Once upon a time, Frienemy for Life Proselus — the Angry Discord’s resident vampiric space jellyfish — asked how he should — in his pretend elf games — go about corrupting warlock characters. Because that seems like the sort of the s$&% that warlock characters are just asking for. And I said I had a really good answer. Because I love that s$&%. Devils are my favorite things and I’m really good at them. So, I promised to write an article about it.
That was, like,… uh… what month is it?
Anyway, he’s waited long enough for the answer. And so have all of you. So…
How to Corrupt a Warlock (Or Anyone Else)
Today, I’m going to teach you how to corrupt a warlock. How to make the whole Faustian bargain for power at the cost of your soul thing part of your game. And we’re going to have a Hell of a time. This is going to be fun. I promise.
So… how do you corrupt a warlock? The same way you corrupt any player-character.
And how do you corrupt any player-character? You don’t corrupt a player-character; your corrupt a player.
What Means Corrupt?
First, let’s make sure we’re all on the same page of the Satanic Bible here. Let’s make sure we agree on what it means to corrupt someone.
Corruption is about getting people to take actions they know — or should know — are wrong. Morally wrong. That’s it. That’s all it means to turn someone to the dark side. Get them to take actions they know are wrong. Or that reasonable people know are wrong. It’s as simple as that. And that’s the best part. It’s really, really simple to corrupt people if you’re remotely charismatic. This is why it’s a damned good thing I use my powers for good instead of evil. Because I’m hella charismatic.
Here’s the thing: this corruption s$&% is about morality. Specifically, it’s about objective morality. The idea is that there’s a set of moral rules that are true for everyone everywhere. They’re a property of the universe. Moral relativism? Morality from a certain perspective — say that of a given society — that s$&% doesn’t fly if you want to play the corruption game. The minute you let people play fast and loose with what is and isn’t moral, corruption ceases to mean anything.
Now, I ain’t writing a whole thing on morality here. Especially not from a real-world perspective. You believe whatever the f$&% you want about the real world. That’s between you and whatever judge you may or may not have to answer to for it someday. All I’m saying is that if you want to make corruption a thing in your game — if you want morality to matter at all — you have to start with the idea that there’s an objective morality in your pretend elf universe. And that it doesn’t vary by culture or perspective. That it’s a metaphysical property of the Pretend Elf Cosmos. And, to be fair, that’s pretty easy. Because in D&D, that’s how morality works. Otherwise, how the hell can you have good-aligned and evil-aligned planes and angels and devils who are, by their nature, one or the other?
And no, they are not just the names of the “sides.” F$&% that s$%&.
So, you’ve got to be comfortable with the idea that there is a set of moral laws that govern the cosmos. Moreover, you’ve got to be comfortable with playing the final arbiter of that morality. You, as the GM, are the cosmos. Therefore, it’s down to you to say what’s good and what’s evil. I know that upsets lots of you GMs. And lots of your players. And that’s your problem, not mine. I’m totally comfortable being the moral judge, jury, and executioner of the Angryverse. And someday, maybe I’ll tell you all about alignment and morality in the Angryverse and how I literally carry the burden of the gods.
So, corruption is about objective morality. But it’s also about decisions. Choices. Getting people — PCs, NPCs, whatever — to make morally bad choices. And, ideally, to make a habit of it. Consciously. That is, they’ve got to make choices they know — or at least have good reason to believe — are bad. If people ain’t doing things they know — or should know — are bad, they ain’t corrupt. They’re just dangerously stupid.
That means corruption is not about game mechanics. Decisions and choices? Those are things that happen inside the players’ heads. Or the GM’s head. I’m not saying there’s no place for corruption mechanics. I’ll talk about that s$&% later. Maybe. In some other article or something. But not today. Today, all I’m saying is corruption ain’t a game mechanical thing.
The point is: if you want to make corruption a thing — and you should, because it’s hella fun — if you want to make corruption a thing, you’ve got to establish a moral framework for your pretend elf universe and then literally try to trick your players into violating that framework.
Uncomfy yet? Well, I can make you uncomfier. Remember how I said I’m totally comfortable doing this s$&% in the Angryverse? Well, it’s worse for my players than you think. Because, in the Angryverse, corruption’s a lose state. Evil PCs aren’t allowed. When a PC crosses enough moral lines that I — the moral judge — decide they’ve gone full evil, I take their PC away and they’ve got to make a new one. Turning evil in the Angryverse is the same as turning dead. It means you lose.
But, really, none of that s$&%’s any different from building tactical challenges that punish players’ dumba$& decisions by killing their PCs.
Anyway…
I just want you to know what you’re up against here. What to play the corruption game? Tempt people to the dark side? Trick them into selling their souls to bring their loved ones back from the dead? You’ve got to be comfortable literally playing God. And, more importantly, playing the Devil.
If you’re already squirming in your chair, feel free to check out here. It only gets worse.
Shoulder Angels and Shoulder Devils
If you look at this with completely dispassionate rationality, corrupting someone should be impossible. If there are rules about what’s right and wrong and there’s terrible consequences for doing wrong, why would anyone ever do wrong? The problem is people aren’t dispassionately rational and their brains don’t run on math. Consider, for example, the entire history of every human civilization that has ever lived on Earth.
