Showing posts with label evil. Show all posts
Showing posts with label evil. Show all posts

Wednesday, July 28, 2021

Scripture & the Megadungeon Part 5: Alignment

Strap in folks, this is a long one, but one that I am rather excited about. I hope you find it as useful as I have found it to be fun to work on and write.

Of all of the various “controversial” mechanics in D&D, Alignment is probably the most, because it doesn’t really work. What started out as a simple guide for which fantasy troop types could or would work together, it evolved into the nine-fold metaphysical mess that it is today. This failure is largely due to the fact that it couches Good and Evil in materialist language:

Basically stated, the tenets of good are human rights, or in the case of AD&D, creature rights. Each creature is entitled to life, relative freedom, and the prospect of happiness. Cruelty and suffering are undesirable. Evil, on the other hand, does not concern itself with rights or happiness; purpose is the determinant. — 1e DMG

The inherent problem with this is that materialism has no real metaphysics. Indeed, once one starts to seriously look into metaphysics, the materialist world-view begins to collapse in on itself. Note the relativism implied in "life, relative freedom, and the prospect of happiness." What is life when undeath is a reality? What is freedom when dangerous and powerful magics, including spells like Charm Person are available? Though undesirable, what if cruelty and suffering are the only means towards happiness? Is the purpose to serve others evil? All of these platitudes have no real meaning.

Thus, the instinct by many players today to entirely eliminate Alignment from the game is quite correct, from a materialist POV. I, however, reject materialism and my instinct is that it should be part of the game. The question has always been how.


In the modern, materialist world-view, the opposite of being is nothing — something that is no thing, has no being, has no material form. This is not how ancient Greek philosophers, and much of Western thought prior to the Enlightenment, understood things. Plato, Platonism, and Neo-Platonism all find that the opposite of being is becoming. Aristotle developed this into potential and actuality. To possibly over-simplify, there are things that change and things that don't. Those that don't are superior to those that do. As to why, remember death is the one change none of us can escape.

When one reads the Fathers of the Church, they use Platonic, Neo-Platonic, and Aristotelian language and concepts to explicate the Gospel, but ultimately reject the metaphysics of philosophy in favor of Scripture. English translations of Genesis describe the opposite of being as:

In the beginning God created the heaven and the earth. And the earth was without form, and void; and darkness was upon the face of the deep. (1:1-2)
The words "without form" and "void" in the Masoretic Hebrew are ṯō·hū and ḇō·hū, the latter only being used twice in the OT, both in conjunction with the first. In fact, the only way that we have an idea of how to translate ḇō·hū is other translations, specifically the Septuagint Greek. Ironically, a close examination of that Greek offers a different meaning.

The first word is ἀόρατος, which means "unseen" or "invisible." The second is ἀκατασκεύαστος, meaning "not properly prepared." This lack of preparedness implies something unformed, or (far more relevant to the subject of this post) chaos.

This primordial unseen chaos is represented by "darkness upon the face of the deep." Here, "the deep" is ἀβύσσου or the abyss. This abyss, however, is described in terms of the sea with the Holy Spirit hovering over the face of the water. In the Masoretic Hebrew, the abyss is rendered ṯə·hō·wm, which has been etymologically linked to Tiamat — the Babylonian goddess of the sea and a symbol for the chaos of primordial creation.

Being, therefore, is the order brought by God's creation and the purpose with which it is endowed. Using philosophical categories to explain the image and likeness of God in humanity, we are created to become like God and have the potential to share in God's eternity by the actualization of the divine in us. Paul describes this with the Greek word δικαιόω. Often translated as "justified," it literally means set right and shares the same root as righteousness. All of this, of course, is made manifest in the person of Jesus Christ, because without Him through whom all things were made, we are completely incapable of being.

Jesus also reminds us that only God is good (see Mark 10:18) and His brother James states:

Every good gift and every perfect gift is from above, and comes down from the Father of lights, with whom there is no variation or shadow of turning.

