Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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I have to wonder, who does this change appeal to? I mean old school fans are going to hate it as alignment was a big part of your character, their outlook and what not and the special snowflake fanbase over at Twitter are not going to like it either as now their self inserts for their real life political enemies can no longer be evil and their actions are only seen as "subjective" now. What's that? De Santis the evil ogre and his band of followers are killing a whole community of stunning and brave trans gnomes? Sorry honey but his actions aren't evil, just subjective. Yeah, they did not think this through.
 
I have to wonder, who does this change appeal to? I mean old school fans are going to hate it as alignment was a big part of your character, their outlook and what not and the special snowflake fanbase over at Twitter are not going to like it either as now their self inserts for their real life political enemies can no longer be evil and their actions are only seen as "subjective" now. What's that? De Santis the evil ogre and his band of followers are killing a whole community of stunning and brave trans gnomes? Sorry honey but his actions aren't evil, just subjective. Yeah, they did not think this through.
Nah. They don't want their special snowflake monsterpeople PCs to be evil.

Their enemies, though? They must be objectively evil, otherwise the righteousness of the PCs could be questioned. And you can't have that.
 
Wizards is in full damage control right now:
We recently released a set of errata documents cataloging the corrections and changes we’ve made in recent reprints of various titles. I thought I’d provide some additional context on some of these changes and why we made them.

First, I urge all of you to read the errata documents for yourselves. A lot of assertions about the errata we’ve noticed in various online discussions aren’t accurate. (For example, we haven’t decided that beholders and mind flayers are no longer evil.)

We make text corrections for many reasons, but there are a few themes running through this latest batch of corrections worth highlighting.

  1. The Multiverse: I’ve previously noted that new setting products are a major area of focus for the Studio going forward. As part of that effort, our reminders that D&D supports not just The Forgotten Realms but a multitude of worlds are getting more explicit. Since the nature of creatures and cultures vary from world to world, we’re being extra careful about making authoritative statements about such things without providing appropriate context. If we’re discussing orcs, for instance, it’s important to note which orcs we’re talking about. The orcs of Greyhawk are quite different from the orcs you’ll find in Eberron, for instance, just as an orc settlement on the Sword Coast may exhibit a very different culture than another orc settlement located on the other side of Faerûn. This addresses corrections like the blanket disclaimer added to p.5 of VOLO’S GUIDE.
  2. Alignment: The only real changes related to alignment were removing the suggested alignments previously assigned to playable races in the PHB and elsewhere (“most dwarves are lawful;” “most halflings are lawful good”). We stopped providing such suggestions for new playable races some time ago. Since every player character is a unique individual, we no longer feel that such guidance is useful or appropriate. Whether or not most halflings are lawful good has no bearing on your halfling and who you want to be. After all, the most memorable and interesting characters often explicitly subvert expectations and stereotypes. And again, it’s impossible to say something like “most halflings are lawful good” without clarifying which halflings we’re talking about. (It’s probably not true that most Athasian halflings are lawful good.) These changes were foreshadowed in an earlier blog post and impact only the guidance provided during character creation; they are not reflective of any changes to our settings or the associated lore.
  3. Creature Personalities: We also removed a couple paragraphs suggesting that all mind flayers or all beholders (for instance) share a single, stock personality. We’ve long advised DMs that one way to make adventures and campaigns more memorable is to populate them with unique and interesting characters. These paragraphs stood in conflict with that advice. We didn’t alter the essential natures of these creatures or how they fit into our settings at all. (Mind flayers still devour the brains of humanoids, and yes, that means they tend to be evil.)
The through-line that connects these three themes is our renewed commitment to encouraging DMs and players to create whatever worlds and characters they can imagine.

Happy holidays and happy gaming.
Reads to me like their in damage control after their changes weren't given the mass praise that they were so used to getting so now they have to walk back on the changes they wanted to make.
 
Speaking of changes to mechanics, recently read through a good chunk of Testament: A Biblical RPG for the stream. They changed alignment to be Piety, where you gain more and are seen as more godly if you follow through the culture you're a part of's mores. For example the Israelites cannot work of Sabbath, the Babylonians must accede to the will of those higher in status, and the Egyptian must contribute to irrigating the Nile.

It's a real fun ride.

As for Wizards, I'm quite glad that they're scared and chimping out with rage their retarded idea got clap-back.
 