Look, to really get corruption, you’ve got to understand some ugly truths. If it helps, you can tell yourself these are only ugly truths about pretend elves in fictional, fantasy universes. Because that’s all I’m talking about here. None of this is about real people in the real world. And it’s especially not about you, you shining example of virtue.
First ugly truth is this: people are naturally inclined to do bad things. Wrong things. Why? For lots of reasons. But usually, the reason is that the bad thing is usually the quickest, easiest way to get what they want or avoid what they don’t want. If people weren’t naturally inclined to do bad, wrong things, we wouldn’t need rules and laws and to tell children — and adults — to stop hitting each other and to share their toys.
Every human being pretend elf is a mess of bad impulses. Sorry.
Second ugly truth is this: people have free will. At least, they seem to. Whatever biological chemical computer determinism you personally believe, the day-to-day human experience is one of being conscious and making choices. So, whatever’s actually true, it’s way more useful to assume people pretend elves have free will than argue that they don’t. Because they behave like they do.
The point is that people are inclined to do bad things. They can choose not to, but that takes restraint, discipline, and self-control. Usually because not doing bad things means denying themselves things they want or dealing with things they want to avoid. We call that s$&% virtue. The self-control it takes to not do bad things even when it hurts.
Now, I don’t want to get too deep in the philosophical weeds here. And I hate discussing morality. Especially because I’ve seen Wandavision and The Crazyverse of Doctor Strange and I know what passes for morality in pop culture these days. And it makes me sad. The only ugly truths I’m asking you to accept are these:
That people have impulses to do bad things and that choosing not to do bad things is a matter of restraint, discipline, and self-control. And that’s virtue.
And I’m only asking you to accept those things are true of pretend elves in fictional, fantasy universes.
The point is, whenever a pretend elf is faced with a choice that has any kind of moral weight to it, there ensues an internal conflict between impulse and virtue. And the best damned depiction of that s$&% is the one that cartoons have been using for decades. You know the one I mean. The one where a little cartoon angel and a little cartoon devil are standing on a character’s opposite shoulders, whispering in his ear. Arguing impulse against virtue.
There’s a reason that image is so common and so enduring. A reason you can picture it in your head.
People want to listen to the Shoulder Devil. Because the Shoulder Devil speaks for the impulses to get what you want — or avoid what you don’t — as quickly and easily as possible. The Shoulder Angel is a pain in the a$&% because it’s always arguing that you should deny the stuff you want, accept the stuff you don’t want, and work extra hard to do it all.
If you get that, you know how to corrupt anyone. Any pretend elf anyway. All you have to do is wait until the person’s Shoulder Angel and Shoulder Devil are fighting it out and jump into the fight. Either chip away at the Angel no one wants to listen to anyway or bolster the Devil everyone wants to listen to. And for the average person, it usually doesn’t take more than a single, reasonable, whispered suggestion.
Yes, I know evil I sound right now. But having power isn’t evil. Using it to do evil is. I’m a GM. I have to be good at being a villain.
Anyway, that’s corruption. Conceptually. In a nutshell. Wait until the person’s got some aligned outsiders whispering in their ears and casually, reasonably throw the Devil a little help. Then, let human pretend elf nature takes its course.
This, by the way, is a key point. Your job isn’t to be a Shoulder Devil. Your job is to help the player’s Shoulder Devil win the argument. Just put your thumb on the scale.
The Three Shoulder Devil’s Gruff
Now, it turns out that all Shoulder Devils ain’t created equal. And if you want to be the Emperor Palpatine of turning PCs to the Dark Side, you’ve got to know your Shoulder Devils.
First, is the Devil of Desire. The Glutton Devil. The Lust Devil. The Greed Devil. It’s the Devil that speaks for basic impulses, urges, appetites, and hungers. The Devil of Desire promises pleasure. Which people like. The Devil of Desire is the weakest of the three Shoulder Devils. They’re the Shoulder Devils that Shoulder Angels train against. Anyone with a strong moral compass got there first by learning to control their own, personal impulses. But Devils of Desire are very tantalizing nonetheless.
The problem is, while Devils of Desire make great corruption fodder for NPCs as part of pretend elf fantasy stories — and the Angryverse has its fair share of NPCs who listen too often to Devils of Desire — they’re rarely useful teammates for corrupting PCs. Which I’ll explain below.
Next Shoulder Devil is the Devil of Despair. The Devil of Wrath. The Devil of Cowardice. It’s the devil that promises an end to pain, suffering, and other negative emotions. When people are suffering, they want that suffering to end. And out pops the Devil of Despair, promising to end that suffering. They’re the Shoulder Devils that tell you to lash out at people who wrong you and also the Shoulder Devils that tell you to lie to keep yourself out of trouble. Devils of Despair are hard to ignore because ignoring them means willful pain and suffering. Maybe even death.
Devils of Despair are especially powerful because when a pretend elf is suffering, their mental energy is greatly diminished. And Shoulder Angels require a lot of mental energy. This means Devils of Despair always manifest when Shoulder Angels are at their weakest.