Thus, the source of all good in the world is God the Father, in whom is no change (note the link to Plato's thinking). Given this, there is no neutrality in creation. Either God's goodness flows through something or it doesn't and humanity has been given the task of tending creation — ordering the world according to the goodness of God.

It should be noted that the word alignment means to set in a straight line and the word for sin in both Greek and Hebrew means to miss the mark — the alignment of your life and actions have failed to align with the purpose set before you by God.

Let us now look at how D&D actually uses Alignment. It is possible to break down Alignment mechanically into four broad categories:
  • A code of conduct required of a PC to take advantage of class abilities. See clerics, monks, paladins, etc.
  • Something that determines the efficacy of certain spells such as Detect Evil and Protection from Evil.
  • An effect of a magic trap or item that either changes the alignment of a PC or determines the ability of a PC to use said item. See Helm of Alignment Change, Intelligent Swords, etc.
  • Alignment Languages.

Let's take a look at how Scripture might help to clarify these mechanics.

Class Requirements

Scripture clearly shows that there is no one way that an individual can become righteous. People from all walks of life from both the Old and New Testament are today recognized as Saints in the Orthodox Church: shepherds, kings, prophets, judges, fishermen, lawyers, tax collectors, physicians, slaves, women, children, etc. At the same time, many of these very same saints spent time falling away from God. It was an act of repentance that separates a King David from a King Saul, both of whom where made righteous by being chosen by God and anointed by the Prophet Samuel. All of this suggests that the core idea of having certain class abilities tied to behavior is Scriptural, as is the idea of quests of penance to get those abilities back after a fall. 

The behavior that is and isn't acceptable, however, is not necessarily going to be universal. The way a monk and a paladin deal with a situation, given their different set of skills, is necessarily going to be different. This all suggests that Players and Referees need to world build so that various organizations that represent various classes have clear cut Codes of Conduct. I might also suggest having clear paths of penance so that players can weigh the cost/benefit of breaking their codes. This would also free the Referee to be rather strict about enforcing those codes. Given the fact that most of the classes that have such codes are some of the most powerful in the game, and given that the Referee and players are clear as what is expected, this seems to me to be a reasonable ask for these classes.

Spell Effects

There are two basic types of spells that specify evil: Protection from Evil and Detect Evil. If we take a look at the original wording of the former, it really doesn't have anything to do with evil mechanically, despite its mention of "evil attacks:"

Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an “armor” from various evil attacks, adding a +1 to all saving throws and taking a –1 from hit dice of evil opponents.

These spells specifically target attacks from enchanted creatures. Depending on how one interprets enchanted this could theoretically include traditionally Good creatures such as unicorns. Later editions do try to define "enchanted," such as Moldvay's "summoned or created" — a definition that does fit nicely into a Scriptural POV. Given this definition, however, this spell seems to be a variation on Protection Scrolls, which specify a type of creature that are affected — Protection from Lycanthropes, for example. While more recent versions of the game expand the scope of this spell to include Law/Chaos as well as Good/Evil, I think it far more practical to move that variety more in the direction of the Protection Scroll. Either PCs can have access to a variety of Protection spells or a specific category of creature is invoked when the spell is memorized or cast. Thus, this category is less about Alignment than it is about a targeted category of creature.

When it comes to the spell Detect Evil, the original explanation runs very much counter to Scripture:

Detect Evil: A spell to detect evil thought or intent in any creature or evilly enchanted object. Note that poison, for example, is neither good nor evil. Duration: 2 turns. Range: 6”.

Given that humans sin in thought all the time, this spell would produce nothing of any real import. Although it specifies an ability to detect an evil enchantment on an item, it explicitly declares a mundane object, such as poison, which is almost exclusively used for evil intent, as undetectable due to its neutrality. Given that it is impossible to be neutral when it comes to God (the source of all good), this use of this spell is non-sensical from a Scriptural POV.

