Every time people lament changes to the lore that amount to “not every member of species X is irredeemably evil” and claim the game is removing villains from it, I think how villains of so-caleld evil species fall into two cathegories: a) bland and boring and b)have something else, unrelated to their species going on for them, that makes them interesting.
Evil races give someone the PCs don’t have to feel bad about killing. Obviously depends on your party, but if they befriend the hungry wolf pack and negotiate with the bandits, then a band of definitely evil goblins gives the barbarian something to smash without worrying if they’re killing little Timmy’s dad.
Edited to add: And if “he’s an evil race” is your only reason for them being a major villain, that’s bad storytelling. About as bad as “yes they’re going to help you because they’re good,” and not for some kind of benefit to them, monetary or spiritual or whatever.
If you can kill something without feeling bad because of its race, that’s fucked up. A group of goblin bandits can be fun, but they’re villains because of the bandit thing, not the goblin thing. Why should a group defined by plundering travelers be more acceptable than a group defined by being short with green skin?
That said, the undead are, more often than not, fair game. Undead are a mockery of the life that came before and a defilement of their corpse, so killing them is a way of honouring the dead.
My players ran across some Imperial guardsmen killing off skeletons, only for the orcs accompanying them to protest that they were destroying “registered cultural artifacts!” The orcs didn’t have much, and they would leave their bones to their children to help them eke out a meager existence.
Why should a group defined by plundering travelers be more acceptable than a group defined by being short with green skin?
Because in a fantasy world, where we can know for 100% certainty that gods created life, it’s not impossible for those gods to have made a certain creature type objectively evil.
In some settings, Orcs are the way they are because their god is the last one to pick a place for them to live, gets pissy, and decides that “Fuck you guys! If that’s how you want to play it, my orcs are going to plunder the shit out of your guys’ lands!”
In other settings, there has to be some kind of cosmic balance to things, and some gods are just evil because there has to be a natural counterpart to good, and so the creatures they create are just inherently evil.
I think the issue is with this kind of debate is that that it’s referred to as “race”. We don’t really have a one-for-one on this IRL (because Goblins don’t exist) and we don’t refer to animals as “different races”.
No, sorry, that still doesn’t answer my question.
Cosmically controlled goblins are doing the same thing as bandits, but the bandits made the choice to do evil things and the goblins didn’t get a chance to refuse. Surely, the people choosing to do evil are worse than those forced to do evil, right? So why are bandits better than goblins?
The suggestions you gave fall kinda flat to me, really. No matter what the in-universe reason is, the DM made the universe. “It’s what my character would do” doesn’t excuse bad behaviour, and neither does “it’s what my gods decided.” You’re the one who made them do that. You’re the one that decided an entire culture of thinking, feeling people are born objectively evil and can be killed en masse. And that’s fucked up.
Eh, but maybe the barbarian should have to think about whether smash is the right path forward?
Also, you can have an individual group of enemies who are very clearly definitely evil without needing to relegate an entire species to it.
That said I run campaigns which are pretty far removed from my players wanting to smash dudes without a second thought.
Your players care about race when murdering people. If you want to murder people then just do it.
Also that’s what we have Nazi metaphor’s for
No quarrel there. The only interesting thing about evil races is when you subvert the trope, but as we’ve all been doing that since the 80s that’s just become another tired trope.
Personally I just run campaigns where 90% of the people are humans.
I prefer humans to be weak so nobody chooses them. Want a lizardborn x orc cleric? Sure. Want a human fighter? Well, theeeese enemies have + x on these stats against humans.
Cuz they always are either elf or human and that is boring. Also, I’m one of those bastards who force the players to role play, yet I’m no maniac who forces them to poop and pee.
I feel like:
- No race should have alignment locking in any direction, because people are people and can do whatever they want. Our goodness or badness isn’t determined by our genes.
- But, people are who they are because of the society they grow up in and how people treat them. If humans treat goblins like shit because they’re goblins, and a goblin turns into a big bad because they want to kill the humans that slaughtered their village, then that villain is interesting for reasons tied to their species.
“No villain in D&D is interesting for reasons tied to their species” sounds very dangerously close to “I’m race-blind” in terms of not acknowledging that different people have different struggles, and racism is often a huge part of those struggles.
If you like this idea, you should read the webcomic The Order of the Stick. It’s surprisingly good for a comic that started out as DND jokes and stick figures. It deals a lot with the problem of evil in DND.
Your number 2 is based around cultural, not species differences. Two humans raised in two different cultures could end up very different.
There could be two tribes of goblins. One that began eating people out of desperation and now just do it because it’s tradition. The other could have grown up in close relationships with their nongoblin neighbors and are seen as a valuable part of their region.
So untying evilness to their race isn’t being race blind or pretending people down have struggles - it’s removing the shoehorning that occurred.