The third Shoulder Devil is a sneaky little bastard that often disguises itself as a Shoulder Angel. The Devil of Righteousness. The Devil of Pride. The Devil of Righteousness is the one that goes on and on about the greater good and about how the ends justify the means and how good intentions are everything. It’s the Devil that tells pretend elves that they can put right what is wrong, not just for themselves, but for others, and maybe even the whole world.
Some villains — and corrupt PCs — don’t care that they’re villains. They’re the ones obeying Devils of Desire and Devils of Despair. They’re just selfish. And then there are the villains that think they’re heroes. And who are sometimes even presented as heroes in pop culture. Those are the ones listening to the Devil of Righteousness.
Devils of Righteousness are the most dangerous because they can fly right under the Shoulder Angel’s radar. Why do I call them Devils of Pride? Because it’s an extreme kind of pride — the sinful kind; hubris, lack of humility, ignorance of human fallibility, willful denial of the problem of unintended consequences — that leads people to think they can arbitrate between good and evil for all, to foresee all the consequences of their actions, and decide the course of others’ lives.
Anyway, there’s your Devil Spotter’s Guide. Devils of Desire, Devils of Despair, and Devils of Righteousness. Know them. Recognize them. They’re your three teammates in the battle for PC souls.
And there are a couple of other things you should know about them too.
Devil Levels
First, know that Shoulder Devils gain XP like PCs do. They can level up. Shoulder Devils get more powerful with every victory. That’s why corruption is a slippery slope. A very slick, very steep, slippery slope. Impulses and desires? The more you feed them, the more you want to feed them. Indulgence becomes habit becomes addiction. The more you act in response to negative emotions, the more you train yourself to respond. This is why studies on pretend elves have shown that things like rage rooms and pillow-punching therapy increase aggression and aggressive expressions of anger.
In pretend elf games.
Point is, every time a Shoulder Devil wins, it gets more powerful. So if you can help a Shoulder Devil grind some XP on easy wins, you’ve got a strong ally later when the stakes are high and the soul’s on the line.
What? Beelzebub is Evolving…?
Next, know that Shoulder Devils can evolve like Pokémon. Weaker Shoulder Devils can turn into stronger ones. This is what Yoda was getting at when he said that fear leads to anger and anger leads to ennui and ennui leads to schadenfreude and schadenfreude leads to… I don’t know… klexos or monachopsis or whatever.
It’s like this: once a pretend elf has fed the Devil of Desire enough, he finds it isn’t really making him happy anymore. But not feeding the Devil of Desire is making him sad. So the Devil of Desire is now a Devil of Despair. If a pretend elf spends enough time wallowing with the Devil of Despair, they might just wonder what the f$&% is up with the world that’s letting him suffer so. When you’re mad at the world, the next logical step is to fix it. By any means necessary. And that’s when the Devil of Righteousness shows up.
Again, this s$&%’s good to know because you can trigger Devil evolution. And you don’t even need to find a Brim Stone in Mount Moon. You just need to say just the right thing at just the right time to turn Desire into Despair or fan the flames of Despair and turn them outward into Righteousness.
… Can Summon 1d3 Lesser Devils
Finally, know that Shoulder Devils can summon other Shoulder Devils. Especially when they feel threatened. So, when an uppity Shoulder Angel grows a spine and stands up to a Devil of Righteousness, the Devil of Righteousness need only point out that the pretend elf has done so many terrible things that, if he gives up now, he’ll be destroyed. And it’ll all be for nothing. Throwing the pretend elf into Despair. Or the Devil of Righteousness can fill the pretend elf’s head with visions of the love or glory or accolades or wealth or acceptance or comfort or whatever awaits them once they see their mission through. And suddenly the Devil of Desire tags in.
This is another great trick to know. If a PC starts pulling back from a Shoulder Devil, a simple invocation is all takes to phone the Devil a friend. Just appeal to Desire, Despair, or Righteousness and now you’ve got two allies helping you corrupt the PC. And two devils are better than one.
How to Actually Corrupt a Warlock
So far, so conceptual, right? Because these Shoulder Devils? They’re not game entities. They don’t have stats. They’re not even NPCs. They’re voices in the players’ heads. You don’t even play them. You just help them make their best cases. So, while it’s nice to know how they work, that doesn’t tell you how to work with them.
So, how do you actually corrupt a warlock? Or any PC? What’s the process? The thing is, it’s hard to give you a process. The best I can hand you is a set of tools. Because corruption’s a very personal thing. It’s got to be tailor-made for the pretend elf. And it’s mostly opportunistic. It’s not about planting ideas in pretend elves’ heads. It’s just about helping some ideas beat others. Thus this corruption schtick is an intuitive, opportunistic, long con game. Something you feel way your way through over a long period.
That’s, honestly, what makes it so wonderful. Corrupting a pretend elf is like tending a bonsai tree. It’s an act of gentle nurture and guidance. It takes a long time. And when it’s all done, you’ve got something uniquely beautiful. Something you can treasure forever.
Sorry. I got sentimental for a moment.
I’ve already given you a lot of the tools. But let’s see if I can put them together in some kind of process. At least to help you start your corruption game.