To fix this, I think that the whole concept of detecting thoughts ought to be abandoned. Not only are there other spells that deal with this ability (ESP, for example), but the explanation is so ambiguous that, in my experience, the spell is rendered largely useless in this regard anyway. In order to make Detect Evil into a useful utility spell, we can take advantage of the Scriptural understanding of the co-creative role of humanity. In other words, the spell is able to detect the manner in which an object was last used — something aligned with God or aligned with a human desire for power, money, lust, etc. 

Thus, in context of a murder mystery, Detect Evil might be an interesting spell to use in order to try and determine a murder weapon, for example. It also gives the Referee a clear directive as to whether or not an object reeks of evil. In terms of world building, it also drives the need for spells like Bless and Purify Food and Water in non-adventure settings. Every year at Epiphany, for example, the priest goes from house to house blessing houses with the holy water blessed during the services of the Feast.

Magic Traps and Items

Now we finally come to a subject directly relevant to the subject of the megadungeon, and something that I think ought to be far more common, at least from a Scriptural POV. In Genesis, God warns Cain as he meditates on murdering his brother Abel:

So the Lord said to Cain, “Why are you angry? And why has your countenance fallen? If you do well, will you not be accepted? And if you do not do well, sin crouches at the door. And its desire is for you, but you should rule over it.” — 4:6-7

The Masoretic Hebrew for "crouches" is etymologically linked to an Akkadian word rabitsu, which is a crouching demon that hides near doors. This warning refers to the fact that not all thoughts originate from within our minds. We are constantly being bombarded by thoughts from the holy and the demonic. To illustrate this, try praying the Jesus Prayer multiple times concentrating on the words: "Lord Jesus Christ Son of God have mercy on me a sinner." Very quickly, our minds will wander away. These thoughts that catch our attention are from the same rabitsu that were waiting at the door of Cain's heart.

In other words, as adventurers delve into the depths of the megadungeon trying to align themselves and the dungeon itself to the purposes of God, the challenges PCs should face ought to go beyond the physical. This can take the form of traps and magic items that force a PC to change their alignment away from God's purpose. Their resistance can either take the form of a Saving Throw or the Player's choice to refuse the power available to them through use of an item.

This is all well and good, but in the traditional D&D alignment system, the alignment change is the consequence in most cases. The rest lies in that nebulous space where Players try to interpret how their characters would now act "evil" or "chaotic" instead of "good" or "lawful." Unless the PC was a character that depended upon a specific alignment, there is no clear cut way as to how this mechanically affects the game.

If, however, "Alignment" referred strictly to a PCs relation to God's purpose, then there are some mechanical choices that can be made and imposed. In Orthodox Christianity, the "likeness" in the "image and likeness" of God refers to our eternal quest to become more and more like God. Thus, we can tie level progression to Alignment. Thus, a PC can't progress in level, regardless of the amount of XP accumulated, unless they are properly aligned. 

Those that fail a Saving Throw or choose to use a powerful magic item with an Evil Alignment must then perform some kind of act of repentance. This could take the form of tithing in cases of a missed Saving Throw, or a quest in cases of choosing to use evil magics. To my mind, this makes Alignment consequential and can make many Alignment decisions by Players far more meaningful: "I don't have the magic weapon necessary to defeat this monster, unless I pull out and use this evil sword."

Languages

Alignment Languages have long been a source of confusion and mockery. The idea that a PC who dons a Helm of Change Alignment simultaneously and instantly forgetting one language and learning a new one is rather laughable. In context of Scripture, however, understanding speech is tightly linked to a relationship with God. Prior to their attempt to control God by building the Tower of Babel, humanity all spoke the same language. As punishment for their audacity, God confused the languages. We see another explicit example in the Gospel of John:

[Jesus said,] "Father, glorify your name.” Then a voice came from heaven: “I have glorified it, and I will glorify it again.” The crowd that stood there and heard it said that it had thundered. — 12:28-29

Those that were ready — Aligned to the purpose of God — heard the voice. Those that were not merely heard thunder. This suggests that Alignment languages can be understood by anyone who is willing. Thus, if a PC were willing to change their Alignment (as with the evil magic items above), an otherwise unreadable text would become known; however, like those willing to use evil magic items, they would then have to repent in order to advance in level. It would also make texts written in a heavenly language indecipherable. This renders spells like Read Languages and Comprehend Languages even more important than they already are, because they would allow a PC to read a forbidden text without making the necessary Alignment change.

