Mrs Kat
2015-10-10, 06:20 AM
By NE means necessary: a guide to neutral evil
Hello everyone. Do you like bandwagoning? Because I like bandwagoning. All aboard.
Contents
(hyperlinks to be implemented)
1. Introduction
1.1 What is evil, anyway?
1.2 How evil are you? A matter of scale
1.3 On alignment and personal comportment: evil people are people too
1.4 Excuses
2. Common Archetypes and examples from popular culture
2.1 The hired gun
2.2 The mobster
2.3 The brute
2.4 The scientist
2.5 The child
2.6 The desperate man
2.7 The sociopath
3. Motivations
3.1 Necessity
3.2 Obsession
3.3 Blindness
3.4 Joy
4. How to play evil in a productive and successful manner
5. Religion; evil as a force within the D&D multiverse
6. Case studies
6.1 James Bond
1. Introduction
http://i.imgur.com/OTTAudE.png
"Lord Voldemort showed me the truth. There is no good and evil, there is only power, and those too weak to seek it." -Quirrel, Harry Potter and the Philosopher's Stone
1.1 What is evil, anyway?
At its heart (its black, slick, squamous heart) evil is about hurting people. Where individuals may vary in nearly infinite ways in their motivations and methods, they have this as their one commonality. They want to hurt people, or they don’t care if they hurt people, or they don’t want to hurt people, but do so anyway, because it furthers their aims.
Neutral Evil is unique amongst the evil alignments in that it has no credo beyond this. A neutral evil individual need not believe in the power of structure and order, nor seek to rebel against it. She serves power when it suits her, and breaks the rules when it benefits her.
She is out for herself, pure and simple.
A selfish outlook alone, however, is not enough to merit an evil alignment, no matter how unpleasant the individual. No, evil must be applied. The individual must be willing to go the distance; in other words to inflict suffering. This comes more easily to some than others. A selfish character who does not steal or hurt or kill (or one of the other innumerable acts that qualify) is not evil but simply selfish.
Neutral evil individuals tend to be moral relativists, holding that values differ from society to society, from person to person; that they are conditioned by the society in which they arise, with no absolute right or wrong. As a whole, very few have the probity necessary to acknowledge themselves as evil, instead couching their acts in terms of necessity or utility.
I had to murder those children; they would have grown up to become bandits.
Quite beyond the personal horror of admitting one’s evil nature, there are social disadvantages to admitting that one is evil.
The scale of exactly what qualifies as an evil act varies from DM to DM, game system to game system.
1.2 How evil are you? A matter of scale
If neutral evil is a matter of having no limits; no compunctions, then surely every evil is the same? Not so. Evil is a personal matter, and even within this alignment, people draw the line at different places. The categories listed below have no basis in D&D mechanics, but I have listed them for ease of reference.
Petty. A person capable of petty evil may well retain a neutral alignment under many GMs. A petty act of evil might inflict inconvenience rather than harm. Many individuals and societies will overlook acts of petty evil, particularly if they are committed by powerful individuals. Minor theft, bullying and vandalism are all examples of petty evil.
Felonious. This is the point at which GMs will generally start to take note of actions as evil, and watching a neutral character for an alignment shift. Felonious acts of evil inflict major long-lasting or permanent harm on the victim, and it is the kind of thing that tends to be prosecuted by any society with a functional legal system, though as with petty acts, a powerful individual inflicting himself on a person of low standing may find that they face little repercussion for their crime. Assault, murder and arson are all examples of felonious evil.
Grand. Grand evil is where the individual ventures into supervillain territory, and acts of grand evil will etch an E on your character sheet in permanent marker. Grand acts of evil tend to inflict suffering on a societal level, rather than merely at an individual level. Perpetrators of grand acts of evil are subject to lynch-mobs regardless of the state of the local legal system, so a wise individual prepares against this eventuality. Warfare, poisoning a well, and raising an evil god from the dead are examples of grand evil.
1.3 On alignment and personality: evil people are people too
Wickedness is a myth, invented by good people to account for the curious attractiveness of others.
— Oscar Wilde
I’d like to take a moment here to address one of the most widely held misconceptions with regards to not only Neutral Evil, but the evil spectrum as a whole: that evil characters are somehow obliged to be jerks to everyone all the time. This is simply untrue.
Evil, as all alignments, encompasses a wide range of people and personality. Some of the most common archetypes will be examined in part two, but even within people who conform to these archetypes, there is room for variance.
Every character is a person first and foremost, with hopes and dreams. Even the most alien-seeming cultist monster should in most instances have something to their being beyond “I want to screw up the world.”
Evil characters tend towards malice, but they are not exclusively malicious. Unlike good, which obliges the character to act virtuously to maintain his alignment, evil imposes no compunction against affability, friendship or even love. A robustly written evil character is not defined solely by his alignment, but rather by his own interests and desires.
1.4 Excuses
Wait a minute, you say. This definition of the alignment includes my character. He's not evil! He's doing it for the greater good!
Well, here's the thing, boyo. Everyone thinks that. Well, nearly everyone. Most people seek to rationalise their worst actions. But it doesn't matter why you did it; at the end of the day, if you do bad things then you're headed south on the alignment spectrum.
