Showing posts with label beliefs. Show all posts
Showing posts with label beliefs. Show all posts

Monday, May 12, 2025

What Are Your Character's Politics?

"People can't just be doing whatever the hell they want," Lounds said, slapping the top of the wooden table before taking a long drink from his mug. "We live in a society, and that society has rules. If we don't follow those rules, then we ain't any different from animals!"

"Animals don't let their own go hungry," a soft voice said from near the fire.

The tavern grew quiet. The only noise in the place was the crackling of the blaze in the fireplace, and the creak of a stool as Lounds stood. The big man set his mug down carefully, put both his large hands on the table, and looked over at the figure seated there. The badge of the green lion was clear on Lounds' chest, but it seemed that the man sitting near the flames either didn't see it, or had no idea what it meant.

"Not sure I heard you, friend," Lounds said, though it was clear he had. "Would you care to repeat that?"

"Animals don't let their own go hungry," the man said, taking the long pipe out from between his teeth and blowing out a breath. He tapped some ashes into the fire, before setting the pipe on a side table. "Animals protect their own. They don't hoard kills that others could live off. They understand that survival means everyone works together. Animals don't kill indiscriminately. Animals don't put each other in chains. Animals don't abandon their own just because they're old, or lame."

The sound of Lounds grinding his teeth was loud in the room, and the big man's face was turning purple. He was storming around the table, mouth open to say something, when the man by the fire shifted his cloak, and revealed a stubby crossbow pointing straight at Lounds' chest. The blue steel of the bolt gleamed in the light, and those close enough to see recognized its unique, horizontal blade pattern; it was a man-killer shaft.

"Animals don't kill out of cruelty or hate," the man said, slowly turning his face to look at Lounds. The light danced in the stranger's gaze, making it glimmer like a cat's eye in the shadows of his hood. "So why don't you sit back down again, and finish your drink. You can be mad all you want, but I'd rather you keep sucking air into your chest than have to kill you because you forgot how to use your words."

Let's be civilized, and agree to disagree.

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Politics Touches Everything


Now, most of the time when people say they, "Don't want politics in their games," they're talking about things like allegories for current events, or issues that people are struggling with in the real world. I've written about that before on this blog, and I even penned an adventure module titled False Valor which is all about kicking fantasy versions of the Proud Boys in the teeth, for those who were curious where I stood on the matter.

However, that's not what I'm talking about this week. What I'm talking about is what are your character's political opinions about the world they live in? And what do those opinions and beliefs say about them as a person?

Also, for those who are curious, I did touch on this a while back for Discussions of Darkness. It was Episode 14: Politics is an Inherent Part of The World of Darkness over on the Azukail Games YouTube channel.


As an example, does your character come from a society with a strict social hierarchy in place? If so, do they believe that the nobles at the top of the order deserve that position, and that they belong there, because they are the ones best trained to guide the populace? Or does your character believe this inherited power and position leads to moral decay and corruption, and abuse of those beneath them?

Perhaps just as importantly, why does your character believe that? Were they a peasant, or part of the warrior class, who was taught to be proud of their place in the greater machine of their society? Or were they a noble who looked around as their friends and family, and saw with their own eyes how callous and cruel they were precisely because there was no one with power over them to hold them to account for their actions?

Take a moment to consider your character's politics, both in the general, as well as the specific. Do they, for example, believe that kindness is a virtue, and that people should feed the hungry, give to the poor, and that everyone should be cared for? Or do they believe that everyone must earn what they have with the sweat of their own brow, and that to give people things is to devalue those very necessities? Do they believe that the crippled, the old, and the sick should be cared for by the powers-that-be, as that is the mark of a functioning society, or do they feel that such things should be left up to charities, monasteries, and other such organizations? Or if you want to get more specific, does your character support an ongoing war, for one side or the other? What are their opinions and beliefs on taxes? Do they feel that laws regarding drugs or weapons one can possess are inherently controlling, and there should be no limits, or do they believe that some control and regulation is necessary to stop the general population from being endangered?

A person's politics are an extension of their morals and beliefs, so it's important to ask what your character believes in, and what they're willing to do in order to get engaged. Are they someone who will vote in public polls and elections, if they're held? Will they come to a protest? Will they bust heads, and if so, will they do so reluctantly, or do they believe that is the best way to enact political change?

Asking those things can really help you come at your character from a different perspective, and get a sense of just who they are, and how they engage with the power structures of the world.

Lastly, if you enjoyed this entry, consider checking out 100 Questions To Ask About Your Characters along with 100 Dark Secrets to help you flesh out your next character!

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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Saturday, July 25, 2020

What Are Your Character's Superstitions?

