century imaginative writer whose fictions often show up on old-school gamers' "Appendix N" lists of inspirational material (here, here and here for example). I've been trying to come to grips with Hodgson's appeal and limitations ever since I discovered his works, most of which are in the public domain and available on Project Gutenberg.

Two themes in Hodgson's work deserve attention, both using physical contagion to achieve horror. One is found in his sea-stories, the best of which is the oft-cited "The Voice in the Night," and the longest of which is "The Boats of the Glen Carrig." In these and others, the sea and its shores, islands, sargassoes and ships adrift teems with biological menace. Whether fungoid, lignic, or cephalopod, there horrors all have a certain flabby and spongy quality. They promise death or worse by assimilating, by being assimilated, by infecting, by crawling on the flesh in the night and leaving slime and sucker marks. I consider "The Voice in the Night" the best of these tales because of its excellent framing, its focus on a single monstrosity, and most of all, the way in which the physical threat merges with a moral struggle.

This element leads us to the next theme - the strange moral cosmos of The House on the Borderland, The Night Land, and the Carnacki the Ghost Hunter stories, of which the most revelatory is "The Hog."  In this shared universe, humanity is menaced by dark forces of evil which lie outside a protective barrier but sometimes break through. The postscript of "The Hog" explains this in terms of a "defense" around the Earth that is energized by the Sun's rays and weakest at night. In the far future world of the Night Land, set after the sun has gone out, the barrier is rather smaller - a circle of white "Earth Current" that protects the great pyramid of the last known city on earth.

The evil forces are tangibly corrupting, with a very physical sense of contagion. Their most usual visual and auditory signature is porcine, in "The Hog" of course, but also in the house-besieging pig-men of Borderland, the strange swine-phantom of the later visions, and in certain of the ab-humans in the Night Land. The image of the abyss or pit also stands for this evil, and its colors are sickly greens and yellows. It is difficult to read Tolkien's description of Minas Morgul and Mordor without seeing an echo of Hodgson's infernal visions published thirty years earlier.

What fights against this evil? The most ordinary struggle involves the individual with courage to resist the darkness, physically and mentally. When people find each other in these tales they almost invariably band together, the stronger helping the weaker. Technology sometimes helps, whether the electric apparatus of Carnacki or the far-future devices in The Night Land. But less often, when it is most needed, there is a mysterious supernatural intervention that almost certainly symbolizes the theological grace of God - as when, at the climax of "The Hog" when the foul entity is about to break through, a green-banded blue barrier manifests itself to dispel the evil.

Interestingly, there is no human moral dimension to this evil. People do not come to it by their deeds, at least not against each other; but they can be infected or possessed by mere contact with it. There is no hint of the strong theme, running through Tolkien, that lust for riches and power is the root of evil, nor even the glimpse of a possibility that evil might tempt people to use expedient but morally corrupt means to fight it. Hodgson's evil is one of contagion, one of disease, one of disgust - man against the Other, having nothing to do with man against man.

This, I believe, explains why Hodgson's vision is only partly compelling in the modern day. In our everyday experience, what stands in for the Other, the ab-human? We cannot really hate nature that way any more, nor can we hate people of other races, cultures, and social strata just for what they are with a clean conscience. After the hundred horrible years that began with World War I - in which Hodgson lost his life, and Tolkien survived - most of us now understand that the Enemy is not the inhuman, but the all-too-human, our normal lusts to level, exalt, defend or attack magnified into systems of slavery and genocide. Disgust is no longer enough; anger at injustice must fuel our outrage for it to be justifiable.

I also think Hodgson put a wrong foot down in choosing the pig as his symbol of Otherly evil. This became evident this weekend as I performed a dramatic reading of "The Hog" to my wife. I am afraid to say that we couldn't help laughing at passages like this:
A sort of swinish clamouring melody that grunts and roars and shrieks in chunks of grunting sounds, all tied together with squealings and shot through with pig howls. I've sometimes thought there was a definite beat in it; for every now and again there comes a gargantuan GRUNT, breaking through the million pig-voiced roaring - a stupendous GRUNT that comes in with a beat. [...]
'And as I gazed I saw it grow bigger. A seemingly motionless, pallid swine-face rising upward out of the depth. And suddenly I realised that I was actually looking at the Hog.'
Or in Hodgson's Mythos-tome equivalent, the "Sigsand Manuscript," where the following passage occurs:
If in sleep or in ye hour of danger ye hear the voice of ye Hogge, cease ye to meddle.
I guess in an era when very few people have heard the cries of slaughtered pigs in the city or countryside, the pig has become a figure of fun, a cozy barnyard animal, bdee-bdee-bdee-that's-all-folks. As Lovecraft, a big fan of Hodgson, realized to good effect - it's the invertebrate Horrors from Outside that have real staying power, the tentacled and flabby and chitinous things. If Hodgson had used his marine horrors for his metaphysical threats we would indeed have something very close to Lovecraft.

Instead, the pig's enduring horror is that it is too close to human, close enough to transplant organs, as smart as a dog, and its fate is uniformly horrible - of all the animals of the farm it alone has no purpose except to be slaughtered for meat. William Golding understood this when he called the doomed boy in Lord of the Flies Piggy, and had the marooned boys erect a pig's head totem. Margaret Atwood's abnormally intelligent pigoons in Oryx and Crake are disturbing because they are us - engineered to carry human genes and twice the normal complement of organs for transplant purposes. I guess the pig as metaphysical unclean evil might fly better with a Muslim or devout Jewish audience, but for those that eat swine, the pig's potential for horror is that it is us; within, not outside.

Next: Why is Hodgson's fiction so appealing to the old-school style of adventure gamers?

Sunday, 15 July 2012

Evil

Once I stopped trying to fit the different monsters of the "Evil" category into terrain types, doing the encounter table became a lot easier. Roll d4 to find the row, or d6 if with a water feature, where 5 or 6 means you look up the appropriate water row.


Again, this is one of six categories that's placed into a higher-level encounter table at different frequencies depending on the nature of the area. Here are a couple of rows of the higher-order table to illustrate. 3 and 18 are special encounters, detailed elsewhere.


And, the new silhouettes, together with an update of the download file on the right.


I can hardly believe that I've done 5 out of 6 of these, although there is still some clean-up work to do on the whole project ... for example, special Natural and Savage tables for arctic and tropical regions, plus the full table system, explanations, notes on some of the civilized encounters and possibly silhouettes rather than the generic "settlement" symbol for those.

Friday, 21 October 2011

Evil World

In keeping with the seven deadly sins, I guess, although I'm also just going through a table I made several months ago for these genres. A little Dante, a little Bosch, a little de Sade. And a toast to Matt of Nod, and his own very tasty Inferno.

Some of the categories on the table of genres don't look as viable as they used to, so maybe there'll be a little contest coming after the coolest stuff has been exhausted...