For the life of me, I'll never understand how some folks don't see that making an entire species of sentient humanoids all evil is a BAD IDEA.
If you incorporate *any* feature or trait that is tied to a real life race onto an evil race - it looks like you're tying the two together.
#TTRPG
If you incorporate *any* feature or trait that is tied to a real life race onto an evil race - it looks like you're tying the two together.
#TTRPG
Comments
In the real world we are all the same species with a wide variety of ethnicities with unique cultural practices.
Which is why the concept of "evil races" comes about.
Like. Species of a character and culture of a character should be two separate things. But there are a decent number of games that...don't bother with that.
How is an entire species all evil?
Why? Wouldn't that make everyone else want them dead?
Why wouldn't they try easier methods instead of just pillaging?
They're depicted as rampant, vicious hordes that raid any village they find, and take what they need.
The act of doing so 1) means they've constantly at risk of violent death, 2) always have targets on them, and 3) are solely dependent on their victims.
Like! It's not difficult! It's a basic logical issue!
We need food and shelter. If we do nothing but pillage, folks will try to kill us.
Therefore.
Make a fucking village and DON'T KILL PEOPLE.
There's shown variety with them. Orcs, Goblins, Drow, etc, they don't always get that. They show up as "The Raiding and Pillaging Guys", but never are shown...just being guys.
I think ultimately it comes from placing Western culture on a pedestal and wanting a dehumanized foe whose death has no moral implications.
Like, the orcs the party fights could be the outcasts from a distant orc city that exiles criminals instead of imprisoning or executing them.
It's just basic, logical cost-risk analysis!
A - Risk death for a one time boost to resources.
B - Take time, get a long term regularly delivering resource.
What a tough decision!
For the early years you can play with a truly innately evil species wrestling with what that means, getting into arguments about what's more evil than what, even have Evil Versus Evil conflicts thar appear.
Even Evil is allowed variance and conflicting stances and ideologies!
Guess what 20th level characters were expected to do to their gods - and in AD&D they could manage it.
"I actually use the emotional anguish to weave the webs that are your species' afterlife. No hearts = oblivion."
"Damn. Makes sense."