1. Pick Your Target
First, pick a PC to corrupt. Any PC. All your players’ characters are fair game. And you don’t need their permission. Or their buy-in. Your players gave you permission to f$&% with them the minute they sat down at your table. And they can withdraw that permission any time they want by walking away. Or by asking you to stop f$&%ing with them.
Warlocks actually do make the best targets, though. Why? Because corruption is part and parcel of the whole warlock gig. A player who picks the warlock class is daring you to corrupt them. They’re asking for it. Same with paladins. No one plays Luke Skywalker if they don’t want Darth Vader offering them access to the Blackguard class. Clerics work too. But really, pick whatever PC you want.
Me? I try to pick the PCs that I think will make the best villains when I take them away from their players.
By the way, when you get good at this s$&%, you can run several corruption cons at once. You can try to corrupt the whole party. Hell, you can make a whole campaign around it. Can you hold onto your humanity when the whole world goes to s$&% and everyone else is behaving like an animal? That kind of thing. It’s great stuff. But remember, you’re an imp right now. Don’t try to be a pit fiend.
2. Guess Which Devil’s Going to Show Up First
Corrupting a PC is about waiting for a Shoulder Devil to show up and rallying to its side. The problem is that Shoulder Devils are invisible. And you can’t read your players’ minds. So you have to guess when Shoulder Spirits are in a spat and guess which Shoulder Devil is in play.
But you want to be prepared for it when it happens. And, ideally, to have a Corrupting Agent in play before it does. As I’ll explain in a moment. And that means you’ve got to guess which Devil’s going to show up first. That is, which Shoulder Devil is the PC — and the player — most vulnerable to?
Consider everything you know about the player and the character and their motives. Consider how strongly the player identifies with the character so you know whether you have to work more on the player or on the character. Seriously.
Promises of in-world pleasures of the flesh won’t sway a player much because they can’t enjoy them. But very strong roleplayers are nonetheless swayed by such. I s$&% you not. Weaker roleplayers, though, don’t care as much as in-world stuff that doesn’t have gamey consequences. So corrupting them’s a matter of appealing to their gameplay motives, not their characters.
Devils of Desire can offer in-world payoffs like pleasure, wealth, glory, acceptance, or whatever. And they can also offer gamey pleasures like magical items, advancement, treasure, special abilities, unique character traits, and unique roleplaying experiences. Devils of Despair can offer the chance to avoid in-world losses like loss of social status, loss of friends and allies, pain, sadness, and so on. And they can promise the chance to avoid gamey losses like lost abilities, lost equipment, afflictions and injuries with penalties, character death, and so on.
See how this s$&% works?
All else being equal, warlocks tend to be vulnerable to Devils of Desire. Paladins, clerics, and other doers-of-good are vulnerable to Devils of Righteousness. And everyone is vulnerable to Devils of Despair. Lacking any good, sound evidence, that’s your best first guess.
3. Enlist a Corrupting Agent
Now you’ve got to create a Corrupting Agent. That’s just a fancy term for an NPC, creature, organization, mystical force, or supernatural entity that’ll whisper corrupting poison in the PC’s ear. And it has to be an in-world, in-game entity. You can’t do this s$&% ex cathedra.
When you speak as the GM — as the omniscient narrator — players have to be able to trust everything you say. If the narrator and referee leads the players astray, that’s no different from saying, “rocks fail, you die, no save.” Any GM can corrupt a PC by lying to the player about the moral rules of the universe and saying “gotcha.”
NPCs though are in-world entities. Even if they’re gods. They can say or do anything to accomplish their goals. If the players believe an NPC and that lands the party in trouble, that’s on the players. The GM didn’t lie. The NPC lied. And the players fell for it.
Warlocks obviously come with in-built Corrupting Agents. Does that even need to be said? But note that corrupting agents don’t have to be deliberately corrupting agents. Devils and Palpatines — beings purposely trying to turn good souls bad — are fine. But NPCs with skewed moralities whose viewpoints poison the minds and souls of PCs? Those are also perfectly fine Corrupting Agents. The best friend who’s been pushed too far and drags the party into a righteous crusade is as much of a Corrupting Agent as any succubus posing as a hooker.
Obviously, you want to make a Corrupting Agent that allies nicely with the Shoulder Devil you’re expecting.
4. Cultivate an Innocent Relationship
Now, settle in. This next step takes some time. You’ve got to establish a relationship between your Corrupting Agent and your PC target. You want to establish the Agent as a trusted friend. Or, at the very least, a beneficial and harmless ally. No one’s going to believe the imp is a trusted friend after all. But if he always has the right information and never expects anything in return, eventually the PC will start to trust their words and stop looking for hidden costs and meanings.
And that’s the trick. Just give the NPC some camera time, make them helpful, and don’t have them ask much in return. Just enough to seem reasonable. Little favors such as one friend might do for another.
The goal is to make the Corrupting Agent a fixture in the character’s life. If not a party member, at least an ally who shows up whenever the party’s back in town. And one whose help your PC target seeks out and trusts.
5. Wait for an Opportunity (or Create One)
Now comes the hard part. The waiting. Wait for an in-game moment when it seems like the character might be swayed by the Devil you’re expecting. A game situation in which there’s a chance to acquire something desirable in a not nice way. Or one in which the PC can avoid some trouble if they take a questionable shortcut. You can manufacture a situation if you want, but it’s best to let it happen on its own. If you want to make it happen, just put pieces in play that are likely to create an appropriate situation. Don’t force it.
