Theologies at 30 paces: The Hell of Evil in D&D
One of the big questions that every GM should consider when creating their D&D campaign is how to resolve the anarchy of the theological implications of the cosmology.
It’s a simple question: In a world where miracles are readily apparent at the hands of every cleric, where Gods and Demons and Devils and Heaven and Hell are demonstrably real, why would anyone in their right minds choose to be evil?
A proven eternity of torment awaits anyone who transgresses, according to standard theology – and even if you found room for doubt based on a multiplicity of theologies, why would you take a chance?
In standard christian belief, Evil can succeed in tempting the weak because there is room for doubt and confusion. As soon as there is concrete evidence, never mind proof, resistance to temptation should rocket skywards.
D&D attempts to resolve this solution by utilizing multiple pantheons and different versions of Hell (in the form of the planes of the Abyss) but the solution is only half-hearted. Devils and Demons remain standard (if high-level) encounters, and much of the descriptions of the 9 Hells and other planes of the Abyss are relatively standard extracts from christian belief.
The Fumanor Solution
So concerned was I about this particular problem that I decided to do away with evil entirely within the theology of my Fumanor campaign, making it all about a Nihilistic Chaos and a Desperately Rigid Order.
Of course, the morality of the situation I devised is not that simple. The Chaos powers are too disorganized to plan, instead coming up with new stratagems on the spot and executing them immediately. That doesn’t make them dumb, by any means – in fact, they are frighteningly intelligent. It can be argued that it takes even more intellectual firepower to fight an organized planner to a standstill than it does to devise and prepare contingency plans in case your current scheme fails.
Because the landscape keeps shifting on them, the Gods are forced to continually reassess and revise their plans, being forced into progress despite themselves, when what they would prefer would be to act as a constant, consistent foundation for the mercurial changes of mortals to build apon.
The two sides really do need each other in order to be complete, but both consider any such proposal to be heresy of the worst kind.
There is also an interesting moral inversion at work in that the progressives are frequently painted as being the good guys and the conservatives the bad, out of touch with reality. The result is a very 1950s flavor to the campaign, which at the same time is also very modern.
Everything that connects with the problem described in my opening paragraphs is explained as the manifestation or creation of one side or another. The Chaos Powers created demons to do their bidding, so the Gods created devils to interfere and compete with the Demons while creating Celestials to oppose both and keep them in check. All the temptations of evil are actually manifestations of Chaos. What the PCs have yet to realize is that so are al changes for the better. :)
The Fumanor Solution was not intended to become the be-all and end-all answer to the problem; I fully expected to need to implement one of the two solutions given below. It just worked out that I could answer all my questions using the fundamental Law-vs-Chaos conflict that I had already made fundamental to that campaign – if not perfectly, then at least, well enough.
Do as I say, not as I do
The Fumanor solution is a half-measure, and I’m the first to admit it. That it works is immaterial to that assessment. There are better answers.
There are two real solutions to these quandaries that I have been able to come up with, and detailing them is the purpose of this article.
What Fools These Mortals Be
The first solution is to link alignment with intelligence, and decide that only the foolish will ignore these obvious moral warnings. The forces of true evil have always been described as infernally deceptive manipulators, after all, and it is not unreasonable that the less-intellectually profound could be misled into a fatal mistake.
This approach mandates a different, even biased, handling of alignment transgressions than that described in the rulebooks. There can be no forgiveness – any moral lapse must leave a permanent stain apon the character of the transgressor. Absolution is a myth under this paradigm, or almost so – perhaps it is simply two, three, four, or even five times as hard to regain lost moral ground.
Under these circumstances, using the planes of Evil for afterlives of torment and punishment works. Demons and Devils run around setting traps and moral quandaries for mortals, testing and tempting them, and with each success, they gain a greater grip over the mortals who have succumbed to temptation.
The Consequences
This is not a perfect solution. Intelligent enemies are often more interesting opponents than the dumb, and this solution takes that off the table – unless you further refine the concept to make Evil something akin to an addiction. If your smart bad guys are all fallen, corrupted, good guys – think Martel in David Edding’s Elenium trilogy – does it all make sense.
You can’t spring this concept on your players without warning, or after the campaign has begun. It has to influence and shape your encounter design and society and theology and mythology from day one. It needs to subtly reshape the rules of the game – aside from alignment and alignment transgressions; there are various spells that may need subtle adjustment. The definition and class description of various classes might need to be tweaked.
As a result, while this is a simpler solution than the alternative discussed below, it is like an iceberg – there will be a lot more work needed behind the scenes and below the surface.