Can confirm, I run a LOT of dragons and the interesting dragon villains are generally about finding unique takes on their common traits or villains because of their response to their circumstances rather than pure random villainy. We’ve got the red dragon who self-perpetuates her own cycle of violence, we’ve got the black dragon who’s mentally broken because their worldview of being entitled to everything due to their strength collapsed after they lost a territorial struggle, we’ve got the emerald dragon who’s desire not to be bothered by their humanoid allies led them to neglect their promises, we’ve got the silver dragon who loved her friends so much she was willing to fall into necromancy to try and undo their deaths.
Also we have That Bastard With Eight Player Kills.
That said, always remember: To become cliche, something needs to work super well first- so well that everyone does it. It only crosses from great into cliche if everyone does it and forgets why and how it worked in the first place.
Young Black Dragon called Gendridd, wasn’t meant to be a major obstacle, his personally is that he’s evil mostly just because he’s having a fantastic time being an asshole and constantly taunting people (to the extent that the first and so far only lair effect he’s got is the ability to heckle people at any location in the lair). Anyways he was fully aware that he’d get one-rounded trying to fight a party of four level 7 PCs, so instead of fighting them stole the party’s unattended bags and sat in a tree to taunt them about it before flying off (he did not consider this might lead to fighting them anyway).
The party’s plan was to ambush him in his own territory, so their plan was to cut through some of the most overgrown parts of the swamp to get behind his lair and set up an ambush, instead of confronting any of his minions. However, between several spellcaster party members who had both completely dumped their strength/dexterity and couldn’t cast spells while drowning, party members wearing full heavy armour that weighed them down significantly, and bad rolls, then two of them fell into a bog, and in trying to rescue them the others also fell in and they all drowned, resulting in the first TPK.
Obviously that wasn’t a super satisfying ending, so for closure I offered to run a oneshot with a level 5 party in Gendridd’s lair, sent to avenge the original party, on condition that I wouldn’t hold back with enemy strategy and tactics (no bullshit with magic, just good enemy postioning, balanced teams that had lots of options in fights, and had actual battle plans). They made it through most of the dungeon pretty well, while constantly trading off verbal barbs with Gendridd who basically ran a snarky sports commentary the entire way through, letting them know how eager he was to crush them when they made it to HIS big boss chamber. Anyways they reached the outside of the chamber and they were just preparing to fight the skeletons who were guarding his door when he jumped out of an acid river behind them and got a Surprise Round, hitting two of them with a breath weapon and then rolling good enough initiative to knock out their fragile backline casters.
After that then he’s become popular/respected enough to get Promoted To NPC.
TLDR: First wipe due to RNGiamat cursing the d20 and a party badly suited to dealing with falling in a bog. Second wipe because Gendridd employed the secret chromatic dragon art of ‘lying to people’.
I’m known for running mostly human campaigns, but one of my favorite tricks is to run a seemingly human villain with personality traits usually associated with an evil monster, then as the adventure goes on the learn that the heraldry features the monster etc etc.
Of course they know me, so they all think it’s metaphor and inspiration.
But at the very last minute, when they think they have him cornered and taken care of all the lackeys…. SURPRISE MOTHERFUCKERS! He drops his magical disguise and it’s an old fashioned D&D lair boss battle!!!
I feel like the bigger reason to have evil races is to have a more or less ever present challenge and point of conflict. For instance, the underdark is horrible place to be, in large part due to the drow. Their presence and general alignment of evil makes the setting dangerous and interesting. Is this town safe? Have the drow been messing about assassinating local leaders? Should we help this group by liberating them from slavery from the drow?
It’s almost like their species is in of itself a character, with this species sized character being evil. Having an entire species be generally evil gives the world more scale than a single evil character would. But yes, an individual villain needs more than just their evil race to be interesting.
But the reason the drow are evil is primarily because of the Spider god Lolth, not because they’re Drow. Drow free from Lolth aren’t necessarily evil.
Drow freed from Lolth, in isolation of another way being convincingly presented to - likely forced on - them, have had how many thousands of years of abusive culture hammered & manipulated into them. More likely than not they’ll still develop an evil culture, though the structure of their society would likely shift due to power gaps. Given how they work either a single powerful demagogue or some sort of council system of the great houses.
Drow even under Lolth aren’t necessarily evil but she set them up for biological rewards for evil whenever she can (there’s little detail on this but I think that’s concept’s the source of the terrible “mother’s ecstasy at womb murders” thing - good idea, bad example/implementation), on top of enforcing an ongoing culture of brutality and wickedness. Its how most of the evil deities still allow for Free-will to empower their Faith. They combine physiological reward hijacking, adding aspects that encourage easier exclusion from others (isolation is good for limiting options), and rigorous and brutal cultural and societal reinforcement. It doesn’t prevent good, but it gives far higher hurdles for an evil race to overcome.