Also, if you set a moral trap, start small. Make sure the not-nice choice isn’t that bad. Make it harmless. Mostly harmless. Victimless if possible. Immoral on a technicality. An easy XP gain for a Shoulder Devil.
One sure sign Shoulder Angels and Shoulder Devils are floating around is players arguing about a course of action that has obvious moral implications. Arguing about what to do with prisoners, for example, or arguing about how far to go getting information from someone. Or even something as simple as arguing about whether to just sneak in and take a needed thing to make life easier.
Take note of the debate. And take note of what your target PC advocates for. And how strongly they advocate for it. And decide which courses of action are — in your universal moral opinion — the gooder ones and which are the badder ones.
If your Corrupting Agent’s handy and on camera, they can speak up right there. Move on to the next step. If they’re not, take note of everything — the choice made, the outcome, and the consequences — and shove it in your mental back pocket. The next time the Corrupting Agent’s on camera, get the PC talking about the situation and then have the Corrupting Agent offer their perspective.
6. Whisper Sweet Poison
Once a Shoulder Spirit spat starts — or after it’s been and done — it’s time for you to work your evil magic. So, speaking through your Corrupting Agent, offer an opinion or viewpoint or a bit of advice that helps the Shoulder Devil out. Or that saps the Shoulder Angel. Nothing big. Nothing grand. No moral speech. No grand philosophy. Just a small, reasonable-sounding point that starts with something like, “well, here’s how I see it…”
Here’s how I see it… we’ve done a lot of good for this kingdom. People are better off for it. I think we deserve to enjoy the fruits of our work as much as anyone.
I understand why you did what you did and I know it was a hard decision, but I don’t know if it’s really fair that other people are paying the price for that choice. How can that really be right?
That’s it. Just offer one little poisonous viewpoint, innocent as you please. Just a take. If the PC engages, play out a short discussion but don’t press too hard. Back off if the PC disagrees, but don’t concede.
I see what you’re saying. It just… it doesn’t seem right to me is all. Well, I should get home.
And how do you know what to say? Well, that’s the art of it. But here’s Angry’s Top Ten Corrupting Arguments. Each is great for giving Shoulder Devils a little boost or kneecapping a Shoulder Angel. Learn the list. Use it. Love it. It’ll do you a hell of a lot of good.
1. Rationalize desires.
You deserve to be happy too, don’t you?
2. Downplay or invalidate consequences.
That’s a small price to pay.
3. Feed negative emotions.
I’d be mad too. Don’t you just want to punch that guy?
4. Turn responsibility outward.
How can you accomplish anything if no one gives you a chance?
5. Appeal to pride.
If people like us were in charge, we’d never let that happen.
6. Amplify losses.
Are you really willing to lose everything you worked for over this?
7. Amplify intentions.
You didn’t mean for any of that to happen. You were trying to do something good.
8. Appeal to Moral Relativism.
From another perspective, that would be totally fine.
9. Appeal to Harm-Based Morality.
If not one’s getting hurt, how can that really be wrong?
10. Appeal to the Greater Good.
Yes, there’s a cost, but think how much better off everything will be?
7. Wait for the Next Chance to Do it Again… Worse
Once you’ve jumped into a Spiritual Shoulder Spat with some Sympathy for the Devil, it’s time to wait again. Wait for the next opportunity to do it again. And again. And again. And just keep going round and round. Because that’s how this con works.
The thing is, if you did it right, each next opportunity comes a little faster than the last. Because of that whole steep, slick, slippery slope thing. So, bide your time and wait it out. And see what happens.
Keep an eye on your PC target. Are they starting to make badder choices? Or at least advocating for them more? Or at least hesitating more before making gooder choices? If so, you’re doing it right. And if you’ve noticed that kind of change, then it’s time to start building encounters and adventures to speed this s$&% along. Engineer situations — with higher stakes and worse consequences — that play into the Shoulder Devil’s wheelhouse. See if you can get it to evolve. But take it slow. Don’t rush.
Keep playing the corruption game until it’s clear that you’ve won and the player’s lost. Then… I don’t know. What happens in your pretend elf cosmos when a pretend elf goes full-on corrupt? You should probably figure that out. Maybe their soul’s devoured. Maybe they turn into a devil. Maybe you take their PC away because they broke the no evil rule too many times.
On the other hand, if you notice you’re not moving the moral needle, that means one of two things. Either the player’s winning the game or you picked the wrong Devil as your ally. Don’t concede the win just yet. Start a new game with a new devil. If your Corrupting Agent still works, keep using them. Otherwise, introduce a new one and give the whole game one more try. If the player’s moral compass keeps mostly pointing to the Seven Mounting Heavens of Celestia, then concede the win. Grant them wings and a halo and let them join the Heavenly Host. Or whatever.
You can’t win them all, after all. But it’s sure fun as hell to play the game.
Holy crap, this is creepy! Have you ever read the Screwtape Letters? Feels like you’re going for a similar vibe. Good advice, and very well-written!