Let Evil Be Evil
The alternative is to redefine the nature of Hell, as depicted and represented in D&D. If it is no longer a place of torment for all who come to reside there, if there is something about that afterlife that is appealing to certain personality types, suddenly the problems all go away.
In any afterlife where there is a judgment rendered, there are always three options. The first is bliss, for those who have led a life of spiritual purity – or who have at least been forgiven and absolved of their sins. The second is condemnation (and possible destruction) for those who have been willingly disobedient to the “pure” moral code. In between these two extremes lie a middle ground – one that holds all manner of promise in terms of game theology.
Why could it not be that both extremes have their needs met by the spirits of those in the middle – until whatever minor infractions that had led to this condition had been paid for?
Two standards of Evil
This defines two different degrees of being Evil – the aristocracy of evil and the peasantry of evil. The aristocrats may be those who are actively evil, or this rank may be reserved for those who enter into pacts with the forces of Darkness, or there may even be a hierarchy of rank between these two levels of commitment to the cause. The peasantry are those who merely succumb to temptation, who take the easy way out.
If the representatives of Evil can offer power not only in this world but in the next, it both increases the appeal of Evil as a way of life and a philosophy, but overcomes the stumbling block that makes choosing that path so nonsensical. If those who labor on Evil’s behalf have a realistic expectation of a life of comfort and ease, with servants and lesser beings to fulfill their every need (no matter how vile), a life of Evil becomes far more tempting – and the playing field for mortal hearts is restored to an even balance.
The Consequences
Unlike the first solution, this can be introduced retroactively. Even if the PCs have been to the planes of Hades and seen the tortured souls of those exiled their, this can be glossed over – if the victims they had seen were neutrals being tortured not for their misdeeds by to demonstrate the power of the true evil souls for whom this was their final reward.
But, if anything, it is more work than the first solution, though it might not seem so at first glance.
- Entire planes of existence need to be redefined;
- the cosmology in back of them needs to be reexamined;
- a whole theology needs to be assembled complete with rituals and mythology;
- the cleric class description needs to be adjusted slightly;
- other classes with theological connections like Paladins, Monks, and Druids need tweaking;
- each of the major races needs to be appraised to integrate the new world-view;
- and finally, some of the standard monsters need to rewritten to fit the new paradigm.
Alignment, Schmalignment
It should be noticed that beyond the general principle of good vs evil, this has no more to do with the standard alignment definitions and treatments than does a duck or a sunset. The ethics and morality can be as complex as desired. Consult my five-part series on Alignment for more discussion in this respect. The link is to part 1, An Unnecessary Evil? which in turn links to the other 5 parts of the series.
The Reward
So, with all this work to do, why would you choose this solution over the other? Well, firstly, it puts the bad buys on an even playing field with the good guys – which automatically ramps up the challenge and drama of whatever the situation is in the game. Second, it feels far more integrated than the somewhat slapdash first solution. And thirdly, it gives more scope for independent creativity, for making this campaign different from that.
It makes your world more personal, more unique, more a reflection of you and your ideas. It makes your game better – provided you have the prep time to put all those pieces together.
That sounds like a pretty good reason, to me.
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July 12th, 2012 at 10:43 am
Actually, there’s a much simpler solution to why anyone convinced of the existence of Hell (and eternal damnation, or conversion into a demon upon death) would commit evil. We see it in the real world.
They don’t realize what they’re doing is evil.
To paraphrase Hitchens, “Good people will do good things. Bad people will do bad things. But to get good people to do bad things, you need religion.”
Just to pick one religion of many, there are plenty of people in this world who think that beheading people from other religions, poisoning schoolgirls and blowing up a random assortment of fellow humans in a crowded market are all laudable acts. These kinds of things happen pretty much every day. The people who do them are convinced that they are not only doing good (or at least, God’s work), but will be rewarded in the afterlife.
In RPG pantheons, this could play out in two ways. Evil characters do evil because they think they’re doing the work of Odin or Zeus — and they will be revered in paradise. Or they are aware that they’ll be sent to Hell, but they think that they’ll be rewarded by becoming a high-level Devil or Demon Lord, now able to commit even more evil (er, “good”) acts on a grander scale.
jnarvey recently posted..Savage Guns
July 12th, 2012 at 10:50 am
I can’t believe I overlooked that one, jnarvy, especially since I’ve used it myself a number of times! Thanks for the correction!
July 12th, 2012 at 1:25 pm
I’m still trying to figure out how the afterlife works in my current game’s cosmology. My current reckoning is that everyone who dies goes to the same place (Shadowfell), unless a particular deity claims them as their own (or they reincarnate). Deities don’t just claim anyone that serves them though, and usually hand select their followers. Some might be more picky than others, and some even employ lesser deities to select followers on their behalf.