Wizards is in full damage control right now:

Reads to me like their in damage control after their changes weren't given the mass praise that they were so used to getting so now they have to walk back on the changes they wanted to make.
"Since every player character is a unique individual, we no longer feel that such guidance is useful or appropriate. Whether or not most halflings are lawful good has no bearing on your halfling and who you want to be. After all, the most memorable and interesting characters often explicitly subvert expectations and stereotypes."-WoTC

So wait...how do I make a halfling who subverts the stereotypes of halfling society if they removed all the stereotypes of what it is to be a halfling?
 
Spite towards NPCs is highly underrated as player motivation.
I was once part of a party that stole someone's coffee maker just because A. we didn't like them and B. loot. Okay, the loot was really secondary to the fact we really, really didn't like the people we were dealing with and decided to swipe their espresso machine for the lols, and in fact if we didn't feel the need to poke them in the eye wouldn't have them un-thieved.

There was also zero reason to do so as the mission had already been successfully accomplished by that point and we were in the clear. But no, we had to steal their coffee machine, alert the cops, and cause a massive ruckus by pulling the fire alarm to cover our escape all because we didn't like them. Far more fun than the actual planned session, too, and we did manage to get everyone out, and the coffee machine intact if slightly battered by being thrown down the stairwell (but it was Martian gravity, so no biggie).
 
Speaking of changes to mechanics, recently read through a good chunk of Testament: A Biblical RPG for the stream. They changed alignment to be Piety, where you gain more and are seen as more godly if you follow through the culture you're a part of's mores. For example the Israelites cannot work of Sabbath, the Babylonians must accede to the will of those higher in status, and the Egyptian must contribute to irrigating the Nile.

It's a real fun ride.
That sounds like Humanity and Paths from Vampire. The higher your score, the closer you are to your group's ideal.

Are there rules for converting to another culture/deity?
 
I didn't even think about the slavery retcon, that's perfect to add to the drow. Of course slavery in the underground hard to access drow strongholds doesn't exist. In fact it never existed and all records of it have either been destroyed by incompetent and mysteriously dead administrators of the surface kingdoms, or have been outright destroyed as to not propagate further systemic discrimination against drow refugees.

Of course that's not something I would just blurt out during game, more like something carefully hidden and only uncovered if the party cared, but it would be there.

Going to pencil that in to my next campaign actually...

My usual Drow society is that the Drow are sociopathic, status obsessed (and varying degrees of sadists), and view everything non-drow as bad. Its also implied or shown that they live in the underdark, and any drow organization that doesn't do this is quickly lost to the underdark as the nefarious shit down there eats them alive. Drow society requires slaves to run because of how fucking short, hard, and brutish life down there is.
Any Drow that isn't on board with this shit leaves.

They aren't psychopathic though. You can negotiate with the Drow, and as long as you are a threat they'll more or less keep to their word, and when in Cities more-or-less behave themselves. They generally leave upworlder traders alone, unless they look really easy pickings - better you enslave them before they end up Roper food.
If the Drow feature fairly prominently, I usually spin in a nice sort of narrative where the Drow realize that if they raid a city, they'll get some slaves. If they set up an embassy and work with slave traders, they can get a lot more.

The Drow (and Lolth) are not exterminated via genocidal crusade because they keep the Underdark in the Underdark. If the Drow weren't the Drow, someone else would have to be the Drow to keep the Balrogs Balors underground.

Wizards is in full damage control right now:

Reads to me like their in damage control after their changes weren't given the mass praise that they were so used to getting so now they have to walk back on the changes they wanted to make.
More damage control than the USS Lexington.
If that was real goal a simple, global "Alignments should be taken as guide, not the absolute. Most members of a race will behave a certain way, but tht doesn't need to be all of them. If you believe a different alignment for a PC or NPC would make better game, you should consider allowing it" would have done what they say they're trying to accomplish. But they are bowing to globohomo & dangerhair screeching,and buttblasted that the proles aren't just taking it.

Speaking of changes to mechanics, recently read through a good chunk of Testament: A Biblical RPG for the stream. They changed alignment to be Piety, where you gain more and are seen as more godly if you follow through the culture you're a part of's mores. For example the Israelites cannot work of Sabbath, the Babylonians must accede to the will of those higher in status, and the Egyptian must contribute to irrigating the Nile.

That's really interesting. That's... a lot more nuianced than I was expecting for a Biblical RPG.
I'm working on a late Bronze-Aged themed setting and really like that touch.
 