I really did TRY to enjoy the Screwtape Letters. Quite recently, in fact. But I could only get about a third of the way through.
Bummer! I think it’s worth finishing, although it feels like you already have a pretty good feel for a lot of what’s going on in that book.
Very interesting, too bad my players are pretty much all psychopaths already…
Yeah, mine never start out as psychopaths, but even without this guide,.I’ve successfully corrupted the entire party 6 times out of 8. It really has not been hard.
This did give me the idea to have a shoulder angle character that could slow down or even half the corruption. By basically doing the inverse of this advice, my players might be less likely to end every game killing many people for the greater good.
To quote a webcomic about pretend elves:
“Everyone always talks aboot the seductive power of Evil, but I think Good’s just as slippery a slope. Doing good—sometimes even just seeing other people do good—feels good. The feeling gets to you eventually.”
Which is to say, you could completely invert the advice in this article and still get good advice for another game, since one of the most asked questions I see is along the lines of “How to get players to stop being murderhobos?”
I agree, you should want players to stop being murder hobos.
It’s not like we are changing their choices they are free to do whatever they want after all.
It would be easier to not create moral complications as it’s a lot of work
The internet claims wanton slaughter is bad in real life, so encouraging it in games is just as bad
You seem to have the right idea, go run with it and report back with what happens.
I laughed so hard when I read this. I’m normally far too squeamish to attempt to corrupt my players deliberately. Although I dislike warlocks as a concept, so maybe it would be interesting to try it out… I did once corrupt sometime by accident. I improvised a side quest with a jewel or whatever that contained a devil who offered one of the PCs a bargain – immortality in exchange for his soul. I was a bit startled when he agreed. Given that the devil would have demanded increasingly evil acts I just asked the player to make a new character a few sessions down the line.
The mechanical, process-related stuff here is really good. I honestly don’t think it even requires some of the prerequisites that got laid out at the beginning – the objective morality and whatnot. That would be required for certain consequences (it would be a massive screwjob to unilaterally take away a player’s character for subjectively-evil actions, for instance) but I think you can get a lot of storytelling value out of corrupting a character according to their subjective morality, or their society’s, or their organization’s, or their player’s. If you’re playing 5e, paladins have oath tenets you can get them to bend and break without touching alignment at all.
Side benefit of this is it allows you to use this system and GMing advice without necessarily subscribing to all the views laid out here.
You need objective morality because corruption requires it by definition. You need something to be corrupted away from. If I can say ‘that’s just your opinion’ and have it be true, then it’s not corruption.
I disagree. If a person changes so that they currently consider moral things that they once wouldn’t have, that could certainly be considered ‘corruption’ from the perspective of their past self, or anyone who originally agreed with them. There’s plenty of drama to be explored in someone realizing that the person they once were would hate the person they are now.
Are they ‘objectively corrupted’? No, but they don’t need to be. Their perspective is subjective, as is everyone’s. All you need for good corruption storytelling is them to perceive that they have been corrupted.
The thing is, you don’t just swear an oath as a paladin. You swear an oath to a deity in return for divine power. Those deities in turn have their own morality, and if you break their morality then you lose their support. So even if those deities don’t answer to an even higher objectivity, you still are in a fixed moral objective system from that particular god. Two people can’t have contradictory oaths, only one of them would get their divine strength.
I’m not sure I’m phrasing it right, but… if there’s no objective morality, then that conflict can only stem from the feeling of ‘I don’t like myself now.’ That’s a weaker conflict than ‘you’re evil now.’ And why is changing in suck a way that you don’t like yourself bad? That itself implies a morality outside your own head.
A paladin’s oath, the only specific example you provide, is an example of objective morality.
Two different paladins could swear flatly contradictory oaths. An oath is a declaration of what you believe to be right, not what is inherently and objectively right. If your perspective changes over time, an oath you once swore can provide a static yardstick to compare your current perspective with, and plenty of corruption-related roleplay and drama can come from that.
An oath is a promise to serve a cause or perform an action. It is not a declaration of belief.
And if it’s a static yardstick, you’re evaluating it on an objective basis, are you not?
I don’t remember if it was the Faerûnian Journal of Pretend Elf Morality or The Lance, but I think I remember reading that raging and pillow punching indeed increase aggressive behavior – in male Pretend Elves. Female ones seem to do better. Hmmmm….
If they were acknowledging a difference between male and female pretend elves, it was likely one of the early editions of the Oeridian Journal of Consciousness and Cognition, 1st Edition
That could give some great excuses for a devil, I imagine.
If you build a society in which, for example, male Pretend Elves are encouraged or at least permitted to be more aggressive, you could have a devil who says “That’s what you’re supposed to do, it’s totally normal”.
Even better, if PE society mistakenly attributed all of those differences to a different distribution of humors, you could have a Devil say “You can’t help it/ it’s in your nature/ PElves will be PElves”. Or, falling in the logical fallacy that “natural”=good, it could say “You are repressing your natural impulses, making yourself weak”.
You could even imagine wars between Pretend Elves and PDwarves where the players are used to things being framed by the Elves’ prejudices. In a long campaign, part of resolving the war diplomatically could require the PCs to notice those stereotypes are largely fabricated or distorsion of the truth. But a Devil could try to justify some pretty horrible war crimes appealing to those prejudices.