The main goal I’m seeking to accomplish with this is to divorce the gods from their worship/religion. This way I could have evil characters who worship good gods (and vice versa) as well as good gods that are worshiped in evil ways (and vice versa). As an example, Asmodeus is easily one of the more evil deities, but might be worshiped by those seeking strong leadership in government, protection from civil war and strife (a little ironic), or blessings for their dutiful slaves/servants, possibly even by a father overseeing his household. The character might not be particularly evil, but might be chosen by Asmodeus to serve him in the afterlife due to his extreme lawfulness (i.e. tyranny).
July 12th, 2012 at 7:24 pm
In order to achieve your goal, you will have to clearly define how clerical magic (& druidic magic) works. In most campaigns, clerical magic is granted directly by the gods; if you are going to remove their immediacy within the campaign, this will have to be different.
I’m thinking that some kind of spiritual mark made on the character by a cleric or high priest might be the answer – the equivalent to being conscripted but (in theory) reserved only for those who apply for it. The nature of the deity and of his church would dictate how readily available these were. In practice, corruption would soon see some such on the market – and a god of trade might even encourage this. And the harder something is to collect, the harder some types will try to collect them.
The preceding paragraph gives a clue to perhaps your best solution: One pantheon, all of whose members are defined not in moral terms but in terms of activity in general – because they can be either good or bad or neither. Instead of a god of diplomacy, have a god of bargaining. Instead of a god of war, have a god of battle, or one of swordsmanship.
As for Shadowfell, the first image the name suggests for me is a never-ending infinitely-large Inn with a thatched roof and eternal sunshine, where guests arrive involuntarily, and are told each day whether or not they are going to check out. (“Hotel California” starts running through the back of my head at this point).
Mike recently posted..Theologies at 30 paces: The Hell of Evil in D&D
July 13th, 2012 at 7:35 am
Why use Intelligence? I would think that Wisdom would have made a better choice for a trait to tie alignment to. Then you could still have really intelligent opponents serving evil’s ends, which in light of proof of heaven and hell would not be very wise. And even very intelligent people can be fooled if they don’t have the wisdom to discern what is truly going on.
Thanks for a great article.
July 13th, 2012 at 8:57 am
My pleasure, Bouncingboy.
I used intelligence because Wisdom is more concerned with instinct and spirituality, and the point of the article is that active presences of Gods, Devils, etc takes the question out of that realm and into the realm of deduction and interpretation of evidence – usually intelligence traits. At least, that was what I was thinking about at the time. In retrospect, you might be correct.
July 13th, 2012 at 10:06 pm
[…] Theologies at 30 paces: The Hell of Evil in D&D […]
July 17th, 2012 at 12:28 am
Okay, you asked for it, Mike. :) These days I run more sci fi games, but when I ran fantasy worlds I really didn’t run any Hell-type afterlife as one of eternal torment. I always figured the torment part was propaganda to keep people on the straight and narrow. It never made any sense that a person would choose that for short-term gains.
Instead, I placed the ruling bodies as Lawful Evil & sociopaths. They have rules and within the scope of their world, they stick with them. As long as you performed, you either got rewarded (at best) or were left alone to your own devises (perhaps preferable). Good tools should be honed, not broken.
But, if you didn’t meet expectations, there were all those Devils, which I categorized as psychopaths, that were just waiting for you to screw up. There is where the torment comes in.
So, there were rewards if you were strong enough (and depraved enough) to compete with the Demons and punishment for those who don’t measure up.
Oh, and I never figured INT to be all that important. Low int means you might get duped more easily, but a high INT just means you have the hubris to think you can hold your own.
galenty recently posted..Ye Olde-Tyme Religion
July 17th, 2012 at 1:47 am
@galently: I love it! Duely added to my repetoire of solutions to the question.
I tried to leave a comment on your article “Ye Olde-Tyme Religion” but it didn’t work for some reason. I had to settle for tweeting a link to it. Anyone else reading this, follow the link in the preceeding comment, it’s worth it!
Mike recently posted..The Butler Did It: Mystery Plotlines in RPGs
July 29th, 2012 at 7:17 am
Really good article. Very impressive.
I think the ‘problem’ arises because the cosmology of D&D while supposedly embracing the idea of other theologies, is very Judeo-Christian at it’s heart (and from day one, as Arnison and Gygax have basically said in various interviews). This creates a kind of irreconcilable situation of a Christian Hell existing side by side with Pagan Pantheon(s). Which of course makes little sense.
