Showing posts with label lawful. Show all posts
Showing posts with label lawful. Show all posts

Tuesday, June 6, 2023

Changing Your Alignment is Like Changing Your Diet

For folks who've been listening to the latest news, it seems that (at least at Paizo), alignment is going the way of the dodo. Whether this becomes the industry standard or not is something I talked about a little while ago on the Azukail Games YouTube channel (which you should subscribe to, if you haven't yet), but it seems there are a lot of folks who really want to keep the alignment system in their games going forward.

And it's for those folks that I thought I'd touch on something I've been noodling about for a while. Mainly that alignment shouldn't be something that just changes rapidly back and forth, or which is nothing more than ticks on a moral abacus.


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Also, since it keeps getting lost in the shuffle, check out my Vocal archive for more articles about RPGs, character conversions, character concepts, weird history, nerdy topics, and more!

Giving Up Evil, and Eating More Salads


Most of us, at some point in time, have gone on a diet for one reason or another. Maybe you wanted to finally lose some weight. Perhaps you were diagnosed with a condition that meant you couldn't have as much sugar, fat, or red meat as you used to have. You might even have decided that you wanted to change your diet because you wanted to live a more cruelty-free life. These changes, though, require you to stick with them for the long-term, and to make permanent changes to who you are, and the way you live your life. A crash diet may get you some short-term results, but if you don't really commit to living in a different way, soon you're going to wind up right back where you were.

If you're looking for a way to think about alignment and how it shifts, I find that this metaphor works pretty well.

I know I said no more beheadings... but maybe one or two more before I stop completely?

Thinking of alignment as your morality diet may be helpful because, for your alignment to change, you have to actively alter the way you live your life, and to commit to it. It's hard to not fall into old habits, or to crave the things that used to be your go-to solutions, and this can be reflected in a character's attitude and struggles.

Lastly, while it's technically possible to use magic to shift one's alignment (through casting spells with the Good descriptor, failing the save against cursed items like the helm of opposite alignment, etc.) you could think of this as using extreme supplements, chemical treatments, or surgical solutions. Because while these things will work, they may not be able to stop you from falling into old habits, and dragging yourself back to the same place you were at.

Making a serious commitment to altering yourself is difficult... but more importantly, it can take a long time. And even if someone manages to take a shortcut through something like a sudden magical effect, they still have to maintain that effect. It's going to be tough, and occasionally frustrating, but it can make for a particularly rewarding character arc that's worth committing to.

Lastly, it's important to keep in mind that your actions still have consequences. Even if someone manages to alter their alignment to redeem themselves from evil to become good, they will still have to answer for the crimes they committed. And even if someone only dips from good to become evil for a brief time before they're redeemed, they'll still be held to account for any atrocities they were responsible for. And even evil characters who are doing good acts specifically to get a reward will still be rewarded for the good things they did.

While alignment might be the general state of one's morality, never forget that the consequences of your actions (good or bad) may always be coming around the corner.

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That's all for this week's Moon Pope Monday. 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 Daily Motion channel!. Or if you'd prefer to read some of my books, like 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, January 4, 2020

5 Ways to Multiclass Barbarian and Monk in Pathfinder

If I had to pick one thing I've fielded more complaints about than any other aspect of the game regarding Pathfinder, it's how certain classes have alignment restrictions placed on them. While I'm in favor of them existing (as your alignment is sort of pointless if it doesn't have teeth, but that's another post for another day), I also know that if you flip through enough of the books that you'll always find a way to get around supposedly ironclad rules.

That's one thing I love about Pathfinder... it's practically guaranteed there's a way to make the character you want happen, if you dig a bit; and that is true for all the barbarian/monk lovers out there.

A crushing ab routine, killer mantras, and a fury that could sunder mountains...

Whether you just want to mix these two classes together for a low-level one shot, or you're building your ultimate epic-level PC for a years-long campaign, there are several ways to accomplish this goal. I've laid out the most common ones below, but there may be one or two that I missed, so leave them in the comments if you know of one I didn't cover!

Also, if this subject is close to your heart, then you might want to check out the following previous posts.

