Is it time to go back to coding orcs as fascists?

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I understand why this is appealing. I also hesitate at the idea of evil rendering people hideous and bestial. But it’s also all over these kinds of games to one degree another, so maybe I’m just on a high horse about this instance.

My real sticking point is this: Some evil humans will inevitably have families. Would evil people not try to turn their families into orcs? Does the transformation only work on willing participants? If so, that seems oddly understanding of the fascists. Do I just need to not think to hard about this and enjoy the game?

Probably yes to the last one. But I can’t help myself and want answers to these kinds of questions in my game.

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Thery’re imaginary monsters in elf games. Code them how you wish–they’re not real and not analogues to anything in the real world.

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I’m going with a hard No.

Don’t put fascism into your fantasy world, unless you’re going hard for a Wizards-like satire (and you probably shouldn’t do that, either).

Don’t restrict either evil or fascism to the other. That’s both boring and dangerous.

(Also, find something better than orcs for a change, but that’s a different issue)

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gonna agree with what a lot of people are saying:

  1. just don’t have orcs because they aren’t that interesting, overplayed and carry tons of baggage. such a simple solution! sometimes the best solution is to EDIT. trim that enemies list down! add new monsters, get rid of some old ones.

  2. there have been so many weak takes on fascism, that its also a hard subject to get excited by. on the other hand, subjects like The Proud Boys are actually interesting to me. maybe because they are part of my direct life experience. but the more i think about what i have experienced in terms of things roughly fascist, i just don’t see that mapping well on orcs in any case.

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“(Also, find something better than orcs for a change, but that’s a different issue)”

Yeah, I dropped orcs a while ago. I keep thinking about adding a different type of pigmen, then I think folks would just think of them as orcs, anyway, so I leave them out.

The pigman from house on the borderlands are fantastic. However I do think that no matter how careful you are, people experienced with d&d will just immediately think orc no matter what.

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I am a big fan of the fairy tale/folklore trope where all the monsters were originally human, but either did something horrible, or something horrible happened to them that transformed them. Although I don’t have orcs in my game because I prefer avoiding all the typical Tolkein and Gygax isms, if I did I think coding them as fascist would be a reasonable approach.

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One of the major official D&D settings managed to avoid them. Not that their replacement didn’t run into the same Tolkienistic tropes, but oh well…

But to veer slightly back on topic, the issue for me wouldn’t be that much better if “humanoids” other than orcs would get that role, or even if it would just be regular humans. It’s just a weird mix, especially if gods or magic are involved (which they usually are), never mind the slippery-slope arguments for KotB-like setups or domain play in general. I mean, one could construct a quite interesting campaign out of this, but this is a different matter to a general orc-fash-coding.

Now, I’m assuming a rather thorough “fascist-coding”, not just superficial elements. If it’s just about a bunch of enemies all having identical black armor, whoop-dee-doo.

I just read the orc description in white box, and you REALLY have to squint to see any fascist coding. they are pretty much just evil tribes. INTERESTINGLY they are only led by humans, fighting men or magic users. and that is where if you squint you can see fascist coding (stormtroopers!). but if you don’t squint you just see Tolkien.

all that is pretty near irrelevant though to people playing RPGs these days… but indeed, I call FALSE PREMISE out here as well. maybe in that guys home games were they coded fascist, or maybe he is just remembering it that way.

also, hate to be a downer here, but labeling something fascist as a justification to kill it… well, I hope you don’t have any Ukrainians in your gaming group cause they are at the rifles end of that happening to them right now.

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I don’t know about the historical claims made in this article and I don’t necessarily like the idea of evil humans transforming into orcs, but broadly I think fighting stand-ins for authoritarianism is more interesting than fighting stand-ins for Native Americans.

Ever since I read this post by Gus L, I’ve been thinking about how interesting infiltration-style dungeons sound. It’s a style of dungeon that more or less requires an intelligent, organized enemy force scattered across multiple rooms.

There are some OSR-style dungeons that sort of have this (Lair of the Gobbler, Scarlet Minotaur, etc.) but it seems to me to be a largely abandoned dungeon concept, and I partly wonder if that’s because no one wants to touch the whole “various factions of orcs and goblins to pit against each other and slaughter” thing that the Caves of Chaos did.

