Good and Evil represent the familiar moral divide of altruism vs harm, kindness vs hatred, and mercy vs malevolence. The personality that can't focus, or won't focus on something, or you literally have no idea how they're likely to react at any given provocation, even if they reacted one way before, they might react a different way. You weren't a kender or an elf who was constantly flitting off, okay, that's chaotic. You could be predicted to react in a familiar way given a familiar situation, time and time again. Law and chaos are neither good nor evil they simply are.Īccording to TSR employee Tim Kask, law represents predictability and rational thought, while chaos represents the opposite: As originally conceived, lawful meant that you were a creature of habit, not that you wore a badge. Law and Chaos represent the opposing principles of order vs entropy, control vs chaos, society vs the individual, and stability vs change. These two axes have nine independent combinations. Advanced Dungeons & Dragons (1979) introduced a second axis, allowing characters and creatures to additionally be described as Good, Neutral, or Evil. In the original Dungeons & Dragons (1974), all characters and monsters are either Lawful, Neutral, or Chaotic.
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