- 5 Tips For Playing Better Barbarians
- 5 Tips For Playing Better Monks
- 5 Barbarian Multiclass Concepts Your Table Won't See Coming

#1: Enlightened Warrior Aasimar Trait


I walk a different path.
 This trait, found in the Blood of Angels Player Companion, is the one a majority of people will use to make barbarian and monk play nice together. This trait, at its most basic, allows you to take monk levels while maintaining a neutral or neutral good alignment. Ideal if you can get the okay for an aasimar PC, and it gives you the freedom to get as weird or wild as you want with your archetype options on both sides of the fence.

Also, if you're worried about falling into stereotypes with this one, browse through 5 Tips For Playing Better Tieflings and Aasimar to see if inspiration strikes you!

#2: Elemental Monk Archetype


Earth, fire, wind, water...
 
One of the more common methods of subverting the monk's required lawful alignment is to go for the elemental monk archetype, found in Disciple's Doctrine. This archetype shifts the monk's requirements into true neutral, and gives you access to feats and abilities that make your attacks elemental. The handy thing about your features is that, unlike characters who normally take these fighting style and elemental strike feats, an elemental monk can cycle between the different elements like some kind of prize-fighting Avatar. Handy when you've been focusing on fire, but you really need acid to deal major hurt to the current enemy.


#3: Karmic Monk Archetype


Oh you ought not to have done that...

 The karmic monk archetype, found in Occult Adventures, allows you to be truly neutral. An instrument of karma, you are cause and effect personified, and a lot of your abilities fit this theme. Your unarmed strikes can overcome pretty much any alignment-based DR, and you get bonuses when you attack those who attacked you first. Fun little package, and a nice twist on the traditional monk.

#4: Martial Artist Monk Archetype


There is no shame in tapping out, my son.

A completely different kind of monk archetype, the martial artist is found in Ultimate Combat. This one strips out most of the wuxia-style powers we're used to monks having, giving them the ability to analyze a target from a combat perspective, and to gain bonuses to hit, hurt, and dodge them accordingly. They also gain immunity to fatigue at level 5, which can pair nicely with a Rage-cycling build. And, best of all, martial artists can be of any alignment.

#5: Geminate Invoker Barbarian Archetype


This spirits call to me, brother.

The geminate invoker archetype, found in Adventurer's Guide, is an extremely unique kind of barbarian. They must have a neutral aspect to their alignment, but can be lawful, and they have the ability to put themselves into a kind of trance. This calls powerful spirits into their bodies, allowing them to cycle through the totem Rage Powers without committing to any one of them. A deadly combination, if you know which spirits to call on in which fight.

Be Careful When Mixing These Elements


As I said in The Barbarian Samurai, it's important to remember that a lot of a barbarian's potency is determined by the number of barbarian levels they have. The same is definitely true for monks. And combining these two elements together might allow you to do some truly silly things (such as an Aasimar combining monk with the Savage Barbarian archetype to see just how silly their armor class can get), it's important to keep your end goal firmly in mind, and to be realistic about what your character will and won't be able to accomplish.

Like any potent concoction, make sure you know what you're dipping into, and what you're going to put a majority of your levels in. Because a bonus to AC and some sweet unarmed damage is great if your barbarian's got a LOT of really good stats. The ability to fly into a frenzy and boost up your attacks and damage (even your dodge if you combine monk with Savage Technologist, which ups your Dexterity and Strength with no AC penalty when you Rage) is also a nice addition to have on a monk. But there's also a lot of potential that you won't get as much out of this combo as you would either class taken straight, so multiclass responsibly.

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That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife, head over to My Amazon Author Page!

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Friday, June 28, 2019

Are You Still Worthy? (An Alternative View on Alignment Restrictions)

Judging by the numbers, if you have a heartbeat, you've probably seen Avengers Endgame at least once. A lot of you reading this right now probably saw it several times. And while there were all sorts of awesome moments in it, one particular arc that captured audience's attention was Thor's journey. For the first time in all the years of his life, it seemed, he couldn't make something right by killing his enemy. His hollow victory over Thanos forced him to face failure, and the permanent loss of countless friends and allies. He secluded himself, sequestered away from the world with his grief, and punished himself for not being able to do more.

In the end, though, he was still worthy of the power that had been given him. It was only his will to use that power that he'd lost, and watching him rekindle that fire was a triumphant moment.

And let's be honest, one of the movie's most badass moments.