Conclusion

If we are to use Scripture as a guide for making Alignment mechanically meaningful, we are forced to understand that the traditional Good/Evil and Law/Chaos dichotomies are meaningless. All order and good that is in the world have their source in God. Everything else is a manifestation of evil and chaos. Thus, a more useful language to use is In or Out of Alignment (with God's purpose).

At first glance, this may seem to run counter to the existence of Assassins, Barbarians, Druids, Thieves and any other class that have Alignment requirements that in traditional D&D embrace Chaos, Neutrality, and/or Evil. In a world in which Chaos manifests itself as the megadungeon, however, even PCs that live and operate in that grey area between Civilization and the Wilderness can align themselves with God's purpose by becoming adventurers that delve into the megadungeon.

Understanding Alignment as "In" or "Out" allows us to have some very clear mechanical consequences for choosing one over the other:

  • Classes that require a code of conduct to use certain class abilities are Out if they break that code
  • All PCs that are Out may not advance in level, regardless of XP earned
  • PCs that are In may read and understand "heavenly" languages
  • PCs that are Out may read and understand "demonic" languages
  • PCs that are Out may avoid certain magical traps and use certain magical items
  • PCs that are Out must perform penance in order to become In
  • The penance necessary to become In is up to the Referee and may include quests of various kinds

To my mind, this is a far more useful Alignment system than any I have encountered in D&D or elsewhere. It helps portray a world in a way that helps players understand how their choices interact with the realities of that world.

So, are you In or Out? ;)

Tuesday, July 28, 2020

The Importance of Evil

I think I agree about the ‘creation by evil’. But you are more free with the word ‘creation’ than I am. Treebeard does not say that the Dark Lord ‘created’ Trolls and Orcs. He says he ‘made’ them in counterfeit of certain creatures pre-existing. There is, to me, a wide gulf between the two statements, so wide that Treebeard’s statement could (in my world) have possibly been true. It is not true actually of the Orcs – who are fundamentally a race of ‘rational incarnate’ creatures, though horribly corrupted, if no more so than many Men to be met today. — J.R.R. Tolkien Letter No. 153
Implied in this quote about orcs is a cultural critique of modern man divorced from God. The “rational incarnate” creature is one that has replaced God with reason, and having done so has rid the world of Good and Evil. Fundamentally, this is why I have a real problem with WotC and its new approach to orcs.

Evil, like cold, is an absence of something. In the case of cold, it is an absence of heat. In the case of evil, it is the absence of good. In a Biblical context, God is the source of all goodness, because Christ Himself tells us:
“Why do you call me good? No one is good except God alone.” —Mark 10:18 
Thus, when humanity elevates rationality to the point that it thinks God is no longer necessary, a biblical critique would argue that the society built on that foundation is evil. From a practical point of view, good and evil cease to make any sense.

To go back to the heat/cold analogy, imagine that we have lived our entire lives near the arctic circle and have never seen a world without ice and snow. In such circumstances, it is impossible to describe what it might be like to live in the Sahara, because we have never experienced that kind of dry heat in our lives. In the same way, if we live a life without good, we have no reference with which to understand evil.

The consequence of such a world-view is catastrophic on many levels. The first half of the 20th century saw the rise of what Tolkien might call rational incarnate societies. They murdered others and their own in the tens of millions. Absence any concept of good, rationality justified mass murder. The level I am concerned with today, however, is in the realm of stories…specifically about how we construct them in context of an RPG.

The most universal and archetypal stories that have cultural significance and last through the ages are those that at some level pit good versus evil. In my lifetime, Star Wars played with these archetypes brilliantly. Homer, Beowulf, Gilgamesh, the Bhagavad Gita, King Arthur, Shakespeare, etc. all meditate on Good versus Evil. Good yarns have good characters who have complex and interesting motivations inspired by the classic conflict of good and evil.

