I have
played Dungeons and Dragons for more than 15 years. Lately, I have not had access to any other
players and so I have just been kicking around ideas that normally would be in
a game and instead I am just going to post them on my blog. This is going to be a reoccurring thing as I
just keep hammering out things and not all of them can be turned into elements
in my “random fantasy novel ideas” folder.
What Have I Got: Magic the Gathering
Two weeks ago, (I was going to write this for last week but I instead went to Disney
World) I wrote about one of my favorite game franchises, “Fallout”. Though that seems to be somewhat inaccurate,
as the more I think about it I only loved “New Vegas” and “Fallout 4” was kind
of a letdown, but I digress. “New Vegas”
and “Fallout 3” had two different ways of establishing what Dungeons and
Dragons’ players would call “Alignment” within their games.
“New Vegas”
had the complicated but fun and creative Alliances system, in which you are
judged based on your loyalty and past actions in regards to different groups in
the context of a larger conflict.
“Fallout 3” had the incredibly lazy “Karma” system which either made you
wasteland Jesus or Mephistopheles but rarely if ever presented a third or
fourth option to consider.
Then there
is the system I wanted to talk about this week, Magic the Gathering. For those who are unaware, Magic is a
collectible card game created by math guy Richard Garfield roughly 20 years
ago. He was the first person to patent
the idea of a collectible card game and as such has made money off of every
Pokemon, Magic, or Yu-Gi-Oh card sold since then. Richard is quite wealthy.
Magic is
one of those golden games, quick enough to learn, but of such depth and size
that mastery of it is effectively a full-time job for many players. They have their own invitation only
tournaments including a world championship.
Production
of Magic the Gathering has created more fantasy art than anything else
ever. There are thousands of images of
pirates, genies, samurai, power armor, kaiju, monkeys, swords, goblins, vampires,
and landscapes that can be used to inspire any writer who just wants a picture
to look at when asking themselves, “What is the story behind this?”
Magic the
Gathering is deep, rich, and gorgeous.
I should
also warn you that a drug habit would be cheaper.
For instance, this is the rarest and most expensive card in existence. Copies have sold for more than $20,000. |
Magic is
owned by Wizards of the Coast, the same company that owns Dungeons and Dragons
and the company has been dipping their toe into crossovers between the two
games for a couple years now, but they have not fully taken the plunge of
integrating the mythology of the two.
I think the
Dungeons and Dragon’s Alignment system and Magic’s Color system are the best
starting point for better tying the two properties together in such a way to
promote each. For no other reason than the
Color system works so well.
It is also prettier to look at compared to the Alignment-Axis Chart. I feel that aesthetic appeal should count for something. |
Multi-faceted Magical Morality: “No two-ways about it… There’s
five”
In all
worlds there exists a magical energy called mana. Mana comes in five colors: White, the color
of order, light, and giving; Blue, the color of water, introspection, and curiosity;
Black, the color of greed, ambition, and decay; Red, the color of chaos,
passion, and fire; and Green, the color of instinct, wood, and beasts.
All beings
possess all five colors to some amount, and some objects and places have only
generic colorless mana, but ultimately one or two colors will be more
pronounced in any particular individual, and mana of each color is associated
with certain types of places.
White mana
is most associated with humanity and the plains of the world, more often angels
and knights see this color as their core guiding philosophy. Blue is associated with islands, with
sphinxes, genies, and merfolk. Black is
associated to swamps, and undead and demons being creatures that embody the
color. Red is associated with Mountains (and
volcanoes), with goblins, dragons, and barbarians tied to it. Green is in the forest, with hydras, animals,
and elves.
But even
these associations can be blended. Many
monsters, characters, and spells in Magic have multiple colors, some require
multiple colors, others have an either/or color symbol meaning that rather than
having a particular color be dominate, these creatures and spells are more
fluid and have traits spread across the philosophies but are not constrained by
them.
A lot of
thought has been put into this system, both for the purposes of game balance,
but also for the sake of making a cohesive philosophy toward the game’s look
and feel.
My Preferred Method: “Not just 5… there can be 15
combinations before things get too silly”
The reason
I like this so much mostly stems from playing the card game for 10 years and
occasionally picking up some cards for nostalgia’s sake. Beyond that though, it is a mechanic that is
both more codified for spells and more flexible for behavior of characters.
For
instance, a player chooses two primary colors to serve as his alignment, or just
one color twice if he really wants to commit.
A Red-Red barbarian has a lot of… Passion, but would be doubly hit by a
Circle of Protection (Red). Conversely a
character that is Black-White would have to deal with the internal conflict
that creates, seeking order and unity, but to a very tight group that he still
can’t bring himself to entirely trust.
With each two-color
combination (or double pairing) you have 15 possible combinations, 15 possible
alignments than can help to illuminate how your character views the world,
their methodology, and even their goals to some degree.
This could
also have real impact on how magical weapons work. No more Anarchic-Unholy battle axes, but
having a Black sword that does additional damage to White and Green characters
(or exceptional damage to someone who is both White and Green) is one example
as the conflict between the different colors leads to a deluge of different
items and spells to target things.
There is
something I forgot to mention! The Color
Wheel and its conflicts.
There are many useful charts. Though this one is sideways. |
The Color Wheel: “Not everyone gets along, sometimes even
with themselves”
The colors
are arranged in a standard order forming a ring.
