History DarkIsNotEvil / TabletopGames

23rd Sep '16 1:39:06 PM tytoman
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** The Aetherborn of Kaladesh are an interesting race in that they represent black's elements of hedonism rather than its cruelty. Each one is born knowing exactly how long it's going to live (four years at most, although some can [[VampiricDraining steal more from others]]), and that acute sense of mortality motivates them to make the most of their short time. While some are more sinister, most love nothing more than a good party and tend to be excellent hosts thanks to their empathic abilities.
22nd Sep '16 9:00:44 PM Killztwice
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** Best example of this trope in Pathfinder would be Tsukiyo, one of the major deities in the Dragon Empires. The god of the moon, jade, and spirits, Tsukiyo's domains include darkness and ''madness'', despite being LawfulGood.
24th Aug '16 11:45:00 AM Irennan
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** Speaking of races, drow serving Eilistraee (ChaoticGood goddess) managed to implement ''both'' DarkIsNotEvil and GoodIsNotNice: they are supposed to be more benevolent than one would expect from an average surface elf, let alone drow, but frequently are too paranoid, aggressive and/or even HolierThanThou to be a good company.

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** Speaking of races, drow serving Eilistraee (ChaoticGood goddess) managed to implement ''both'' DarkIsNotEvil and GoodIsNotNice: they GoodIsNotNice. They are supposed to be more benevolent than one would expect and welcoming, given the ideals taught by the goddess, but some groups (especially recent converts, that come from an average surface elf, let alone drow, but frequently are a Lolthite background) can be too paranoid, aggressive and/or aggressive, and (in some cases) even HolierThanThou to be a good company.
30th Jul '16 4:51:53 PM nombretomado
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*** That's because the Dark Pact has a modified version of CastFromHitPoints applied to it; some of its spells can be made more powerful by draining HitPoints from allies, while others cause a penalty to allies in exchange for working. And what about the Vestige Pact, which revolves around drawing upon the spiritual remnants of powerful forces and entities that displayed either great authority or awful capabilities in life? Or The Sorcerer King pact from DarkSun, based around getting power from the horrible wizards who get their powers from draining the lifeforce of the planet?

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*** That's because the Dark Pact has a modified version of CastFromHitPoints applied to it; some of its spells can be made more powerful by draining HitPoints from allies, while others cause a penalty to allies in exchange for working. And what about the Vestige Pact, which revolves around drawing upon the spiritual remnants of powerful forces and entities that displayed either great authority or awful capabilities in life? Or The Sorcerer King pact from DarkSun, TabletopGame/DarkSun, based around getting power from the horrible wizards who get their powers from draining the lifeforce of the planet?
27th Jul '16 6:33:37 PM Leliel
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** It's downplayed with the rest of everything, though

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** It's downplayed with the rest of everything, thoughthough. A big theme in the setting is that everyone, especially monsters, will resort to dark things in order to survive. The noble ones are measured by who's torn up about it after the fact and tries to balance the scales.
27th Jul '16 6:30:51 PM Leliel
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** Overall, however, both games avert it. You are dark, and you are evil - not always quite as evil as the rest of your race, and the fact that becoming evil generally means losing your character doesn't help, but at the end of the day, you're either a blood-drinking/power-hungry/absurdly territorial monster if you don't have any qualms about killing for your own ends, or dead if you do. The requirements for maintaing a 10 in humanity, among which include never having a selfish thought, are just dripping with the sarcastic thought that you would make it there in the first place.

