Communities

Writing
Writing
Codidact Meta
Codidact Meta
The Great Outdoors
The Great Outdoors
Photography & Video
Photography & Video
Scientific Speculation
Scientific Speculation
Cooking
Cooking
Electrical Engineering
Electrical Engineering
Judaism
Judaism
Languages & Linguistics
Languages & Linguistics
Software Development
Software Development
Mathematics
Mathematics
Christianity
Christianity
Code Golf
Code Golf
Music
Music
Physics
Physics
Linux Systems
Linux Systems
Power Users
Power Users
Tabletop RPGs
Tabletop RPGs
Community Proposals
Community Proposals
tag:snake search within a tag
answers:0 unanswered questions
user:xxxx search by author id
score:0.5 posts with 0.5+ score
"snake oil" exact phrase
votes:4 posts with 4+ votes
created:<1w created < 1 week ago
post_type:xxxx type of post
Search help
Notifications
Mark all as read See all your notifications »
Q&A

Rationalizing Villainy in Demons

+0
−0

I'm trying to create demons that aren't just raging murderers, as much as they're enslaved to their disposition they're not completely conquered by it, with a sense of humanity and reason crawling under their skin.

I also want several polar groups representing different fears like rejection, lack of control, being chased etc, but is that contradictory to depth, would they have a mixture with more dominant dispositions complimented by weaker flaws or a harmony of flaws?


  • If you have characters founded on extremely negative traits how do you humanize them?

  • Can characters have depth if their flaws revolve around a single extreme negative trait, like jealousy or greed? Or does there need to be a mixture?

  • Is it plausible for a community to be driven in unison by a singular internal negative trait?

For example, imagine if there is a village that is always angry, how do the people coexist with each other? If that's possible, could they coexist with other villages that are always envious, greedy or lustful?


My understanding from the answers given are as follows:

  • Demons take the extreme personification of a trait, naturally revolving around it. However, What is considered a positive or negative trait is down to its application, utility and perception. As long as a trait does more good than harm the community could potentially embrace it.
  • Traits can also be accepted as a natural byproduct of circumstance, their outlook on life could rationalize solutions to their tribulations.
  • Setting up empathetic connections in back story allows the reader to understand their perspective: motivations, circumstance, choice e.g. "righteous intent leading to accidental ruin", which ties into a conflict of interests or justification of actions as a lesser of two evils.
  • Despite Vulcan's polar emphasis on logic, Spock could not escape his human traits, largely considered flaws by his people. It's not always apparent, yet makes an appearance every now and then when circumstances stimulate it.
  • As Vulcan's emphasize logic to better achieve their goals, so could demons use the 7 deadly sins to their own ends, where their justifications could validate its plausibility.
History
Why does this post require attention from curators or moderators?
You might want to add some details to your flag.
Why should this post be closed?

This post was sourced from https://worldbuilding.stackexchange.com/q/16824. It is licensed under CC BY-SA 3.0.

0 comment threads

0 answers

Sign up to answer this question »