In context of RPGs, especially classic versions of D&D, character motivation becomes a central feature of the game. Every player has to wrestle with why their character does what they do. Every player has to wrestle with what has the most value. This is particularly true when XP isn’t exclusively given for combat. In older versions of the game where 1xp=1gp, and a goblin was worth 5 xp, getting the 500gp treasure guarded by the goblins became an exercise in weighing values. In campaigns where 1xp=1gp spent, gaining a level became an exercise of literally putting your money where your mouth is, and then living with the consequences.

In this context, orcs are the personification of the absence of good. Whether physical manifestations of sin, spawn of the fallen world, or a humanity that has turned its back on God, orcs allow us to have a reference point for what is good. Without them, every character is an orc. They may look like a human, gnome, or elf, but without the reference point of evil, everyone may as well be an orc.

In a world where everything is an orc, good stories become impossible. Archetypes disappear, because the only character motivation left is selfishness. Without evil, why do anything? When selfishness is the motivation for everyone, everything become normative. Killing millions becomes rational.

Telling stories and playing RPGs become boring and pointless.

So, for me, having a world where orcs are evil is essential for not only understanding the game, but being able to actually play it.

Wednesday, May 12, 2010

Meditations on Frank

In the wake of the news that Frank Frazetta has died, I found myself surfing the web in search of his work. In some sense, I was trying to remind myself in what way his work has had influence on my life, my person and my gaming. I was very quickly reminded that overall, I have never been much of a fan. When gazing upon one of his paintings, there is often something in the back of my head that tells me I shouldn't be looking at this. His style has always struck me as too visceral.

Let me try to demonstrate what I mean. First, take a look at these two depictions of the crucifixion:



Note how visceral and realistic the first is — even grotesque, especially when compared to the stylization of the second. The first, while being able to capture the utter human tragedy of the crucifixion, fails at capturing what St. John calls Christ's glorification. The second, while not nearly as realistic, manages to capture both the human tragedy and the glory. In the end, I have a hard time looking at the first, whereas I love to gaze upon the second.

I feel much the same way about Frazetta's work. Take a look at what is probably my favorite Frazetta painting (Death Dealer) as well as one of my favorite pieces by one of my favorite fantasy artists, Erol Otis:


For much the same reasons above, I love to look at Otis' piece and have a hard time looking at Frazetta's. Although Otis' style is highly unrealistic, it evokes a sense of heroism even in the face of tragedy and death (see his covers for Moldvay's Basic Edition and the new Hackmaster Basic).

This is where I must insert a very big however. Although I am not a big fan, I must give credit where credit is due and must admit that Frazetta has indeed affected my life, my person and my gaming. Death Dealer forces me to come face to face with evil. There is nothing at all heroic about Death Dealer — he is violence incarnate. The fact that he is faceless reminds us that he dwells within each of us. He is a mirror that reveals that evil must be laid at the foot of humanity. We have brought it into the world and we keep it alive everyday by the choices we make. Indeed, the most frightening monsters in the world and in fantasy are not dragons, demons, or even the mind-shattering horrors of HPL's imaginations. The most horrifying monsters are humans.

In his own way, Frazetta helped me see and understand this reality and set me on a path to seek an answer to evil in the world — to seek out the heroism in Otis' work and the glory of God in the icon of the crucifixion. To that end: thanks Frank. You will be missed.

Thursday, October 29, 2009

Evil Part 2: Humanity & Religion

In response to my post on Evil, Rob Conley made this comment about his own creative process for putting together his campaign:

My whole system came about because I wanted true evil, rejection of creation, but I wanted shades of gray in religion. In my reading I know that "evil" religion don't exist in reality.

This discussion deserves an entire post, because Rob's comment raises a couple of very important questions: Where does evil come from? Can a religion be evil? And a not so important question: How is it possible to create a cosmology for a RPG world that has shades of gray with resorting to some kind of paganism/polytheism?