I've had this character arc on my mind for a while now, and between updating my Pathfinder Conversion Guide for Thor, and reading the conversations cropping up around my recently re-released 5 Tips For Playing Better Paladins, I realized Marvel's take on Thor perfectly illustrates what an alignment restriction is supposed to look like, and how classes who live with one function.

Are You Worthy?


From Lancelot to Samson, literature is full of characters whose powers are entirely dependent upon their behavior. And, in these cases, that power typically comes from a source outside of that character. It isn't a part of them, and they have no ownership over it. They are a vessel that can be filled, or emptied, according to the terms and conditions of the source.

It's doesn't matter WHO cut my hair, woman, point is, it's cut!
 
This is where we get into the most common alignment-based superpower: divine favor. From druids and paladins, to clerics, warpriests, and inquisitors, these agents of the divine must live and act according to the strictures of that divine source in order to continually prove themselves worthy of the power that's been entrusted to them.

Put another way, it doesn't matter if you think you deserve those powers or not. That's how Thor felt when Odin cast him down in the first film for his arrogance and recklessness, but that anger and bitterness didn't help him lift his hammer again. It didn't matter if he felt he was justified in invading Nifleheim and potentially starting a war with the frost giants, because whether he was worthy wasn't his call to make. It was only by proving he had learned his lesson through selfless acts to save others that he brought himself back into alignment with the power he'd once wielded, and showed that he deserved to once more be allowed to lift Mjolnir, and the might that came with it.

That is the thing to keep in mind when it comes to classes that call on divine might that require the character stay within certain alignment guidelines. Those exist as a meta concept for the player to judge where the boundaries are, but at the end of the day the question is not if the character feels they were justified. It's whether their patron, the one who is granting power to that character, feels they still deserve it.

Because if they're deemed unworthy, their patron will strip them of their power, and cast them down. That's the price for using borrowed power; you need to follow the restrictions for using it, else it will be taken away from you.

What About Non-Divine Restrictions?


There are, of course, a few restrictions that have nothing to do with divine will at all. The most notable examples are that monks must remain lawful, and barbarians cannot be lawful.

I'd promise to kick your ass, but I don't want to risk my alignment.
 
These restrictions are, at least partially, a way to make sure that you can't mix and match certain concepts mechanically. However, thematically, they also represent the yin and yang of the superior warrior.

Or as most of us know them, Raven and Starfire.

If you're a fan of the Teen Titans, you've likely seen the one where Raven and Starfire switch bodies, and they're each trying to figure out how the other's powers work. Raven can only manifest her abilities through carefully controlled focus and tight emotional control. Starfire's powers, on the other hand, are directly tied to her emotional state. Her feelings are the fuel that feeds her abilities, and without those free-flowing emotions she's unable to so much as light a spark.

There's a similar feeling with these two classes. Barbarian Rage is not just anger; it's something deeper. Something more primal than that, and it can take many different forms. Whatever form it takes, though, too much control smothers the character's ability to give themselves over completely to that state of being. Whether it's the unfeeling wrath of the berserker, or the armored carapace of an abyssal totem, a certain loss of control is required to fall back into that pool, and to become one with Rage.

Monks, on the other hand, need to keep that tight focus in order to channel ki. While they might not be trained at a monastery, or even follow a widely-accepted doctrine, it is that intense focus that grants them their powers. Their ability to move more quickly, to armor themselves in speed, and to perform superhuman feats is precisely because they don't give in, and they maintain their laser-sharp edge that holds their mind, body, and spiritual parts in perfect harmony. That extends out into the rest of their lives, and it's why a monk will find their abilities falling away if they fall out-of-sync with their own inner spirit and ki.

Incidentally, for more on these classes, you might want to check out my 5 Tips For Playing Better Barbarians as well as my 5 Tips For Playing Better Monks.

What Does This Restriction Lead To in Your Character?


Alignment restrictions on character classes are often seen as killjoys, or as limiting what kinds of characters you can play. However, it's important to incorporate these restrictions into who your character is, and what makes them tick.

Was your cleric chosen by their god because they were already a good person, and so they were the ideal bearer of this power, or were they a diamond in the rough that's still being shaped away from darker impulses that marked their youth? Does your barbarian struggle with their Rage, simultaneously afraid of what it could make them do and hungry for the wild power it fills them with? Does your monk have trouble keeping their focus, needing to overcome inner challenges of doubt, wrath, or fear, and either leaving those challenges by the wayside, or embracing them so they are now assets rather than weaknesses?