The Gus L post mentions the Guns of Navarone, a movie about infiltrating a Nazi base. It could be that authoritarian soldiers are a better fit for infiltration scenarios nowadays.

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I would rather just not blend any kind of real world politics with D&D, whether we’re talking fascists or minorities. Especially not to solve a fictional problem. I don’t know how he gets “fascist” from the old books, though I know people in general tend to find ways to justify killing monsters (“they’re slavers” is a common one). I guess for his group in the 70s, it was to make them fascist. Which is kind of gross, but makes sense, given that many people are okay with Nazi killing in fiction, and many also only associate Fascism with Nazism.

For me, I just reflect on the fact that the minotaur, the medusa, etc. were the monsters of folklore. It’s not long before the hero has a good reason to cut off a monster’s head; monsters and humans usually can’t coexist peacefully. It’s the nature of a monster to stalk, hunt, kill or otherwise make humans suffer. Whoever created the monster did so to get back at humans (or other people, like elves). That’s what makes them a monster.

That being said, there can certainly be situational drama. Maybe this particular monster doesn’t need to die. But I view this as a personal decision made by a character (or a faction they belong to), not as some kind of moral or ethical law set by the universe or some global society of humankind. And when the heroes do slay monsters, they aren’t compelled by some kind of absolute moral imperative. And the monsters don’t deserve to die, per se. It’s a matter of antagonism and survival. I aso don’t often use alignment systems. Orcs aren’t evil in the ways humans are evil, so calling them evil is just a distraction, and creates more confusion than it solves. Player interpretations of alignment turns out to be an intensely nuanced and subtle topic, and neither TSR nor WotC have ever come close to handling it in a way that contributes to the game. Orcs are also not a racial choice for PCs in my games, nor are there any half-orcs. I can imagine a half-monster (changeling) scenario, and it could be a lot of fun, but that’s not what modern players mean they want to play a half-orc.

I think the problem is that, on this subject, D&D wanted to have its cake and eat it too. Orcs started as monsters, but soon it wanted them to be both poeple and monsters, and I don’t believe you can have it both ways and make everyone happy. As evidence, I point to this hyper-fixation on orcs. Goblins get some attention like this too, but what about gnolls, bugbears, ogres, giants, or anything else that walks on two legs? Where’s the “justice” for them?

I’m not quite understanding the “monsters are bad, but not evil”, especially for intelligent creatures. What’s a “monster” in that system of thought?

But this:

Mechanically speaking, there’s no difference. In OD&D, everything was a monster. It’s not some essential quality, it’s a role. The table literally started with “Men”, and yes, it included orcs, and medusae, and minotaurs. But also elves, dwarves and mules (to be fair, if you ever met a mule…).

And since then, attempts to move more “monstrous” types into the playable area have been quite common. The Holmes basic set suggested playing monsters, not restricting itself to mere “humanoids”.

We don’t quite know how Gygax came upon “half-orcs” as being included into AD&D 1E. Probably as a counterpart to half-elves, to get everything that’s remotely by Tolkien into the game. It certainly started the trend that got us where we are.

But we also got products like Top Ballista, Orcs of Thar (ooh boy…), the Complete Books of Humanoids etc. (And while we’re at 2E, its “Monster Mythology” also was the book of the deities of elves and dwarves)

I mean, we see something that’s a lot like us in a game (humanoid, but often being able to reason is enough), and we see some common ground. So the instinct of wanting to play that seems natural, and I’d argue that non-logistical (too big, too odd, too powerful) reasons boil down to handwavium and fiat.

On a way more superficial level, this also depends on the illustrations, of course. The badly-designed and -drawn pig men of the early era weren’t as enticing as the post-Warcraft styles.

To add something to the pile of my objections against the initial concept: A unified culture and behavior of orcs or elves belongs to the worst kind of Star Trek worldbuilding.

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maybe the distinction here between bad and evil is the old ethical universe vs moral universe issue?

I find like half of all “talking past each other” is that people have a built in assumption about their gaming world, or the real world based on ethics vs morality.

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@eeldip Yes, I agree. I have two simultaneous takes on this subject. The simplest one, which is most practical when it comes to me Game Mastering fantasy worlds for other people is what I posted above (edit: and now in more detail, below).

