Can Allow Animate Dead/Create Undead in Non-Evil Dungeons Dragons 5E Campaigns: A DM's Perspective
As a Dungeon Master (DM) in Dungeons Dragons 5th Edition (5E), whether to allow spells like Animate Dead or Create Undead in a non-evil campaign can depend on several factors, including the tone of the campaign, the themes you are exploring, and the player characters' motivations. Here are some considerations:
Reasons to Disallow:
Theme and Tone:
If your campaign focuses on heroism, light-hearted adventures, or themes of hope and life, these spells might clash with that tone. A campaign centered around life and light-hearted pursuits may not benefit from the grittier aspects these spells can introduce.
Moral Implications:
The act of raising the dead can carry heavy moral implications. In a campaign that emphasizes good versus evil, allowing these spells could complicate the narrative. Players might find it challenging emotionally to work with such dark themes.
Player Comfort:
Some players may find themes of necromancy uncomfortable. It is essential to consider the group dynamics and everyone's comfort levels to ensure that no player feels left out or under pressure.
Reasons to Allow:
Complex Characters:
Allowing these spells can add depth to characters who grapple with moral ambiguity. A good-aligned character using necromancy for a noble cause, such as raising fallen comrades to fight a common enemy, can create intriguing storylines.
Narrative Opportunities:
These spells can lead to unique plot developments, such as dealing with the consequences of raising the dead or confronting societal views on necromancy. These situations can provide rich material for storytelling and character development.
World-Building:
In a world where necromancy exists, it can be fascinating to explore how society views such magic. This can lead to rich lore and conflict, making the campaign world more immersive and engaging.
Alternatives:
If you are looking for a compromise, you might consider allowing the spells but with restrictions. Here are a couple of examples:
Cultural Context:
In certain regions, necromancy might be frowned upon or illegal. Allowing these spells in a campaign can create tension for the characters, as they navigate the risks and consequences of their actions.
Consequences:
Using these spells could have repercussions, such as attracting the attention of undead hunters or drawing the ire of a deity. These consequences can add depth to the campaign and create compelling plot devices.
Personal House Rules:
I have always house ruled even since 2e that these aren’t in themselves evil actions, especially if the creatures do mundane tasks like act as your warrior backups or clean your home. This approach can provide a balanced and flexible framework for using such spells in your campaign.
Ultimately, the decision should align with your campaign's vision and the preferences of your players. Open communication about the themes and tone of your game can help ensure everyone is on board with the inclusion of necromancy.
Conclusion:
Whether to allow Animate Dead and Create Undead in your non-evil campaign is a subjective decision. Balancing moral and thematic considerations with your players' comfort and story potential can lead to a more engaging and immersive experience. Experimentation and adaptation will help you find the right balance for your group.