[chatter 76] To : all From : Arawn Subject: Lensmoor design metaphysics and the nature of Good versus Evil Date : Tue Feb 10 08:23:18 2009 ================================================================================ I don't know if this is written down anywhere, but it's kind of how I see the good versus evil conflict, as well as being a guiding principle in what sorts of spells go where. In our game world there are various types of energy that can be channelled by spellcasters to create various effects. Part of the effect is based on the caster's control, and part is based on the energies used. The energies come in different forms. There are the elemental energies, that tend to power sorceries. There are the energies of growth, that power druidic spells. There are also the karmic Positive and Negative energies. These two energies are in opposition to each other, and have more of an impact on people's souls than do the other energies. For, when one does evil deeds, their soul (aura) becomes stained with negative energy, and, likewise, when one does good, their aura becomes stained with positive energy. Necromancy is powered entirely by negative energy. As a result, any use of necromancy leads the user towards an evil aura. Liches, existing through the constant channelling of this negative energy, are constantly dragged towards the negative side. Demons are creatures of negative energy, as angels are creatures of positive energy ( and genies are creatures of elemental energy, and trolls nature, as an aside) It is intentionally harder to become gold, there are less mechanical means to do so. It should be easy to fall, hard to remain good. You cannot simply channel positive energy the way you channel negative energy - positive energy flow through people who are already positive, while negative energy changes the user to match itself. Neutral and Chaos fit into this picture as well, although, not being the absolutes, they have less of an impact. Those who believe in neutrality realize that both energies have to exist in balance - they strive to keep them in balance. Chaos, on the other hand, is about drawing power from the change in energies. Neutrality and chaos are semi-opposed to each other in this way; neutrality works hard to keep things balanced, and chaos wants nothing to do with remaining at the same balance all the time and wants to deliberately unbalance things. How does this fit into game design? I see necromancy as the quick and dirty way to power. If you accept the costs (red aura, additional spell costs, like wither or ToD), you can get results fairly cheaply. Necromancy is also more about creating indirect effects. It is more likely to have debuffs than buffs, and its direct damage abilities, while present, aren't top-level. On the other hand, your holy spells require more from you. Many have alignment restrictions, or only work at full effectiveness against evil creatures. They're mostly designed to be 'direct' spells. Holy spells create immediate effects, they buff the caster, rather than debuff the enemy. They're focused on destroying their opponents and protecting themselves, with spells that can put out a lot of damage against those based in red energies. Just some stuff for you to mull over and get a feel for where I'm coming from with this stuff.