Post:Discuss - Topic: - Mechanics and RP - 06/13/2011 - 14:17

From Elanthipedia
Jump to navigation Jump to search
Re:Discuss - Topic: - Mechanics and RP · on 06/13/2011 14:17 678
Many of these posts have been excellent and have delved into the question in a very specific manner. So in my response I'll take the opportunity to dwell on the issue in a broader fashion. I'll bring up four points, starting with the most glib one and working backward toward seriousness.


1:
It takes a serious dedication to postmodernism to invoke The Death of the Author in a conversation with the author.

2:
There is, in fact, a certain level of arbitrariness inherent in the role of worldbuilding. Why is a mountain here but not there? Why is Kssarh angry and not nice? Why not space vampires from Neptune? While one of those might be an intuitive 'no,' consider that all three questions differ in scale rather than kind.

3:
There is a stark difference between Necromancers and PC Necromancers. Necromancers in the broadest term can do any sort of random act of evil that the plot demands; Necromancers summon wailing spirits, create poisons that permanently kill the innocent and sometimes even fight the avatar of Meraud Himself and come out on top.

PCs cannot - must not - do any of these things. As a basic explanation to why PC Necromancers are so limited while NPC Necromancers can still murder you with enchanted textiles, we fall back to a simple but effective DR trope that the guild structure prevents you from learning it. You are specifically a Necromancer from the tradition of the Philosophers, whether your character sticks with them or not, and the Philosophers' bag of tricks was specifically designed to be PC compatible.

4:
Necromancers in the broad term occupy a different ecological niche than the PC Necromancers. "Necromancer" is a code word for Bad Guy in the most fundamental sense. Necromancers in the past have done wildly misanthropic stuff simply because They're Evil. Nobody cares about the feasibility of Sidhlot's portrayal of evil. That's not the point. He's older than dragons and so metal he poops viking helmets.

But the Necromancer's Guild is by necessity a look at the bad guys' side, and Sauron only works as villain as an archetypal role rather than a meaningful character. A Pure Evil character ran by a PC for entertainment would either be a masterful RP experiment or uncomfortably suggestive of the psychological issues being worked out. For this to work, there had to be sympathy for the devil, so my very first problem to solve was 'How do I make Necromancers sympathetic enough that we could imagine a real, live individual doing this?'

The Philosophers were my answer. The Philosophy promises you reprieve from death (note that I started inserting more real-life features of death into DR at this time), freedom from the contingencies of the world, the ability to be your own man. I designed the spiel appeal to most of our basic anxieties about life and touch on the dream of posthumanism and the glorification of mankind through his skill and technology. In not always subtle ways, the Philosophers came to embody 20th century philosophy and scientism. The Philosophers are doing, in a fantasy parody, what Western society enshrines as good and proper goals.

So the stage was set. All that stands between you and glorifying mankind is the evil you will do in its name.

This is, once again, a remarkably different role than what Sidhlot or Velmix brought to the table. The Old Man doesn't talk to Sidhlot, nor did the Hounds of Rutilor burn entire villages to root out a single Bone Elf. In a direct sense because the Bone Elves are not connected with the Great Work, but also because their portrayal of evil is outside the portrayal of evil we're using. The drama of the PC Necromancer -- the pogroms, the murmurs of conspiring otherworldly forces, the entwining moral evils from both sides, and the hints of transcendental glory -- is set in the foundation that the Philosophers bring to the setting.

So it is a requirement that, while your PC can love them or hate them, stay or leave, be a blubbering sycophant to Book or try to manipulate him for your own ends, you cannot be disconnected from them.

-Armifer

This message was originally posted in The Necromancers \ Roleplaying the Necromancer, by DR-ARMIFER on the play.net forums.