But in more sophisticated discussion that seeks to understand, I think that you’re right: unless people are willing to deeply discuss how the nature of morality and willing agents can (and maybe think should) impact a fantasy role-playing game, they many of us will just talk past each other. But in my experience, that’s really hard to do. I wrote a 9 page essay on the ontology of alignment while trying to discuss this on EN World, which I didn’t intend to do. But who is going to read and respond to that?? :joy: But my TLDR is that this is an extremely complex topic at its root, and it’s not my experience that people have the patience to dig that deeply.

oh, what would be pretty interesting is a world with say, two creator gods that are lets say, Good God and Evil God. Good God created humans. Evil God created orcs.

and then there ARE half orcs. so do half orcs transcend Good and Evil? do they posit a material ethical universe that is more fundamental and higher level then the universe created by the demiurges?

there is a vague gnostic element to this that I like.

I’m not quite understanding the “monsters are bad, but not evil”, especially for intelligent creatures. What’s a “monster” in that system of thought?

I have two answers to this.

One, of course you don’t. We all have our own understanding of what “evil” means, so it’s more reasonable that we shouldn’t understand each other than that we should. Thousands of years of philosophy, religion, ethics, justice and politics haven’t sufficiently answered the queestion such that all humans can agree, so neither will a fantssy novel, nor a roleplaying game, nor a whatever. This is why I generally don’t include alignment in fantasy roleplaying games, because it offers a facade of simplicity that has the potential to lead to a hell of misunderstanding. My point here is that it’s okay that we don’t understand each other when we use the word “evil”. At my table, we don’t need to. Maybe at your table it’s important to you, though. Just do a good job of explaining it and hope that nobody gets offended. Or let them get offended and leave; IDK, you handle it however you like. I won’t try to stop you. :slight_smile:

Two, monsters are monsters. Humans are humans, elves are elves, dwarves are dwarves*, gods are gods, animals are animals and monsters are monsters. This is one ancient way of seeing things, and in my game it’s the basis and works well for me. D&D is based on fantasy fiction. Fantasy fiction is based on fairy tales and mythology. So all of this stuff originated from ancient thinking, anwyay. Your character is free to complicate things, of course. Maybe your PC believes elves are monsters. Well, they’re wrong, but that certainly would make for some interesting sessions. Maybe your PC belongs to a community or faction that believes elves are evil – not monsters, but evil. Well, that’s their belief. We have no idea if it’s right or wrong, and we never will because the truth about evil is just as unknowable in our fantasy as it is in our world. If the faction is famous, perhaps many people think this way and elves are persecuted. If the faction is infamous, perhaps few think this way and the faction is persecuted. It’s up to my table to decide. The PC can be zealous, but the player won’t be under any allusions: elves aren’t inherently anything but elves. And orcs aren’t inherently anything but monsters. Yes, orcs belong to a category that is larger than orcishness, and that’s monstrousness. It represents all of those creatures that will always be in some way antagonistic toward peoples. Monsters are greedy, self-serving, and have no capacity for compassion towards others. But this doesn’t make them evil by people standards. Asking if orcs are evil is no different to me if asking are fairies evil, or are leprechauns evil. It’s a futile question. A more salient question is: is that pack of orcs kidnapping people from the village and turning them into slaves? Are they unwilling to bargain or stop doing it under any circumstances? Curse those damn orcs. Your PC may well decide that killing them is the only way. Just don’t mistake the killing as “wiping out evil” so much as “saving the innocent village”. And they can feel proud of that, because they know the people in the village are compassionate people who help each other. And the orcs didn’t give one shit about their lives. What about that pack of fairies playing mean pranks of the villagers? They also have no concern for the lives of the villagers, and only seek to amuse themselves at their expense. Killing is certainly a simple solution, but most players are (understandably!) not trying to play murder-hobos, and will find another way to deal with them. Since killing them isn’t inherently good, there’s no reason to do it other than laziness. Or perhaps roleplaying reasons (“my PC’s sibling was kidnapped by fairies”).