Let me start with the source of evil:

And the Lord God commanded the man, "You may freely eat of every tree of the garden; but of the tree of the knowledge of good and evil you shall not eat, for in the day that you eat of it you shall die." — Genesis 2:16-17

When looking at these verses, we must remember the definition of good and evil — God is good; evil is the absence of good/God. Thus, by eating of the fruit, Adam and Eve reject God because to know evil is to know a world without God. They tried to become like God without God.

Creation was brought forth by God from nothing:

I beseech thee, my son, look upon the heaven and the earth, and all that is therein, and consider that God made them of things that were not; and so was mankind made likewise — 2 Macabees 7:28

Thus, when Adam and Eve chose to turn away from God and know a world without God, they chose nothingness — their choice introduced death into creation. As priests and caretakers of God's creation, they dragged all of creation with them towards the nothingness that everything came from. Sans God, it is to nothing that we shall all return. The word adam means humanity. So, the source of sin and evil in the world is us.

The tragic flaw of the pagan world-view is that it abdicates human responsibility for virtually every aspect of life. War doesn't exist because Ares invented it. War is our creation. We are responsible for it. We are the source of evil through our separation from God.

Insofar as a religion encourages or requires behavior that separates humanity from God, it can be evil (any way you slice it, human sacrifice isn't good). However, every religion can have shades of truth — it can correctly understand an aspect of God, but fail to accept the fullness of who God is. The problem is, there are very real consequences that come with these failures.

In order to get shades of grey into the religion of an RPG world, one really doesn't have to look much further than a dogmatic history of Christianity. For purposes of illustration and inspiration, let me walk through some heresies from people who understood themselves to be Christian, and the consequences of their belief:

  • Gnosticism: There are several variations on a theme, but Gnosticism basically boils down to a rejection of matter as the creation of an evil demi-urge (i.e. the OT God). Salvation comes through the knowledge of the true God, which is the light/soul trapped inside a fleshly prison. As a consequence, things like murder, hedonism, extreme asceticism, and abuse are all acceptable because all matter and flesh are evil. What we do with it has no bearing on our salvation; only knowledge does. In terms of D&D, Gnosticism is nicely expressed in the explanation of Chaotic Neutral offered by the 1st ed DM's Guide.
  • Arianism: Arius and his adherents insisted that Christ was a creature — he was part of creation and did not share in the Father's essence. This reduces Christian eschatology (the experience of the Kingdom of Heaven) and ontology (the nature of being) to a moral/ethical system (and one that is impossible to live up to). With no eschatological or ontological justification, this moral/ethical code is doomed to fail, since everyone sins. As such, the only way to justify and enforce this moral/ethical code is through coercion.
  • Nestorianism: Nestorius and his ilk held that the human and divine natures of Christ were separate persons conjoined in the man Jesus of Nazareth. Such a reality justifies a compartmentalization of human activity. Our religious lives can be separate from our daily lives. Thus, a man can justify being a pious and loving husband and father at home at the same time he is a torturer and killer at work without any conflict between these two aspects of his life.
  • Monophysitism: This heresy held that the human nature of Jesus was absorbed into the divine nature of Christ, leaving Him with one nature. Overemphasizing the divine nature of Christ devalues human nature, and thus humanity. When humanity gets devalued, it becomes easy to justify things like slavery, racism, genocide, etc. because the definition of what it means to be human can be narrowed to fit whatever category you need. Thus, Group A is human and Group B is not because they don't have what Group A does. Enslaving, discriminating against, and even killing Group B is justifiable because they are less than human.

Thus, without ever having to resort to a pagan cosmology, there are plenty of ways we humans have figured out to impose shades of grey onto Christianity by rejecting certain aspects of God.

I have been accused by players of being the most frightening Referee they've ever played with. The reason being that I apply my understanding of evil to my worlds. I insist on a clear dichotomy between Law and Chaos, which lends itself very well to the illusion that everything is black and white. In reality, evil corrupts everything and the most terrifying monsters in D&D are human. Yes, my monsters are physical manifestations of sin, but the true evil in my worlds originates with people, not monsters. As such, dealing with the folks back home can sometimes be more dangerous than delving in a dungeon. Survival rests upon my players' ability to recognize sin for what it is. Monsters, as personifications of sin, help us to do exactly that.

