Showing posts with label Handling Encounters. Show all posts
Showing posts with label Handling Encounters. Show all posts

Tuesday, December 2, 2008

Handling Human Encounters

Humans, it would seem, would be the easiest sort of encounter to handle. Certainly, everyone who plays D&D with any real capability is at least human in some regard, feykin and furries included, if it's that sort of group. I mention folks like fey and furries because I want to illustrate that humanity has a great range of people. Any characteristic of a dwarf could be that of a human. The same goes for elven, fairy, halfling, pixie, draconian, and just about any other racial or animalistic characteristic outside of physical ones. Humans are generally the only race in most settings that are described in any way other than a monoculture, and I look at that as a statement towards the variety they are capable of.

Thus, human encounters can be a great deal more difficult to handle than, for instance, dwarves. When a PC approaches a dwarf, he has a general idea in his mind about how the dwarf will act. A dwarf is a dwarf in most settings, after all. He is probably a stoneworker of some variety, and if he isn't, he is probably a metalworker. He is probably either drinking now or waiting until his next drink. He's probably a bit gruff, but trustworthy in general. Avoiding such monocultures might be another post.

Now, when a PC approaches a human, what can he assume? Basically, a PC expecting to talk to a human in a D&D setting can expect that the human speaks common. That's about it. Humans don't tend towards law, or towards chaos. Towards good or evil. They don't favor one class over another. They can be abject liars, sociopathic killers, saintly priests, or demonic servants. They don't necessarily favor living in any particular environment, aside from the concerns of comfort and survivability. One human may cherish the natural beauty of the forest, while another may look at that same forest and see nothing but thousands of gold worth of logging to be done. In OD&D, humans are also the only race capable of the highest levels of power and advancement. Humans are always shown as adaptable as well, thus meaning that the same human might not act anywhere near the same way from encounter to encounter.

How then to handle them realistically? Be a human. Don't just be yourself though, but become the NPC. Think about his or her circumstances. Think about his or her history, even if it's only fleshed out so much as "A farmer born near Woodvale." What does a farmer, used to defending his home against bandits and raiders in these troubled times, think when he sees five heavily armed adventurers approaching, backed with a dozen hired mercenaries/porters? I'll tell you what he's likely to do. He'll shout to his family to get into the house and lock the door, and he'll run off to ring the town bell. If an alarm system is too far away or not present at all, he'll pick up his father's old sword and ready it. He will be tense at least.

What if, instead of a farmer, you have a nobleman? Well, put yourself in the nobleman's shoes. He probably defines himself by his title. Let's say this guy is a Count, currently being visited by the PCs in his estate. A Count holds a very prestigious title, and a great deal of land. He was almost certainly, by necessity of his rank, born into his nobility. This man has never done a day of work in his life. He dismisses peasants and other callers as unworthy of his presence. When told that his vassals have no bread, he suggests they eat cake instead. What then when a group of commoners, having the gall to call themselves adventurers, approach his estate for a meeting? Well, if they aren't called for, they won't even be allowed in. If they are called for, they won't be allowed in with weaponry of any sort, and not in armor either. They must show proper respect, to the point of not speaking unless spoken to, keeping their head and eyes lowered, kneeling in respect before being told to rise, and other such humilities. The Count will likely speak with a haughty, apathetic tone, and be extremely incensed at what might be considered a very minor faux pas to those of lesser station. By no means would he allow contradictions of his statements by commoners visiting his hall. Secondly, he holds awareness that if he had his guards kill all of the visitors, no one would ever question his word that they had caused the fight in the first place. To the players' advantage, he might respond well to obsequiousness, or perhaps respond even more so to a commoner with a knife at his throat. Deprived of guards that are able to save him, he will likely be very compliant with attackers, as he has no capability of defending himself.

What about a foreigner? A stranger in a strange land? Perhaps he would identify in a way with the adventurers, as both of them are outsiders to the common people around him. Perhaps he speaks common with an accent, or a heavy dialect that makes him difficult to understand. Perhaps the lingua franca in his land is Orcish, due to centuries of oppression. Maybe his society puts less emphasis on personal liberties and the accumulation of wealth, and he finds the adventurers' "be mercenaries; kill and loot" policy to be completely abominable. Maybe in his culture, people go to great lengths not to show any of their flesh aside from their eyes, and he is extremely uncomfortable with the women parading about in their pauper skirts that are little more than rags. He may think little of lying for personal gain, or he may see it as tantamount to murder in severity. It's possible that in his country, carrying weapons in full view in the middle of a metropolis is common practice, and he is unnerved by having his sword taken from him at the gates. Perhaps his nation is at war, or has a history of war, with the nation he is now visiting. A PC approaching an obviously foreign-born NPC has no idea what to expect, and that can be an important part of the encounter.