So is there no good or evil in my worlds? Sure there is, but not in any Significant™ way for me or the players, such as an alignment chart. I don’t provide answers to questions like “are good and evil abosolute or relative”, because people at the table often don’t agree about these things anyway. When characters do things that are largely agreed upon by the players as evil (ex. killing an innocent), then the surrounding society largely mirrors that and reacts the way that the players expect it to. So this can change from group to group. If there is real moral contention between players, I ultimately tell them that their own personal beliefs about good and evil are simply unknowns in the campaign setting. Their characters may behave however they see fit, but don’t impose your own personal views on the fictional world, because they don’t hold. And if that’s hard, try to have the guts to understand someone else’s imaginary viewpoint in an imaginary space. Practically speaking, I’m fine with the words evil and good being thrown around, as long as it’s in the context of roleplaying and not used as an out of character justification for PC actions.

Finally, on actually using D&D’s alignment system (from any edition): certainly nobody needs my advice, but it will always be, don’t do it. Avoid heated internet wars and confusion at your table and just don’t. But advice is cheap, take it or leave it. Maybe you have a group with like-minded beliefs on the subject and you’re fine. That’s great. Maybe you feel there is too much dramatic potential in an alignment system, and wish for it to be in your game. Well, read my 9-page essay on the subject, maybe you’ll take something fun from it. :joy: I have yet to compose a working alignment system from it, myself. I just haven’t seen a reason to put in the effort.

* – Often in practice I make it simpler and say that humans, elves, dwarves, halflings, etc. are all ‘peoples’, but this varies for me from campaign to campaign. It depends on the players. Why does this depend? What do I mean? That’s another discussion that goes outside the scope of this one. We’re talking about orcs, here :slight_smile: I will go forward using the term peoples though, to keep the text readable.

PS – I changed my mind about adding this to my earlier post. It’s just too long, and I think deserves its own as it’s a separate subject from that one.

Sorry, everyone. I accidentally deleted one of my posts above when seeking to edit it. It wasn’t a particularly important response, but I still apologize for breaking the thread and creating confusion. Might I recommend a confirmation when clicking the trash can icon? It was an accidental click. Anyway, carry on :slight_smile:

Sounds like a feature request for Discourse!

That’s a quite tautological start, and I notice you get a bit deeper into that, but I’ll get to that below. You mention “folklore” and “ancient thinking”, but you don’t even see that clear distinction there, either, never mind fantasy novels where putting a different spin on previously less three-dimensional characters has been a common trope.

There’s also a wide variety of negotiation involved when dealing with the supernatural, and I would argue that sufficiently advanced negotation is indistinguishable from normal interaction.

Now we’re getting somewhere. But what are “all those creatures”? Natural ones? There are plenty of stories where wolves are ravaging beasts, up to a mythical, sun-swallowing level. But there’s also Romulus & Remus or the protectors & teachers of Native American myths.

Vampires used to be that, but it would be a bit unfair as they only gathered real popular interest once that single-minded antagonism was tempered.

There’s some chtonic creatures in the Greek myths that might qualify, but those tend to be the forgettable ones, more akin to natural disasters to the human imagination.

Of course one could just put all kinds of non-“peoples” into these categories, like our titular orcs. But that, to me, requires quite a lot of handwaving. There are orc tribes, there are cave man tribes, but only one is The Other. Our games being fictional stories, there’s no argument why one couldn’t do that, of course.

But personally, I find that artificial dichotomy between DMly/divinely separated “peoples” and “monsters”, despite them looking and partly behaving the same way, to be about as uninteresting (and a bit worrisome) than that between Good and Eeevil. This construct serves story needs I don’t have, as there’s no wiggle room, no negotation, no possibilities. It’s the “rock falls, everyone dies” of quite a few ways of approaching the game. And for little gain, I’d say.

Does it evoke a bigger horror? Maybe, but that requires going quite a bit into how these creatures are that different. If that works, sure, things that are similar to us but follow totally different lines of action and reasoning are alien and uncanny. Here the similarity can increase our sense of the world going wrong. A zombie or the T-800 are scarier than a blob of bacteria or a tank-like robot, both of which could fill the same roles. But this requires quite a lot of heavy-handed exposition, and fighting decades of less essentialist portrayals.

Does it make the decision-making of the players more simple? Sure. I don’t need to research why the orcs are raiding villages all of a sudden, that’s just their essential nature or whatever. Not sure I would like the simplification here.

Note that I also don’t like zombie movies or the Mythos, so I’m aware that this is something personal. In the context of the original proposition, I’d still advise against totally othering fascism, as that doesn’t seem to produce good results IRL.