Wizards is in full damage control right now:

Reads to me like their in damage control after their changes weren't given the mass praise that they were so used to getting so now they have to walk back on the changes they wanted to make.
I love how they point out illithids tend to be evil. Yes, the brainwashing alien hivemind that eats brains? They're only MOSTLY evil. It's like being only mostly dead, only retarded.
 
That sounds like Humanity and Paths from Vampire. The higher your score, the closer you are to your group's ideal.

Are there rules for converting to another culture/deity?
It's a bit like that, but it's a point total and has a negative score count. Higher it is the more likely you are to get favors from your deity or can use it elsewhere. But when you hit negatives you can have problems; like have a big enough negative piety, and your god can legit just say fuck it and kill you. It's kind of more a scale where you plug points.

And there are conversion rules, but obviously your piety takes a big shit on you and you get problems from it usually.

It's real interesting stuff, especially since it's historically friendly. Just watch out for the mild pregnancy fetish I believe is in it. It may not be intended for that role since fertility was critical in those times and begetting was in the Bible a lot, but there's a bit too much info there.

It also has tantric priests as a class, but you know who you'd trust to ever play them. Or know to ban them as you like. It has a lot of actual classes based on the roles at the time, especially for casters.
 
I love how they point out illithids tend to be evil. Yes, the brainwashing alien hivemind that eats brains? They're only MOSTLY evil. It's like being only mostly dead, only retarded.
Look, people getting better after being mostly dead is a long-standing fantasy trope. Don't insult it by comparing it to this nonsense.
 
Hey @Adamska I have some suggestions for old 3 - 3.5 settings that you could do Lore Ramblings on:

From Fantasy Flight there's Midnight - their "The bad guys have already won" setting, and Dragonstar - a fantasy adventures in space setting.

Atlas Games did some neat settings too: Nyambe: African Adventures - a pre-wokeshit afrocentric fantasy setting, and Northern Crown - a romantic fantasy take on colonial age North America.
 
Hey @Adamska I have some suggestions for old 3 - 3.5 settings that you could do Lore Ramblings on:

From Fantasy Flight there's Midnight - their "The bad guys have already won" setting, and Dragonstar - a fantasy adventures in space setting.

Atlas Games did some neat settings too: Nyambe: African Adventures - a pre-wokeshit afrocentric fantasy setting, and Northern Crown - a romantic fantasy take on colonial age North America.
Nyambe and Dragonstar speak to me.

I'm also kind of thinking about covering Kingdoms of Kalamar, since that's one that a couple of the crew mention a lot for good reason. It's an interesting twist on setting and a rare as hell 2nd party product.
 
Atlas Games did some neat settings too: Nyambe: African Adventures - a pre-wokeshit afrocentric fantasy setting,
Speaking of pre-woke Africa-inspired fantasy settings, I'm very annoyed that we'll never see a decent take on Magic the Gathering's Jamuraa anymore. I remember when the Mirage block came out, that setting looked really cool. But if they ever touched it again, either returning to it or releasing a D&D tie-in as they've been doing recently, you just know it would be full-blast sanitized shit.
 
Nyambe and Dragonstar speak to me.

I'm also kind of thinking about covering Kingdoms of Kalamar, since that's one that a couple of the crew mention a lot for good reason. It's an interesting twist on setting and a rare as hell 2nd party product.
Of those settings i mentioned, I personally think that Dragonstar is the weakest, it's pretty much D&D meets Flash Gordon.
 
Of those settings i mentioned, I personally think that Dragonstar is the weakest, it's pretty much D&D meets Flash Gordon.
Fair enough: What's the strongest of the bunch in your opinion?

Since you basically just described Spelljammer when you said that, and if I want that I'd play it instead.
 
I have to wonder, what made Wizards think this was a good idea? Last time they did changes to alignment in 4e it was universally hated by everyone. So much so that they retcon the hell out if it in 5e. What made them think that it would work this time?
 
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I have to wonder, what made Wizards think this was a good idea? Last time they did changes to alignment in 4e it was universally hated by everyone. Some much so that they retcon the hell out if it in 5e. What made them think that it would work this time?
Learning from history is antithetical to wokeism.

Also, WOTC has been hiring the twitterati en masse. Pretty sure somalia has a higher average IQ than WOTC HQ at this point.
 
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