Don't worry, though. You're in good company...
Hello everyone. Do you like bandwagoning? Because I like bandwagoning. All aboard.
Contents
(hyperlinks to be implemented)
1. Introduction
1.1 What is evil, anyway?
1.2 How evil are you? A matter of scale
1.3 On alignment and personal comportment: evil people are people too
1.4 Excuses
2. Common Archetypes and examples from popular culture
2.1 The hired gun
2.2 The mobster
2.3 The brute
2.4 The scientist
2.5 The child
2.6 The desperate man
2.7 The sociopath
3. Motivations
3.1 Necessity
3.2 Obsession
3.3 Blindness
3.4 Joy
4. How to play evil in a productive and successful manner
5. Religion; evil as a force within the D&D multiverse
6. Case studies
6.1 James Bond
1. Introduction
http://i.imgur.com/OTTAudE.png
"Lord Voldemort showed me the truth. There is no good and evil, there is only power, and those too weak to seek it." -Quirrel, Harry Potter and the Philosopher's Stone
1.1 What is evil, anyway?
At its heart (its black, slick, squamous heart) evil is about hurting people. Where individuals may vary in nearly infinite ways in their motivations and methods, they have this as their one commonality. They want to hurt people, or they don’t care if they hurt people, or they don’t want to hurt people, but do so anyway, because it furthers their aims.
Neutral Evil is unique amongst the evil alignments in that it has no credo beyond this. A neutral evil individual need not believe in the power of structure and order, nor seek to rebel against it. She serves power when it suits her, and breaks the rules when it benefits her.
She is out for herself, pure and simple.
A selfish outlook alone, however, is not enough to merit an evil alignment, no matter how unpleasant the individual. No, evil must be applied. The individual must be willing to go the distance; in other words to inflict suffering. This comes more easily to some than others. A selfish character who does not steal or hurt or kill (or one of the other innumerable acts that qualify) is not evil but simply selfish.
Neutral evil individuals tend to be moral relativists, holding that values differ from society to society, from person to person; that they are conditioned by the society in which they arise, with no absolute right or wrong. As a whole, very few have the probity necessary to acknowledge themselves as evil, instead couching their acts in terms of necessity or utility.
I had to murder those children; they would have grown up to become bandits.
Quite beyond the personal horror of admitting one’s evil nature, there are social disadvantages to admitting that one is evil.
The scale of exactly what qualifies as an evil act varies from DM to DM, game system to game system.
1.2 How evil are you? A matter of scale
If neutral evil is a matter of having no limits; no compunctions, then surely every evil is the same? Not so. Evil is a personal matter, and even within this alignment, people draw the line at different places. The categories listed below have no basis in D&D mechanics, but I have listed them for ease of reference.
Petty. A person capable of petty evil may well retain a neutral alignment under many GMs. A petty act of evil might inflict inconvenience rather than harm. Many individuals and societies will overlook acts of petty evil, particularly if they are committed by powerful individuals. Minor theft, bullying and vandalism are all examples of petty evil.
Felonious. This is the point at which GMs will generally start to take note of actions as evil, and watching a neutral character for an alignment shift. Felonious acts of evil inflict major long-lasting or permanent harm on the victim, and it is the kind of thing that tends to be prosecuted by any society with a functional legal system, though as with petty acts, a powerful individual inflicting himself on a person of low standing may find that they face little repercussion for their crime. Assault, murder and arson are all examples of felonious evil.
Grand. Grand evil is where the individual ventures into supervillain territory, and acts of grand evil will etch an E on your character sheet in permanent marker. Grand acts of evil tend to inflict suffering on a societal level, rather than merely at an individual level. Perpetrators of grand acts of evil are subject to lynch-mobs regardless of the state of the local legal system, so a wise individual prepares against this eventuality. Warfare, poisoning a well, and raising an evil god from the dead are examples of grand evil.
1.3 On alignment and personality: evil people are people too
Wickedness is a myth, invented by good people to account for the curious attractiveness of others.
— Oscar Wilde
I’d like to take a moment here to address one of the most widely held misconceptions with regards to not only Neutral Evil, but the evil spectrum as a whole: that evil characters are somehow obliged to be jerks to everyone all the time. This is simply untrue.
Evil, as all alignments, encompasses a wide range of people and personality. Some of the most common archetypes will be examined in part two, but even within people who conform to these archetypes, there is room for variance.
Every character is a person first and foremost, with hopes and dreams. Even the most alien-seeming cultist monster should in most instances have something to their being beyond “I want to screw up the world.”
Evil characters tend towards malice, but they are not exclusively malicious. Unlike good, which obliges the character to act virtuously to maintain his alignment, evil imposes no compunction against affability, friendship or even love. A robustly written evil character is not defined solely by his alignment, but rather by his own interests and desires.
1.4 Excuses
Wait a minute, you say. This definition of the alignment includes my character. He's not evil! He's doing it for the greater good!
Well, here's the thing, boyo. Everyone thinks that. Well, nearly everyone. Most people seek to rationalise their worst actions. But it doesn't matter why you did it; at the end of the day, if you do bad things then you're headed south on the alignment spectrum.
Don't worry, though. You're in good company...