White->Blue->Black->Red->Green->White. Each color has two allies, those two colors
that it is next to one the wheel, each color shares certain values with those
allied colors. And each color has two
enemies, those that it does not touch on the wheel and with which they have key
conflicting ideologies.
White and
Black are the most traditional natural rivalry, as the greed and
self-destructive aspects of Black’s darkness clash with the altruism and life
giving nature of White’s light. But, they
also have things in common.
One of the things they have in common is great art by the talented Greg Staples. |
White and
Black each have ties to the afterlife, ties to divinity/diabolism, and they
both have a lot of clerics and human characters. They are opposites, but there is a lot of
overlap between them over which they play tug of war. As I mentioned before, the conflicting nature
of the two would make for an interesting character, a person who doesn’t really
trust anyone, but also recognizes the need for allies. The Mafia would fit this classic mold, as each
little clique of people within the larger organization is constantly jockeying
for more power and influence, but that in turn makes them a target by other
members, gaining and losing allies as they go.
Each
combination has been explored in depth by Wizards of the Coast for short
stories and novels for the Magic the Gathering settings (Magic has a multiverse
just like Dungeons and Dragons and each universe has permutations on how the
Colors have evolved based on unique starting points).
Ravnica is
perhaps the world that best explains how brilliant the use of Magic’s colors as
Alignment could work. A world ruled by
10 guilds, each guild representing a pairing of colors does the most to
illustrate the rich opportunities presented by Magic as a guide. Each guild looks distinct, has a distinct
philosophy, has distinct goals, members, and resources… But they all make sense
in the same world together.
And you can bet your ass there are even more gorgeous colorful charts to look at. |
Green and
Red make up a barbarian horde led by a Cyclopes. White and Green make up a powerful order of
Druids with a council of Dryads leading them.
Black and Red are a demon worshiping hedonism cult with the arch demon
Rakdos being “in charge”. All 10 of the
guilds have their own goons and spells that illustrate how they operate and can
serve to illustrate to players how they could play their characters. A Paladin of Red-White is very different from
a Paladin of Blue-White or Green-White.
Alignment and Gaming: “Why does this all even mater?”
Alignment
starts arguments that can split up gaming groups. That is why.
In real life words like Good and Evil are judgments about people’s
values and methods. I have gotten into
explosive arguments about whether a Neutral Good Cleric of Pelor would
prostitute themselves for money. And
when you are gaming with someone who thinks prostitution is “Good” and you
think that “Prostitution would not be proper conduct for a cleric of Pelor, do
something else” ... ARGUMENTS AHOY!
In the
Color system, there are no longer any tortured arguments about “It’s not Evil
to raise the dead if I am using them to defend the innocent” because it isn’t
about good and evil, he would be Black-White because his methodology and goals
would point toward that combination, and it fits logically enough that you are
not splitting any hairs. Since it is
broader and draws both on ends and means in a soft way people can make a call
and get on with it.
And the
prostitution thing? That is the color
of, “before we start this game let’s all agree to a lighter tone and try not to
drag in subject matter like the sex industry,” and those conversations are all
White-Blue. But profiting off of
humiliating sex seems more Red-Black.
Whatever is comfortable with your group, but I still don’t think a
cleric of Pelor would sell themselves sexually.
Maybe I am just a prude?
And for some reason, "I am the GG" never seems to end an argument. BUT THAT IS JUST MY EXPERIENCE! |
This is not
perfect, but I do think that it fits comfortably in both the “Game Mechanic”
category and the “Moral Guidance” category.
Players want to have a sense of the world they are playing in, and a
quick way to tell who they will have immediate disagreements with and over
what.
Getting
bogged down in the inherent Good and Evil or Law and Chaos of things isn’t fun.
Having someone playing Lawful-Killjoy or
Chaotic-Disruptive isn’t fun either. You
need guidelines. *Shrug*
Next Time: Something other than Alignment
I started
this series of Dungeons and Dragons blogs with a discussion of the language of
Common and where such a concept would fit into a world of Dungeons and
Dragons. So, next time (probably next
Sunday) I will return to the idea of language in fiction writing and one of my
own personal bugbears on that topic. Maybe
it will be somewhat entertaining or thought provoking.
I hope you
enjoyed this series of discussions on the topic of Alignment and perhaps each
of these systems have helped you understand different perspectives on the topic
in Dungeons and Dragons, other games like World of Darkness, and fiction in
general. Let me know if you like the
idea of integrating the Color Wheel into DnD and if you see some holes in the
idea that you have suggestions for patching.
Sadly, I have not had any time to play for months and this blog is kind
of my outlet for now.
The Beg for Attention
If you
venomously disagree with me, please tell me why in the comments. Feel free to leave links to your own blog on
the topic or articles that you have found helpful. Or write your own counterpoint to all this
(or parts of it) and come back and post a link.
If you have any interesting moral conflicts from pop culture or your own
gaming group, post those too.
Alignment
is the most debated thing in Dungeons and Dragons and Color philosophy is a big
deal in Magic the Gathering (though less so than Alignment). This is because, as I wrote in part 1, we all
have personal values. We all have things
we will not do under any circumstance (even if we don’t know it yet because we
have never been tested) so if you disagree with me about the question of
prostitution just keep in mind that sex can be a touchy subject and that for
most people this is a game about killing monsters for gold, not selling your
anal virginity.
Have Fun!
______________________________
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