I'm sorry he left you... maybe we can be friends, instead?
 
There's also the question of what happens when you step over the line... does your character try to re-orient themselves, to prove their worth and climb back up the mountain? Or do they embrace their change and continue on the path of their downfall? Does the divine champion find a new patron, one more in-line with their actions and methods? Does the failed monk embrace their inner turmoil and chaos, becoming a barbarian? Does the barbarian, locking their Rage away and refusing to give into it, instead become a monk or a paladin, driven by iron-clad vows and a deeper purpose?

How you remain within your initial boundaries is interesting... but what you do when you cross them also has the potential to lead to unique growth. Especially if your DM allows for retraining rules.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. If you've used alignment restrictions to create interesting story results, tell us how in the comments below!

For more of my work, check out my Vocal and Gamers archives, 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, 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, March 4, 2019

Judge Dredd is Lawful Evil

I've talked a lot about alignment over the years on this blog, with previous posts like Alignment is Performative as well as the installment that started this occasional feature Absolute Good, Absolute Evil, and Alignment in RPGs. However, since a discussion on this particular topic keeps cropping up in my feed over and over again, I figured I'd leave my two cents on it this week.

Because it disturbs me that so many of my fellow gamers are rooting for the fascist power fantasy, while missing the satirical soul of Judge Dredd.

Because if this doesn't look like a poster from Franco's Spain, I don't know what does.

 So this week I thought I'd dedicate some time to this, and get us thinking a little deeper.

Also, for those who haven't seen it, this ended up becoming the first in my series of Alignment Deep Dives, so if you like this format and subject matter stop in and check those out!

Who is Judge Dredd?


For those of you who somehow aren't familiar with this character, let me catch you up on the basics. Dredd lives in the post-apocalyptic future of world of 2000 AD. The character is a Judge, empowered by the legal system of Mega City One to dispense justice according to the laws. The unbroken concrete hellscape is not a forgiving place, though, which means that the offenders who cross Dredd's path can expect to spend decades in total isolation at best, or summary execution at worst.


The character and his world are a satirical take on the power fantasy we see in a lot of action movies, which is one reason Dredd seems like an amalgamation of famous musclebound stars. Stallone's chin, Arnold's chest and biceps, Lundgren's sheer towering height, etc. He also tends to fall into the same category as Rorschach from Watchmen... which is to say that the British audience he was made for understood that he was a totalitarian nut job who believed he was doing what it took to keep order, while the American audience mistankenly thought the character was a hero.

The reason we never see Dredd remove his helmet is that he is not a human being. Dredd is an idea; he's the police state if it was a person. He is the militarization of law enforcement to the point that it exists for its own sake; an arbitrary force of nature that rains down hellfire on those who break the law.

Why Dredd is Not Good, Nor Neutral


Don't misunderstand me, here. The character of Judge Dredd is a ball, and the world he exists in is full of batshit bonkers stuff. State-sponsored cannibalism, raves of mutagenic drug addicts, ghoulish parodies of justice from other dimensions, and so on. If you don't have the film Dredd on your DVD shelf, and you haven't taken a look at Judge Dredd and The Worlds of 2000 AD Core Rulebook, then you should totally go do that.

You will thank me for it later. Now, let's get started.

To address the folks in the, "lawful good doesn't mean lawful nice camp," I agree with you on principle. Just because you have an LG in your box, that doesn't mean you visit orphans on the weekends, and plant daisies in your front garden. But it does mean that you attempt to do what is right. This is an important distinction, because you'll notice that Dredd often talks about bringing judgment, but never justice.

Because Dredd is not concerned with what is right; he is concerned with the law, and only the law. Sometimes enforcing the law means he saves people from vicious gangs. Sometimes it means he ends up splashing people's brains all over the wall for nonviolent offenses. His obsession with the penal code, and the fact that everything is filtered through it (along with the fact that mercy is not a quality he possesses, though he is well within his rights to exercise discretion should he so choose), is further evidence that doing what is good does not cross his mind.

And if performing any of the atrocities we see him commit on the regular bothers him, we never see that either.