In my home campaign I always opted for the struggle of Law and Chaos rather than Good and Evil. There were ‘Hell’ realms, but these were reserved primarily for failed Celestials who had rebelled from their (Lawful or Chaotic) masters. Human souls rarely ended up there, unless they had entered into bargains with those beings.
I read one d20 rewrite that bothered to tackle this, and the idea of the existence of Evil Gods in a way that I found fascinating and consistent. Sadly I don’t recall the name of it (it was a freebie on the internet). Anyway, they reasoned that since gods both Good and Evil exist, evil is not a moral backsliding, but a valid moral choice. In the D&D world where evil rewards its followers for promoting its ends just as good does, then choosing to do evil and follow evil gods is as equally desirable (and often moreso) than following good faiths and religions. The Evil gods provide an afterlife as reward for their followers just as the Good gods do.
The only time hell and punishment enter into it is when a mortal does the one thing that both kinds of gods despise…failing. Only failing to live to the moral code you’ve chosen (good or evil) draws their wrath. Fail a Lawful Good god by giving into dark temptations and be condemned to hell. Fail a Chaotic Evil god by failing to sacrifice your first born and be condemned to hell.
It’s not the nature of their divine decrees that result in your punishment, but how well you follow their (equally) arbitrary rulesets.
To me, this metaphysical model makes the most sense (possibly the only sense) in a world that postulates good and evil deities that are equally powerful, while still maintaining the existence of hell for players to rock out against.
July 29th, 2012 at 9:41 am
Thanks Micah. Your comments at least show that others have come to the same conclusions I have.
I think the source of the problem goes deeper, and is twofold, or perhaps two-and-a-half fold.
At its heart, D&D tries to be all things to too many concepts without sufficiently firewalling the concepts off from each other. Thus we have the Judeo-Christian heaven and hell, and the ethical structures of the middle ages, and Paladins (ie Knights) a-la Arthurian Myth, all rolled up into the same sushi roll as Greco-Roman mythology and norse mythology and so on, and then making a half-hearted attempt to wring consistancy from the melange.
Part of this problem is an attempt to cater to a modern audiance which needs some familiar ground rules in order for the material to be accessible without a doctorite in comparative theology and sociology. Part of it stems from having too many cool ideas and not enough integration of them. And part of it is reaction to the sustained attacks against roleplaying games from various religious and social groups in the 80s who considered it blasphemous and an incitement (if not the practice of) devil-worship and belief in pagan gods. (All of which is very reminiscant of the later treatment of Salman Rushdie by another culture. That this treatment was largely denounced by western media and audiances is indicative of how far we came in a very short period of time. But that’s all beside the point.) And the final part of the origin of the problem is an attempt to build what the authors considered moral behaviour into the ‘ideals’ of their game system, as you’ve suggested.
Logic really permits only two answers to the problem: either the state of ‘hell’ and related planes is not what the spiritual authorities within the game would have their adherants believe (the propoganda solution) or evil has to reward its adherants just as good supposedly does, according to the tenets of the ethos by which evil lives. Anything else is a minefield waiting for someone to tapdance.
February 10th, 2015 at 9:08 am
Arise!
Mike, I don’t think you can so easily dismiss the temporary gains of evil vs. eternal punishment. Evil is the quick and easy path, like the Dark Side of the Force. I’d reckon numerous people, including the rational and intelligent, would give in to temptation even if faced with the “assurance” of eternal damnation. Perhaps they reason that what occurs in the afterlife is irrelevant and only their existence on this plane matters, therefore, they indulge in whatever they wish. They may also think that they can somehow outwit the gods & devils and escape their punishment regardless of their deeds. You must also take into account just how “demonstrable” this eternal punishment is…and in effect, how eternal it is. Sure, folks can take field trips to view these tortured souls, but I’ve played in at least one campaign where we were able to rescue a character from the pits of hell. Between the poles of Good and Evil there is the gulf of Neutrality which is where much of the population lay. Your suggestions are two simple solutions, but by no means are the only alternative and cohesive options.
February 10th, 2015 at 1:52 pm
You make some very good points, Krys. Yes, there are always people who think that the rules won’t apply to them, or that they will “solve that problem when they come to it”.
Can we agree, however, that this faction would narrow significantly under the conditions described, unless there is some additional factor that promises a way out?
Neutrality on this position should not be a lazy choice for people, it should be something they actively seek, and those who subscribe to evil definitely need some sort of inducement just to take the chance. Whether that inducement is their own ego is another question entirely!
I appreciate the contribution, especially the opening up of another position for consideration. More is always better!