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#21 | |
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Join Date: Sep 2004
Location: Medford, MA
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1. You are the GM. You can make any race completely evil if you want to. That is what GURPS is about...giving you control of customization of your world. You and I can both GM a DF game and yours can be full of horror and elder things and psionics and born evil races, while mine can be full of puppies and flowers and leprechauns with pots of gold, or whatever. 2. If you look at DF2, the following monsters are all listed as being "Truly evil": as-Sharak, Doomchild, Flaming Skull, Mindwarper, Peshkali, and Toxifier. That's six right there. Listed as being truly evil. So I don't get where you have this idea that there are no truly evil things in DF. Yeah, GURPS isn't D&D, so it doesn't have D&D's alignment system. And yeah, there seems to be a good percentage of GURPS players who aren't all that interested in absolute, genetic, racial evil. But you can do what ever you want to. That is what GURPS is all about. GURPS doesn't stop you from running the game you want. You want Dungeon Horror? You can do that. You want to play with black/white morality? You can do that. You can do whatever you want. Last edited by trooper6; 02-27-2010 at 10:15 PM. |
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#22 | |
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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I've met authors (in a writing club I go to on occasion lead by Lizard of GURPS Lands Out of Time fame) that had Elves as an effectively "evil" race.
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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#23 |
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Join Date: Sep 2004
Location: Medford, MA
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I don't think b-dog understands that GURPS doesn't have canon in its genre books...it just has options. And even in setting books like Banestorm there is a lot of leeway for the GM decide what is going on and how the world will be.
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#24 |
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Join Date: Jul 2007
Location: San Antonio, TX
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Sanctimonious pointy-eared back-to-nature types that kill people just for cutting down a tree, even if using perfectly reasonable and not-very-harmful logging techniques, and hunt down "evil" creatures based on the color of their skin and the existence/non-existence of tusks? Evil? NAW!
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She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com Last edited by Lonewulf; 02-27-2010 at 11:00 PM. |
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#25 | |
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Join Date: Nov 2006
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#26 | |
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Join Date: Sep 2004
Location: Medford, MA
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Nothing in the books says they are or aren't inherently evil. Pick whatever race you want from DF3 and just call them inherently evil. Nothing is stopping you. |
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#27 |
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Join Date: Apr 2009
Location: South Shore-ish, MA
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Well, I mean, the thing that makes a Race "Evil" is all really a cultural thing. For starters, the definition of "Evil and Good" are from YOUR perspective. The "Evil" see it differently (as other have pointed out in this thread).
So make the "Bad guys" culture something that is clearly "Evil" from the predominant culture perspective. I've got Ogres as playable in my (non DF) campaign, but they're clearly Not Nice Folks. (Anthrophage - Hellooo Severe OPH! :)) OTOH, I've actually made Goblins into an underground version of Elves (naturalists, etc), which explains their hatred of the Dvergr (Dwarves) - Despoiling Miners. I figure on having some fun with the PC's once they start running into the first evidence of these tensions. Probably the best examples of making an "Evil" culture that pop to mind that are based in some form of logic: Ganiks from the "Horseclans" novels by Robert Adams (Covered in "GURPS Horseclans") "They are the descendants of radical vegetarian conservationists who consider all non-human species endangered and eat only other humans." Charonese from "The Golden Globe" by John Varley Useful Excerpt: "To my way of thinking, any Charonese living at the age of four or five years must already be insane, by any standard I can understand." Interestingly - the Charonese are a partial result of having too much ability to heal injury, which is CERTAINLY something one could work into a campaign containing magical healing. The main thing is, that for a race/culture to be so alien as to be seen as fundamentally evil - it's going to take some serious thought as to WHY they are "evil". So the question becomes: Do you want the players to UNDERSTAND why they're "evil" or do you just need them to be "The Enemy"? If it's the latter - it's easier to just slap the "They're evil!" title on them and wipe 'em out like cockroaches. Last edited by Wraithe; 02-27-2010 at 11:33 PM. |
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#28 | |
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Join Date: Sep 2004
Location: Medford, MA
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I never really get b-dog. He always has ideas...very specific ideas...about what he wants. He knows what he wants and what justification for it. For example:
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b-dog, you've got your ideas. Go for it! Just tell your players that all those races are inherently evil and were created by evil gods solely to be evil. I don't see where the problem is. Other people might not like your idea, but they aren't running your game. You don't need approval from anyone but your players. Run your game the way you want to. GURPS is build flexibly so that you can have pure evil races in your campaigns, and I can have no moral absolutes in mine...and we can both be fine. |
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#29 |
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Join Date: Jan 2010
Location: The armpit of the Icegiant, Sweden
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I dont see the problem either. You have the orcoid races, you have dark elves, heavens to murgatroid, you have people who are the spawn of unmentionable abominations. Just say "You cant play these guys in my campaign, they are just monsters". Then play them as monsters.
Trolls were actually complicated in Scandinavian folklore; they were a bit more complicated than "likes to eat people". "Troll" in folklore here (me = Swedish) is very much a word that tends to mean "humanoid supernatural being". If you ran a DF campaign based on actual Scandinavian folklore and some guy tells my adventurer to go and slay "trolls", I would groan, facepalm and tell him to be more specific. Furthermore, when we played oldschool dungeon crawls, we didnt need the opposition to be evil. Face it, we were mercenaries in it for the dough and excitement, specialists in killing stuff; we generally just needed a clear enemy. "These guys are raiding farmers"; "these guys are sacrificing people to their deity"; "these guys have been at war with my people for generations" are all perfectly good reasons for there being an enemy that people either dont mind if you kill (and take their stuff) or even pay you to kill and take their stuff. Morals never entered into it. Thats for those high-falutin' "high fantasy" types that go on quests and stuff. Erik |
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#30 | |
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Join Date: Nov 2006
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