Wednesday, October 28, 2009

Evil

Let love be genuine; abhor what is evil, hold fast to what is good — Romans 12:9

The other day, James reflected on Bram Stoker's Dracula. He observed:

I can't help but feel disappointment at the way the archetype of the vampire has been so watered-down and indeed neutered of the power it packed in Stoker's day. I think there's still a lot of punch left in vampires but most of that punch comes from contemplating their status as thralls of Hell (whether literally or metaphorically) rather than as forever-young demigods.

In the discussion that followed, I made this particular comment:

Rather than a symbol of our own alienation, our recent love affair with vampires, serial killers and even zombies is a symptom of our own inability to distinguish good from evil.

Based on the comments that followed, I think it useful to actually look at what the word evil means, especially from a scriptural point of view.

There are a couple of ways to go about defining evil. The first is to look at the words in Scripture that mean "evil." In Greek they are poniros and kakos. Poniros derives from the Greek word for "pain" and has been used as a title for the devil — "the Evil One." In fact, this is the word used in the last line of the Lord's Prayer and can be and has been translated as both "evil" and "the Evil One." Kakos simply means "bad" and is less significant to the Scriptural understanding of evil than the words adikia (wrong-doing, injustice) and amartia (sin).

Note that both adikia and amartia have the prefix of "a," indicating an absence of something — adikia meaning an absence of righteousness or justice and amartia meaning missing the mark. This suggests that an apophatic approach — looking at what evil is not — might actually be more useful than looking at poniros and kakos themselves.

  • Good and upright is the Lord — Psalm 25:8
  • O taste and see tat the Lord is good — Psalm 34:8
  • Give thanks to Him; praise His name; for the Lord is good; His mercy is everlasting — Psalm 100:4-5
  • Give thanks to the Lord, for He is good, For his mercy endures forever — Psalm 106:1; 107:1; 118:1, 29; 136:1
  • Praise the Lord, for the Lord is good — 135:3

I quote all these statements in context of the name of God revealed to Moses from the burning bush (Exodus 3:14). In English, the name of God is often rendered I AM. In Greek it is the One Who Is. In other words, the very name of God is a sentence begging for a predicate. Throughout Scripture, the titles of God are those predicates: Truth, Righteousness, Longsuffering, Love, Life, Good, etc.

Thus, God is Good. As such,

Every good gift and every perfect gift is from above, and comes down from the Father of lights, with whom there is no variation or shadow of turning. Of His own will He brought us forth by the word of truth — James 1:17-18

All that is good in the world comes from God because God is Good.

Evil, then, when understood apophatically as an absence of good, is actually the absence of God. Sin is that which separates us from God — we miss the mark, who is God. Further, God made us in His image and likeness. When we sin against another human being, it is a failure to see and acknowledge the image and likeness of God within that other person. Murder, for example, is the attempt to eradicate the image and likeness.

Our secular society has done its best to remove God from all aspects of life. In the absence of all that is good — God — how can we expect to be able to determine what is good or evil? Yet, human beings are wired for God and we yearn for Him and for His eternity. Without Him, this yearning produces watered-down bloodsucking eternally young demi-gods that we fail to see as monsters. For another take on this, see Fr. Barron's commentrary on vampires.

In terms of role playing, this is why I prefer understanding monsters as physical manifestations of sin and the dungeon as part of the mythical underworld. Metaphorically, it mirrors the monastic's struggle against demons in the wilderness. XP for gold spent represents characters improving themselves for their next battle against demons and sins. Conquering land in the wilderness to build a stronghold represents the process of sanctifying part of the fallen world, of winning it back from the devil and his angels. Failure to recognize a monster as a monster becomes a failure to recognize sin. A failure to recognize sin is a failure to recognize not only how far off the mark we are, but a failure to recognize the image and likeness of God within ourselves.