Judgment Intensifies
As far as the, "He enforces the law, and that makes him neutral," crowd, I also acknowledge that you have a point. Someone who applies the law equally and fairly would normally fall into the LN category on a character sheet. They're impartial, trusting in the law to bring justice.

However, the system that Dredd supports is blatantly and satirically broken. The answer to every problem in the 2000 AD world is the most cartoonishly evil one you could possibly have that still solves the problem. People are hungry because most of the nation is an irradiated wasteland? What if we made it an open secret that we were recycling all the dead bodies into meat products to keep people fed? And increased the penalty for a lot of crimes to summary execution to make sure the supply stayed fed? Unemployment is skyrocketing! Well, let's crack down on more crimes to store unwanteds in a colossal prison complex to keep the population under control. There are too many crimes to deal with processing offenders and accused offenders? Eh, just do away with the whole court system, and put all of our trust in a single person to carry out the sentence.

Dredd is just doing his job. The same way certain jackbooted personnel during Hitler's Germany or Franco's Spain were just doing their jobs. Perhaps the best statement on the whole matter is from one of the corrupt judges in the Karl Urban film. "You know what Mega City One is? It's a fucking meat grinder. We just turn the handle."

These policies are not huge secrets in Dredd's universe. He's witnessed plenty of them firsthand. He sees people being executed in droves, he sees the riots and the fear, and he knows that what he is doing is perpetuating the system. He does not question it. He turns the handle, because that is his job. And by willfully participating in this kind of structured evil, he has become a willing party to all of its acts. He is, in many ways, the best representation of the State he serves; the glitz and polish of militarized force, barely concealing savage violence, the gold accents of his uniform spattered with blood.

Why We Want Dredd (And Characters Like Him) As Heroes


If we take a step back, and look at Dredd objectively, we realize that he is exactly the sort of character we typically use as a lieutenant villain in RPGs. Someone who summarily executes people without gathering evidence or presenting it to a court is exactly the kind of sign DMs give to players to let them know they're in an evil kingdom. The only way to make it more blatant is to have him beat a confession out of someone.

We saw it with Rorschach in Watchmen, and we see it in a lot of takes with Batman. We see it in every iteration of Superman when he decides to rule the world. We see it in the Deathwish films, and to an extent we see it in the Punisher. Part of it is that they play into the myth of victory by force. The vigilante, the hero cop, the old soldier, and other archetypes that all poke the American psyche in its happy places. They allow us to justify might-makes-right without putting ourselves into the category of the cruel ogre, the slave driver, or the wicked knight because their goals have been painted as noble, or necessary in some way.

It lets us have our cake and eat it, too.

The other part of the appeal is that these characters are often presented with the right beats that we don't think about the implications of what's beneath the skin. Something Paul Verhoeven did with Starship Troopers, for example.

For more on this topic of casting the folks we should see as villains as heroes, and the tricks we often fall for, check out the following video by Wisecrack!



Final Thoughts


Does liking characters like the protagonists mentioned above make you a bad person? No, of course it doesn't. Hell, I've actively enjoyed reading/watching most of what I've mentioned in this article. And sometimes you just want a game where you can mow down waves of unthinking, particularly evil enemies without worrying about your conscience, or what effect it could have on your alignment.

I get that.

However, discussions about alignment often reveal more about us than we think. And if you find yourself arguing that the billionaire who puts himself above judges while ignoring the law of the land, or the masked lunatic who tortures people for information deserve to have a G or an N in their alignment boxes, stop and ask why. Because no one ever claimed that Jack Bauer, Dredd, or even Charles Bronson's leads weren't effective at achieving their goals. But getting the job done doesn't make you a good person.

Just some food for thought!

That's all for this week's Moon Pope Monday! For more of my work, check out my Vocal and Gamers archives, as well as Dungeon Keeper Radio. And if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

If you want to stay on top of all my latest releases, then follow me on Facebook, Tumblr, and Twitter! Lastly, to help support me you can Buy Me A Ko-Fi, or go to The Literary Mercenary's Patreon page to become a patron today! Every little bit helps, trust me on that one.

