Originally Posted by KillerRabbit
Originally Posted by Ieldra2
What kind of roleplaying is it if you don't have to make a decision about who to kill, just about how to kill? And why? "Everyone knows they're all evil". I don't want to play in a world where that works.

One in which there are forces outside of yourself and you are part of something larger than yourself. There's a celestial war taking place -- your struggles reverberate on the outer planes. Your decisions help form the planes of existence your efforts matter in the greater scheme of things.

Otherwise 'fantasy' just becomes a series of boring, predictable analogues for historical battles **cough cwitcher cough*
What you are supporting is a world where people have no individual agency, but only insofar they are part of some collective.

Consider, say, Middle Earth. Orcs are always evil, for reasons explained in the lore, and....they're actually not individuals. They're a faceless horde. Wherever a group consists of individuals, they're also not all evil or good. The Ainulindale tells us that this holds true even for the highest tier of beings - who were, in spite of being created directly by this world's creator god for a good purpose, not all good.

Do you really like a world where supernatural forces channel people into becoming part of a faceless horde?

To me, this "everyone knows they're all evil" comes across as an excuse to not have to think about pesky morality but get on with the action. After all, they're a faceless horde, so not really people.

This is why I insist so adamantly on judging people as individuals.

Now of course a cult *can* be a faceless horde. But you'll only ever know that in hindsight. And not that this is a factor in practice most of the time, since most of the time they attack you and the point of whether you might kill them or not is moot. But being pro-active about killing because "cult", I would say, is in itself evil.

Last edited by Ieldra2; 30/07/23 10:56 PM.