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** Overall, however, both games avert it. You are dark, and you are evil - not always quite as evil as It's downplayed with the rest of your race, and the fact that becoming evil generally means losing your character doesn't help, but at the end of the day, you're either a blood-drinking/power-hungry/absurdly territorial monster if you don't have any qualms about killing for your own ends, or dead if you do. The requirements for maintaing a 10 in humanity, among which include never having a selfish thought, are just dripping with the sarcastic thought that you would make it there in the first place.everything, though
28th Jun '16 6:09:14 AM thatmadork
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** While we're on the subject of the undead, we have Abhorash, the first Blood Dragon. See, he was a pretty decent guy and never actually wanted to become a vampire but Neferata turned him into one against his will. His initial attempt to resist his HorrorHunger ended in disaster when he murdered a lot of people in a blood frenzy, and afterwards he was ''really'' sorry about it, so much he developed a policy of never drinking the blood of innocent people, only [[BloodKnight worthy challenges]] and [[PayEvilUntoEvil people who deserved it]].
15th Jun '16 2:57:58 PM thatmadork
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** The Empire itself certainly qualifies, as it follows a dark Germanic/Gothic theme in its architecture, units and art, but is depicted as a much fairer place for the ordinary person to live than [[TabletopGame/{{Warhammer 40000}} the Imperium of Man]] and a truly noble force in the world, [[GoodIsNotNice though still brutal]] to its [[ProudWarriorRaceGuy extremely]] [[TheUndead horrid]] [[ReligionOfEvil enemies]].
23rd Feb '16 6:15:20 PM Tacitus
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** Ditto for the wizards of the Amethyst College: in spite of their dark robes and nasty-looking scythes of office, their aim, just like the other Colleges of Magic, is to serve and protect the Imperium.
** Speaking of Warhammer, the undead themselves sometimes qualify for this trope themselves. Blatantly obvious are the Tomb Kings, who for the most part just want to be left alone and be left to rest. The Vampire Counts, on the other hand, can range between anything from the occasional AntiVillain to the far more common rogue, mainly because they are a far more varied bunch than the Tomb Kings.

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** Ditto for the wizards of the Amethyst College: in spite of their dark robes and nasty-looking scythes of office, their aim, just like the other Colleges of Magic, is to serve and protect the Imperium.Empire.
** Speaking of Warhammer, ''Warhammer'', the undead themselves sometimes qualify for this trope themselves. Blatantly obvious are the Tomb Kings, who for the most part just want to be left alone and be left to rest. The Vampire Counts, on the other hand, can range between anything from the occasional AntiVillain to the far more common rogue, mainly because they are a far more varied bunch than the Tomb Kings.Kings.
*** A ''TabletopGame/WarhammerFantasyRoleplay'' supplement has a short story about a scholar from the Empire who traveled to distant Khemri, braving the burning sands and the restless dead to explore the ancient city of Bel Aliad. He was caught when his guide foolishly decided to do a bit of tomb robbing, and soon a squad of skeletal soldiers escorted them both to an ancient throneroom, where they met the mummified Tomb Prince who ruled the city and a Liche Priest who spoke fluent Reikspiel. The prince, through the priest, asked why the scholar had traveled so far to steal his possessions, and the scholar explained that he wasn't here for treasure - his wife had been poisoned by a rival, and he hoped that this legendary city of healing might offer a cure. When this was translated back to the mummy, the prince sat in silence for a moment, then gestured at the guards, who promptly cut of the thieving guide's head. Then the prince smiled, spoke with the priest again, and left with his retinue. The priest gave the scholar a message: "My lord commands me to tell you that he, too, loved once. He too would've gone to the ends of the world to save his love. I am to show you the wisdom you seek." And thus the scholar was brought to a secret chamber and allowed to return home with the knowledge to save his wife.
19th Jan '16 8:21:21 PM Stealth
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** In a thematic sense, there's the mercenary [[http://www.sarna.net/wiki/Gray_Death_Legion Gray Death Legion]]. Their colors are two-tone gray camouflage, while their emblem is a grinning gray skull on a blood red crest. Pirate marauders? Bandit raiders? Nope, they're one of the most ethical, morally upstanding, self-sacrificing mercenary groups in the setting.

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** In a thematic sense, there's the mercenary [[http://www.sarna.net/wiki/Gray_Death_Legion Gray Death Legion]]. Their colors are two-tone gray camouflage, while their emblem is a grinning gray skull on a blood red crest. Pirate marauders? Bandit raiders? Nope, they're one of the most ethical, morally upstanding, self-sacrificing mercenary groups in the setting.
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