Arlon carefully wound the small, silk favor round his sword arm. It was a strange thing to see a man so large, and wearing so much steel, banded by a soft red ribbon edged with lace, and smelling of a lady's perfume.

"Why do you do that?" Durgon asked, drawing his whetstone across the head of his ax.

"It's tradition," Arlon said, snugging the knot into the hollow of his elbow. "Death is scared of a warrior favored, because it means he's already been claimed."

"Drek," Durgon said, shaking his shaggy head. "But if it makes you happy, who am I to stop you?"

Arlon smiled, and shook his head. Whether at his own foolishness, his friend's lack of faith, or simply thinking of his lady, it was hard to say.

You always make your mark. Stops the fey from laying their wiles on your blade.

What Superstitions Does Your Character Believe?


For those who didn't catch it recently, my supplement 100 Superstitions For a Fantasy Setting from Azukail Games dropped this month, and it's a topic that's been on my mind a lot of late. Because with all of the forces and powers that run rampant through our fantasy settings, all the different gods great and small that fill the world, and all the cultures spread out over it, one would think that we would have more little tics and quirks than we do. But often times these odd little beliefs don't show up until long into a campaign, if they're ever present at all.

Never harm a goat, or bad luck will cross your path.
Take a moment and think about what superstitions you have. Where did you pick them up? Can you even remember? Because whether you avoid cracks on the sidewalk, you always throw a pinch of salt over your shoulder, or you skip the thirteenth step on your staircase, we've all got our odd little habits. And they say something about us, our culture, and the things we believe.

Where Do Superstitions Come From?


Superstitions are, generally speaking, a way for us to feel like we're exerting control over the chaos of the world. Small rituals or beliefs that let us feel like we can predict a pattern, or manipulate things to our advantage in some minor way. Whether that means wearing your team's jersey without washing it every game day for a season, blowing on your dice before you roll, or putting your girlfriend's pantyhose around your neck to protect yourself from sniper fire like we saw in The Things They Carried, people will latch onto all kinds of things if they feel it gives them even a little control.

Sometimes these superstitions take the form of hedge magic charms, such as little sayings or hand gestures like throwing up the first and last fingers to ward off the evil eye. Sometimes it's a religious quirk, such as blessing someone when they sneeze to prevent a demon from getting inside them while they're undefended. Other times it's spun up whole cloth, or sparked by some random coincidence like how you always roll your dice after three shakes in the dice cup because of that one time you got a triple crit that way.

Don't pretend you don't know what I'm talking about.
The question you need to ask is what views, beliefs, etc. has your character picked up from their culture, their family, their friends, and their experiences?

As an example, did your character name their weapon because it's believed that such names grant power and spirit to a blade, spear, or hammer? And did they do that because it's tradition in their culture, or did they once adventure with a companion who insisted their sword had to be named after spilling so much blood carving their way through an ambush in the mountains?

That's just one possible instance that might be common among those who experience the rougher side of the adventurer's life. But everything from wearing a certain flower, to carrying a playing card, to getting a particular tattoo, to just meeting certain creatures in the world could easily become a superstition. Whether it's rubbing a tiefling's horns for luck, or wearing a blessed vial of holy water around your neck to ward off bad spirits, superstitions can take all sorts of strange and bizarre forms.

Perhaps the most important thing to remember when it comes to our fantasy settings, though, is that superstitions don't have to be fake. With all of the magic and gods inherent to these settings, your character's superstitions could very well manifest through their class features. An evoker who believes orc or infernal is a more potent language might prepare all their metamagic spells using said language. Leaving out offerings for fey might actually draw their attention in certain parts of the map, and get them to do a character a good turn as thanks. A flawed magic item that requires blood to maintain its magic will, in fact, need to taste blood at least once a day if it is to maintain its killing edge.

So remember, just because a superstition might be silly, that doesn't mean it isn't doing something.

Additional Reading and Inspiration


If you enjoyed this week's thoughts, as well as the supplement that inspired them, you might want to check out the following as well:

- 13 Fiends: A Baker's Dozen of Devils: If you want unique fiends to tie to your superstitions, as well as a few rituals to go with them, then the in-depth coverage of these 13 infernal figures will be right up your alley!

- 100 Cults To Encounter: Whether your character was raised by a cult, or simply chose to be a member for a time, sometimes the lessons you learn in these faiths are hard to shake.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, September 11, 2017

Alignment is Performative

Have you ever heard the phrase "the road to hell is paved with good intentions"? Sure you have. It's an old proverb whose interpretation is, more or less, that if you focus on what you meant to do, then you lose sight of the results of what you actually did. For instance, you didn't intend to get so drunk you lost track of time, and couldn't sober up before your shift started. That doesn't magically mean you're not fired when you're a no-call no-show, though. You probably started a conversation on a controversial subject with the best of intentions, but you still got so worked up that you ended up screaming at your grandmother and leaving the old woman in tears.