I finished the article now and it’s great – in a shocking way :p I am a GM in my spare time, but professionally I counsel Pretend Elves and try to work through their alignment boo-boos with them. Thus, even though I never moralize, I usually advocate the opposites of what I read here: responsibility, freedom, taking possible consequences into account etc.
That said, there is nothing more freeing than a transitional play-space, in which to be the Other. Even (or especially?) if it means being evil
So… you’re saying that, in your professional opinion, if you wanted to not corrupt someone you’d say the opposite of the things I said you should say to corrupt them?
Yes, or to un-corrupt them :p
I was wondering about the possible use of this. If we can make pretend elves more cognizant of which of the Devils they tend to listen to more (through playing as their PCs), will that be beneficial to them? Is it the recognition of one’s Shadow (in the Freudian or Jungian sense)?
I feel like an important part of this journey is the part where the player realizes that they’ve gone too far, as that seems like the most appropriate moment for the consequences to really set in. Though I imagine some might never have that moment of realization no matter how bad they get. It looks like corrupting an eternal soul is hard work.
So if you meet me, have some courtesy… have some sympathy and taste.
Im glad one of the furst things mentioned is how a good motivation for evil is it being the easiest path. Videogames with any sort of “morality” bar fail that so hard
Hmm. That’s interesting. It FEELS right, but would you be up for explaining it a little more? I can’t quite work out how/why that would be the case (the videogame thing).
If I can jump in, most video game moral paths do one of two things. Either they provide balanced paths where both the ‘good’ path and the ‘evil’ path provide unique gameplay options or abilities, but otherwise don’t affect the difficulty of the game or make sweeping changes to the gameplay. For example, a lot of the stuff in the Mass Effect Paragon/Renegade path was about changing the tone of the dialogue options without actually changing the outcomes possible. That is, there was very little you could do on the Renegade path you couldn’t do on the Paragon path or vice versa. Just different names and maybe a different tone. Same’s true in Light Side/Dark Side games where you get a different suite of powers, but they don’t affect playstyle much let alone demand you overcome any extra challenge.
The other option is where the game asks you to choose which ending to see by making a bunch of moral choices at key points during the story. Basically, if you behave enough like a saint or an asshole in enough cut scenes, you get to see the saintly or assholey ending. The inFamous series got a lot of flak for that.
If video games wanted to be true to this sort of morality, the evil path should basically make the game easier to play. It should reduce the challenge. Or it should open up way more options than the good path. Interestingly, inFamous did have a little of that and I wish they’d gone farther. In the first inFamous, all of the evil Cole powers were enhanced your explosive and area effect powers so that it was a bit easier to clear hordes of mooks but also way harder to avoid civilian causalities. Which further hurt your karma. And inFamous 2 had some great narrative moments built around the morality. But in terms of the actual gameplay, it was still about 75% “pick your story path and then make all the saintly/assholey choices to make sure it happens.”
Adam Millard: Architect of Games had an excellent discussion of video game moral systems here:
The Mass Effect example is both funny and makes a lot of sense; they got a HUGE amount of flak for doing exactly what you’re describing them as doing. Very few people realized that the choices mostly just changed the tone of the game, so people were incredibly frustrated that the three ending options of Mass Effect 3 were pretty much literally just different colored versions of the same thing. To be fair, the ads pitched the series as being more like inFamous (in terms of choices), so it was partly their own fault.
Except with Mass Effect the promotion of the games was “your actions matter” and we were promised that “everything will be concluded”
They more or less sold us on the concept of having a three part game with a branching set of outcomes.
A game which I think is currently on track to being good in the morality space is Baldur’s Gate 3, because there are some choices there which can be a bit more murky. (And I’m looking forward to seeing how they pan out over the course of the game)
Funnily, Demon’s Soul do the contrary. With black world being harder than white world tendency.
Interesting enough, Undertale does the exact opposite, the pacifist run is much much easier than the genocide run. I think it’s making a point on how amoral video game players are in their quest to 100%, how people will band together to face the ultimate evil, and how challenge is actually a carrot for a lot of players.
This makes more sense in a replayable video game, but it would also be interesting in the right ttrpg.
That only true if you go into the game knowing of the existence of the Genocide path. Spoilers for Undertale ahead, in a blind run, doing evil acts (killing monsters) makes the game easier for you. It’s not until you get judged by sans that you even know there is a morality system in the game. The Genocide run is specifically put in the game to punish people who don’t listen to Flowey’s plea.
Metal Gear Solid does an amazing point out of this. Because the game never presents you with a morality question, it just presents you with the option to use the tools given to you. (Except in boss fights… which is a bit of a shame).
First you have no gun, so sneaking around is difficult, and getting caught is dangerous.
Then you get a gun, but it’s noisy, so it’s best used only when needed to be able to escape.
What then when it’s got a suppressor? Well… bye bye all the bad guys, no risk in killing them at all!
Hello automatic rifle! Now everyone dies if I’m discovered.
Then at the late stages of the game the villain goes: You like killing don’t you? We do this because we want to, right?
Speaking both to Solid Snake, and to us the player.
