The
AD&D system does little to convey the sense of evil of two of the
most iconic specimens of evil: devils and demons.
A
review of the listings in the various monster tomes describes devils
and demons as essentially a cross of other species, similar to
manticores and griffons. They are a list of statistics. This denies
the experience of supernatural evil that these beings embody. A
better conception of a demon is that of J.R.R. Tolkien's Balrog. The
creature is described as a being of 'shadow and flame.' This is
substantially different from the AD&D version of these creatures.
I attempt to keep the following in mind when playing these NPC's.
Devils
are more than just humanoids with shocking features, such as horns
and hooves. They delight in suffering. They do not kill for the sake
of killing. Devils play by rules – but will twist them to their
advantage. In the end, they do play by rules because they are lawful
beings, and as a result devils roam free. They will not just
arbitrarily kill Bob the Barbarian. Instead they will target those
people and things that are important to Bob, who to whom Bob is
important. For example, a devil will prefer to torture Bob to cause
pain and anguish to Larry the Lord and Patricia the princess. The
greater the devil, the greater the scheme. A lesser devil might
torture and enslave Bob just for the hell of it. More 'sophisticated'
devils are likely to torture Bob so that Larry and Patricia can see
it. Further, they will trick Bob in to thinking that Larry and
Patricia have abandoned and forsaken him, causing Bob more anguish
and more emotional pain for Larry and Patricia as well. Morgoth is a
good example in The Silmarillion. He tortured Hurin by giving the
ability to see the results of his machinations against Hurin's
children. Sauron, Morgoth's servant, by contrast was far less
sophisticated, as his chief aim was deception for purposes of
enslavement.
Devils
are likely to regard demons as 'baby evil' – unsophisticated, but
something to be fond of, nonetheless. Demons are interested in
destruction and defilement. They will kill merely to create chaos and
to satisfy bloodlust. Worse, they take pleasure in defiling the
sacred, even to the extent of violating human bodies. Causing a
human's nose to move around their body so that it is permanently
placed just over their ass would strike a demon as hilariously
amusing. Demons flaunt rules, and for this reason, their tenure on
the Prime Material Plane tends to be limited in some way. For
example, they may be able to wield their power without limit, but not
be allowed to leave the place of their conjuring. Night
of the Demons
is a good example.
While
demons and devils do have some physical characteristics, they should
be played as being supernatural – like Tolkien's Balrog. Care,
however, should be taken to avoid describing them according to the
elements – just because one is made of smoke doesn't require one
made of fog. Yes, this is a deliberate swipe at the Fiend Folio
and the thought behind it, the idea that we must fill every category
in an ordered fashion. Just because a shadow world exists, does not
mean that we must have a lawful good shadow were-weird fighting the
underwater pseudo quasi hyper-aerated mer-elemental. Demons and devils are more
than mutated physical creatures – this isn't Gamma World!
These are beings who are there and not-there. If players
confronted with these beings go immediately into strategy, thinking
about magic resistance and magical weapons and such, you've lost some
of the flavor of demons and devils, as well as that of fantasy RPG's
in general.
It
is sometimes best to to follow the lead of horror writers. Rather
than telling the players what it is, start with a description of the
evidence they observe that this thing is interacting with
their physical world. Show them footprints, describe a smell, use
very descriptive and figurative language. H. P Lovecraft often made
mention of the Unnameable, both in the sense of being taboo to
discuss but also the lack of words to describe it. In this there was
a degree of horror. How will you describe non-Euclidean geometry or
Cyclopean geometry to players without using those terms? How do you convey gravity that
is wrong, colors that are sentient, reality that is
unreal? Or actions that betray a shocking un-morality, without stooping to the merely vulgar by engaging in simple shock value like a group of teenage boys? Will you subtly change the background music during the
game (aren't remote controls great?)? These are the things that demons
and devils are made of, and to play them otherwise is to suck the
magic out of a game that has magic as part of its basic premise. Here, perhaps more than anywhere else, the ability to maintain the suspension of disbelief is paramount. Any
game system can only provide a framework. The transmission of the
message of horror, terror, and evil is the responsibility of the DM.
Should you have any tips you'd like to share, remember that comments are always welcome.
Should you have any tips you'd like to share, remember that comments are always welcome.