What you meant to do doesn't matter. All that matters is what you actually did.

And that's our segue into talking about alignment. Again.

Alignment Is Performative (And Here's Why)


As I've said in the past, there are few topics more contentious in RPGs than talking about alignment. Some players love it, some players hate it, and for some people it's never really an issue until they get stuck with an alignment restriction that limits their viable actions. However, there are a few things about alignment that I would say lead to arguments, so I'd like to straighten them out here for the purposes of following my logic.

First is that alignment is a broad box that's used to describe characters that fit certain types. Your lawful good is not necessarily the same as my lawful good, but as long as we're both within the same general box, we both have the same alignment descriptor. As an example of what I'm talking about, take the fighter who believes in righteous punishment for any and all crimes committed, and the cleric who believes in repentance and reformation. Both of them have the same dedication to good, and to their codes and ideals, but they may often find themselves with differences of opinion as to what is truly the right course of action in a given scenario.

Almost like in real life!
The second is that your alignment is a meta-concept. While there are some spells and class features that allow a character to detect the presence of a certain alignment, most characters don't go around thinking of themselves as lawful, chaotic, neutral, good, or evil. And even if they think of themselves as good, that might just be entirely their opinion, as no one sane thinks that they're the bad guys, and that what they're doing is wrong. Everyone is the hero in their own mind, even if they're wearing jackboots and slaughtering entire settlements.

This brings us to the point of this particular post. Alignment is something that's meant to judge how a character acts, not how they think, or what they feel on the inside. Because we don't have a metric for judging thoughts, feelings, or intentions; what we have is a metric for judging actions.

Look at all the things that will make your alignment shift; every one of them is an action that you take, rather than a thought you have, or a belief you hold. If you cast an evil spell, that action starts shifting your alignment toward evil. It doesn't matter if you raised a skeletal champion to fight a demon lord, or to slaughter a town; it is the act itself that was evil. The same goes for participating in evil rituals, especially those which have the sacrifice of a sentient creature to an evil entity. Because a character might be of the opinion that sacrificing one child to a dark god is preferable to losing thousands, or hundreds of thousands of lives in a battle, but that "needs of the many over the needs of the few" belief doesn't change the fact that the character is committing an evil act by willingly participating. The sort of evil act that the rules list as a do not pass Go, do not collect $200, go straight to an evil alignment sort of offense.

It goes the other way, too. If you're an evil spellcaster, but you cast Celestial Healing on yourself, the sheer goodness of that magic will flow through you, and alter your alignment. Willingly accepting an Atonement spell will shift you to the alignment of the caster because you willingly took an action that altered your spiritual makeup.

A Change in Alignment Does Not Alter Your Past Deeds


One of the most commonly made points regarding alignment debates is, "Oh, so your genocidal madman casts a few good-aligned spells on himself, and presto, now he's good? What about all the bad stuff he did?"

He still did it. Your alignment isn't your criminal record. Just because you suddenly go good, that doesn't mean that all the wickedness you committed stops existing, or that you can't be taken to task for it. Just like how it doesn't mean the paladin who fell from grace in his one moment of weakness no longer has a long and illustrious record of great deeds behind him. And just as the paladin's predicament will elicit sympathy from those who want to help them rise back to where they were, so too your redeemed villain will be met with hostility and mistrust. Because even if you have changed your alignment, and the actions you are willing to take now, that doesn't scrub out everything you did then. Not only that, but you also have to act in accordance with your new alignment if you want to keep it.

So, a shift in alignment is not a get-out-of-jail free card. It simply reflects the actions you have taken, and the change those actions has wrought on your character. And if you have not taken big, sweeping, typically magic actions that affect your alignment, the change is often going to be rather slow.

More importantly, though, it doesn't matter if your fighter thinks he's a good person if he's regularly committing atrocities (murder of the innocent/helpless, cannibalism, torture, etc.). Because we're not judging what's in his heart, or what he believes. We're stacking his actions up against a chart, and seeing how many check marks he gets one way or the other. Because you might not lose sleep over pulling out someone's fingernails for the greater good, but you will sure as hell feel an alignment shift as a result.

That's all for this week's Moon Pope Monday installment. Hopefully it helps folks see a different facet of alignment than they usually do, and it provides some insights into why there are so many disagreements on a single issue. If you'd like more content from me, check out my Gamers archive. I'll be trying to add at least one new post a week. To stay on top of my latest releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help support Improved Initiative, head over to The Literary Mercenary's Patreon page. All it takes is $1 per month to make a difference, and to get some sweet gaming swag as a thank you!