Saturday, March 24, 2018

That One Time The Party Solved The Plot With A Legal Battle

It's said that even the finest battle plan never survives the first touch of actual battle. In much the same way, the most intricate and comprehensive plan by a dungeon master will never survive the ingenuity, resourcefulness, or sheer stupidity of the actions players are capable of taking. Sometimes a DM will try to force the party into taking certain options... and other times they'll just see where this new and unexpected path leads.

And this one went to pretty much the last place you'd expect... unless you read the title.
Which is why when one motley crew of renegades, rebels, and rogues ran into a problem too big for them, they decided to lawyer up.

Who Did What Now?


Let's back things up, and begin at the beginning. When the DM started his 5th edition game, set in a world of his own making, he asked for misfits, outcasts, and PCs who just didn't really fit in. Which is how we ended up with an Old One worshiping tiefling named Sophie, a furry kobold sorcerer named A.J., a wide-eyed half-orc monk who'd escaped what amounted to a penal colony named Hevvy, and a revoltingly mannered, slick-talking barbarian dragonborn by the name of Vile.

While they were of disparate races and backgrounds, this particular group of so-called adventurers had a few things they bonded over. Taste in drinks, a desire for easy money... and three of the four of them had rap sheets longer than their arms (while the fourth was traveling on an illegal visa, making his very presence in the country legally questionable, at best). But, despite their rather... colorful histories, there was no denying they delivered when they were given a task.

Which was how they found themselves on the road heading north, on the trail of a famous but retired jouster, at the behest of a man who wanted the former athlete to train his daughter for the upcoming games. While they found they guy they were looking for, there was one, small problem. He was defending an ancient fey forest from the axes of "progress" who wanted to put a magic, floating train straight through the heart of the wood.

Well... maybe "small" isn't the right word.

Can We Talk This Out?


When the jouster had retired from his public life, he'd come north, and found a new home among the ancient creatures of the forest. Satyrs, dryads, trolls, unicorns, centaurs, and the list went on and on. Many of them were rare enough that they didn't exist anywhere outside of this forest, and some were so old that their memories stretched back to the breaking of the world. The major problem was they cannot leave this forest, since their very lives were tied to it. And no one from the rail company was willing to entertain the idea that such a potent array of forces were arrayed against them, and that by forcing the issue they might be starting a war they would be hard-pressed to win (and that if they did win, they would definitely look like the bad guys in the eyes of the public).

The intense militarization of the rail company isn't helping, either.
Because the rail boss saw this as a few naysayers standing in the way of progress to protect, "a few pixies and sprites," the company went and hired a massive mercenary company called the Fortunate Sons (which inspired the entry Who Are Your Mercenary Companies? a few weeks back). A potent fighting force, if they were unleashed against the wood, it was going to be a bloodbath on both sides.

Which was why the party decided to try to be reasonable. They made their way into the camp, and tried to talk to the boss. She heard them out, then when they were finished, blew smoke in their faces, and told them that the rail would stop when the party presented her with notarized papers that told her it had to stop. Until then, the new world was coming whether the party, and whoever lived in those woods, liked it or not. Where the ley line went, the train had to follow.

Ask, And Ye Shall Receive


Between Vile, A.J., and Sofie, the party has run cons, extorted, assaulted, and destroyed property across four nations, and they were fairly familiar with the legal system of the country they were currently in. Run by wizards, and tended to by magistrates, it was a very law-and-order sort of place. Which was why, if you were going to be a criminal there, you have to be pretty good in order to stay one step ahead of the rope. No one had hung them yet, so they knew a thing or two about evading the inconveniences of the law when it suited them.

However, they also knew that for the law to work, it had to be available to anyone and everyone. Which was why while Vile, Hevvy, and A.J. had a private meeting with the captain of the Fortunate Sons to see if they could get the mercs to back off (or at least re-negotiate the terms of their employment, given what they were going to be made to fight), Sofie rode into a nearby town to find them a lawyer.

Shysters are always down at the bar, for those who are curious.
All it took was finding a half-drunk halfling barrister with a bit of a reputation, a desperate need for gold, and who perked up at the phrases, "precedent setting," and "trial of the century." She got him packed up, brought him out to the forest, and that was when he started filling out paperwork, and taking statements from the unicorn queen, the pegasus prince, and even from the hulking Mumbler, king of the trolls.