The game doesn’t really have enough encounters for it to matter, and you can get past it without doing it, which does affect that scene somewhat.
But, but this was butchered in the remake… where you get the tranquilizer gun from the start, which is so overpowered you don’t need to do anything else…
But, I always liked how the original game really pushes you to do the “wrong thing” even though you don’t have to. (Except on bosses).
Later games makes it easier to do non-lethal runs, which sort of ruined the trade-off.
Terry Hintz is an excellent example of an actual morality choice in a game.
Terry was a party member designed to be unlikable and weak; he was supposed to be “easy to sacrifice.” He’s not a bad guy; he’s fairly innocent, just kind of weird and annoying. Early on, you get a decision: surrender Terry to bandits or surrender ALL of your items. You do lose the items. You can’t get them back.
Later, you get to choose between sacrificing a party member or losing your ARM. Losing your arms makes your attacks much, much worse.
Though I can’t find the original quote, the developer supposedly said that Terry sort of backfired. He turns into a boss battle if you gave him to the bandits, but based on the quote I’m guessing much less people sacrificed Terry than he was expecting.
Had a GM pull off a corruption campaign on a party I was in once. We really got into the whole dabbling in powers you don’t understand thing. Then, for a brief second he pulled back the veil on what was actually happening to us and suddenly it became a scramble to try and save the last vestiges of our poor souls, while being caught between the hammer of Good and the hard place of Evil. It was a genuinely awesome experience.
That sounds awesome. Do you care to go into more detail on the campaign and how your GM pulled it off?
It’s just me that noticed the wasted opportunity to call them Devils of Desire, Despair and Drighteousness? Yes? Ok.
As always, incredible article. I wish I had read this one and a half year ago, before starting to GM Descent into Avernus. Actually, I wish the writers of Descent into Avernus had read this article. There is so much wasted opportunity for dealing with corruption in that campaign, and that is something that I have been struggling with.
Hopefully I still have time to salvage things and properly corrupt my players.
1) I would love a war story about this actually happening in one of your games, ESPECIALLY if the player believed they were doing good as they fell to a devil of righteousness – I can’t really work out how I would explain to a player who thought they were doing good that they were actually doing evil. I think in that scenario, I’d probably try to make the game into anti-hero story.
2) It occurs to me that you may be able to do an intentionally bad job of this to fix the murder-hobo mentality via reverse psychology. Especially if that player gets a kick out of defying your plans. Make it relatively easy to spot that you’re trying to corrupt the player into murdering someone, and they will likely resist that urge. Do it often enough and they’ll find themselves playing a hero.
Interesting stuff, as always. I’ve seen gms attempt things very similar to this, though if they had this guide, they might have pulled it off successfully…
Their failure was not mentioned above. And that makes me wonder if the reason it wasn’t mentioned above was intentional, because you believe it’s not likely to happen and merits minimal consideration, or if you believe following the methods would prevent such from happening, in which case, having this guide would have prevented the failure.
To make a long story short- there were two shoulder devils, each pulling a paladin to evil. The paladin asked a question, and one corrupting npc’s answer countered the other’s. The gm had accidentally introduced a self-contained contradiction between their opinions. Paladin couldn’t decide what to do- wound up doing the worst thing possible. Waiting, and asking the other party members.
Wow! ⭐️⭐️⭐️⭐️⭐️
I love Angry’s transformative and modernized poetry game inspired by the Screwtape Letters. Turning the letters of conversation of a Elder Dæmon giving guidance to a younger, less experienced dæmon, into a guide written by an Elder GM giving pretend elf guidance on corruption of pretend elf characters for new GMs is just pure brilliance! Fantastic. I would recommend this read to all my friends.
Of course I’m sure no one would *actually* use this advice, which is what makes so compelling the clear comparison of GMs to dæmons…
Anyway, I’ll definitely read more of his work. Seems like it’s very story driven and full of contemplation; and all definitely about and for pretend elves.
You also just helped make all my villains so much better. Now I’ll ask myself which Devil(s) a particular NPC has been listening to.
I’m really interested in a war story (or many) of this happening in your games.
About needing objective morality, I kind of disagree. The morality of a god doesn’t have to be objective to fuck up a cleric’s day, same for a fey or demon. Just because Zeus was angry at a hero’s actions doesn’t mean they were wrong.
Other PoVs you can bring in are people whom the PC’s action hurt (like the orfan son of a prisoner they killed or the wife of an innocent guy they framed). Corruption, especially with players who strongly identify with their characters, can have the simple endgoal of making the player (and sometimes the character) realizing how far they’ve gone.
You might say that it’s not corruption if there’s no way to measure good and evil. Call it “change” if you want, but if the players are emotionally affected it worked. If a paladin (player and PC) realizes suddenly that the kingdom considers her a terrorist and that commoners are afraid of her because, to be fair, those hangings were a bit much, and if she realizes she let her pursuit of the cult of Baddy make her paranoherid and overzealous, that’s a win in my book. Doesn’t matter that someone could tell her “well, in my opinion it’s perfectly fine”.
I mean, I know of a world were morality is really important and impactful even though it’s not objective at all.
And all it cost was the life of one Romulan senator, one criminal, and the self-respect of one Starfleet officer.