Then, in a few days time, the party went back to the camp, and served the rail boss with a cease and desist order. Rail construction was being officially halted until a magistrate could come out, and settle this current dispute.

Not Their First Rodeo


While this collection of hooligans, thugs, and blackmailers was perfectly comfortable in the thick of fighting, they were even more relaxed on the stand. They'd all done this dance before, except Hevvy, who listened very carefully when his party mates coached him on what to say, and what not to say. Especially when it came to keeping cool under harsh questioning. In addition to getting the party on the stand, though, the magistrate also wanted to hear from the fey royalty (who were close enough to the forest in our location to be all right), as well as from the ancient tree father whose next generation would be destroyed if the train followed its planned route (and thus ending the line of his people, and all his knowledge stretching back for an eon or more).

Then the magistrate listened to the rail boss, and to the workers who had survived things like troll attacks, magical sabotage, and other, assorted guerrilla attacks along the lines. Grisly, and stirring, but given that the fey creatures literally could not leave (and all attempts to contact the rail workers peacefully had been ignored or rebuffed), it wasn't quite enough to sway the onlookers.

I rule that this be taken to mediation.
Once both sides had a say, the magistrate asked very expressly if, now that all these facts had been aired, the two sides would be willing to come to the table and discuss what could be done. There was no undoing what had been wrought, but they had a chance to prevent future bloodshed, and to come to some agreement. Otherwise the case would have to be pushed further up the pipe, and that would mean results could take many more months. Perhaps even years, as more powerful legal figures ruled and decided.

So the boss and her head wizards sat down with the strange, ancient creatures that pre-dated this nation's government, and talked turkey. Which is how they found that, if they'd reached out and made allies in the first place, they could have shaved not just months, but years off their task. With the aid of the fey, now fully legally recognized as a township within the existing government, they could complete their transcontinental project without bringing more harm to anyone.

And that is what happens when three ex-cons and a border-jumping half-orc are faced with a situation that's too tough to fight their way clear of. Because it is amazing what a few affidavits, and the right barrister, will do for your cause.

That's all for this week's Table Talk update. If you've got a story of your own you'd like to share, feel free to send it along so you, too, can get featured. If you'd like more from yours truly, then check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I help out some fellow gamers with DM advice, player hints, and the occasional skit. To get all my latest updates, follow me on Facebook, Tumblr, and Twitter. If you'd like to help support Improved Initiative, then head over to The Literary Mercenary's Patreon page, or click here to Buy Me A Coffee! There's some sweet gaming swag in it as a thank you, in addition to knowing you're helping me create more great content for readers like you.

Monday, October 13, 2014

What's The Difference Between Devils and Demons?

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Now then, what was I talking about? Oh yes...

The Real Difference Between Devils and Demons


It's a rite of passage for a Dungeons and Dragons party to face down its first infernal foe. Whether it's a fire-belching demon from the pits of hell, or a bone devil in the service of Orcus the Lord of Undeath, devils and demons are the bread and butter of big boss battles.

Say that three times fast and there's a golden fiddle in it for you.
In between all of the holy magic, shouted battle cries, and oaths to send these foul things back to the pits that spawned them though, players sometimes find themselves asking what the difference between devils and demons is (in a totally non-racist kind of way). It's a legitimate question too; after all, how do you tell one scaly, filth-spewing abomination from another?

Is There A Difference?


The hardcore gamers among you will be the first to point out that in both Dungeons and Dragons as well as Pathfinder devils are lawful creatures, whereas demons are chaotic. There may be other cosmetic differences, such as the locations they're summoned from, the languages they speak, but the point is that while similar demons and devils are distinctly different dishes.

Anymore alliteration and I devour you directly.
While we might use these two words interchangeably, we shouldn't, because they each have a unique definition. You see the word demon (daemon, daimon, etc.) goes back at least as far as Socrates, and was used for beings of beyond human power (often beings of pure spirit) in Greek, and then in Latin. Devil, by contrast, comes from Old English. You can get the full details with times and changes in my article here, but the thing that brought these two words together was actually the translating and re-translating of the Bible.

You see these words were originally different, but due to the translations they kept getting mixed up. In modern contexts the word demon refers to evil spirits, but the word devil refers to the singularly powerful entity that rules hell.

Try putting that into your next campaign, and see if your players think Linguistics is a useless skill after that!