An interesting peculiarity to human encounters is that they may not be human at all. Humans are by far the standard, most populous race in most fantasy worlds, as well as the most naive. If a doppelganger, changeling, were-whatever, dragon, angel, demon, or any other sort of camoflagable race were to fake being a particular core race, it would probably be human. How can one non-magically sort demons or dragons faking being a foreigner from a violent society from the actual humans? One might not be able to, which allows for even more variety for 'human' encounters.

So give some thought to how humans react in your games. They shouldn't be blasé, mechanically helpful, or generally bland and boring. Every human is an entire person, with his own hopes, dreams, culture, upbringing, moral core, and dozens of other characteristics. Make each person a person, and your world will feel more true and alive.

Thursday, October 16, 2008

Handling Elven Encounters

Elves have always been present in D&D. Originally somewhat sub-optimal racial choices that limited your abilities to an extent, nowadays they are mainstream members of society, capable of any class. 4e changes them a bit from ranger-mage favoring to just favoring ranger. Still, woodsy folk that hang out in forests and shoot arrows at things.

I suppose that's as far as some people take it. Elves are pointy-eared humans that like trees. Possibly they have a innate affinity for the bow. They are dainty and tend to be smaller than humans. Perhaps they are immortal, but almost certainly they are at least long-lived. Of course, they don't hesitate to throw themselves into the same stupid situations that the supposedly more brash humans do.

As is my wont from time to time, I am going to think a bit on elven psychology and culture. Now, the way I see it, the primary difference between elves and men, men being our inherent baseline for judging other species, is that they are exceedingly long-lived. Let's say, for the purposes of this article, that elves live roughly a thousand years. That would, of course, affect their culture and ways of thinking significantly.

Think about humans. A human can reach the height of his skill in any craft in a few years of training. Some talented folk can get better with more time, perhaps becoming grand masters of their craft in twenty years. Twenty years is a long time for humans. If you live in a medieval/renaissance era, like D&D lazily half-represents, you might get 40 years of life. If you are wealthy or magical, you might get more. Humans do everything quickly and rushed, because they don't have long to do it.

Elves, on the other hand, live comparatively forever. Have you ever wondered why elves like trees and forests? Consider that the elf of adventuring age, say his early 130's, has probably seen all the trees in his home forest grow from seeds to full, ancient oaks and elms. He's walked the paths of his homeland for over a century, and he knows every leaf and stone along them. His race has time to coax a branch to grow into the proper shape for a bow, and then only break it off from the trunk after cutting off food to the single branch. The tree is not harmed; the beauty of the forest endures. Elves have the time to spend ten years on a single engraved door, making it absolutely perfect, that every time they open the door to their home, they can smile at it's appearance. Ten years equates to a couple months of a human lifespan. Certainly humans spend months on a single building or garden to beautify their home. Wouldn't elves do the same?

Elves certainly have seen 'developed' lands. However, they've been around long enough to see what happens. Humans, until recently, haven't lived long enough to really see ecological changes. Nowadays, modern technology makes them happen quickly enough that anyone can see it. Back in the fantasy world, however, humans settlements cut down trees to build buildings, but there's still plenty of forest left. They will never run out. Yes, the grass in the town square is dying, but that's ok, we'll put down cobblestone. As the children of the children of the original settlers grow up, they are used to a lack of greenery in the city. They are used to gray stone and dead wood being the normal color of all existence. They've grown accustomed to the river running through a stone-walled canal, at man's behest. Sure, the water is a bit dingy and the smell of people, animals, and refuse hangs over all the streets, but that's just life.

Elves have seen it all happen in less than one child's coming of age, however. The trees that they cared for over decades were cut down and planed into boards within hours. Humans have settled, moving and killing like the world will end tomorrow. Always rushing to get everything done. Constantly, it seems, they are killing more and more trees and animals, not planting or breeding new ones to replace them. The humans see the forest as huge, and that they won't possibly run out of resources. The elves notice that in only the past hundred years, the humans have leveled a quarter of the woodland. In only four centuries, less time than it takes a child to grow to middle age, the forest will be gone. Not only will it be gone, but the only nearby place to live will be the fetid, rotting human city. There, the once vibrant trees are now dead bits of graying wood, clumsily carved by rough human hands into beams and girders, or engraved hastily into a slipshod decoration here and there. Elves remember the fresh air and sunlight, the wild life of the woodlands, and the serenity of a life lived simply. Now, instead, they are forced into human society. Forced to work all day, every day, just to support themselves. Turning out crafts daily that are terrible garbage compared to what they could have done had they spent the proper three years to make that shoe, or sew that shirt. Everything is so fast and so cheapened, that they pine for the forests of old.

Think, now, about how elves would view humans settling in their lands. Certainly, even a human town that had been settled over a century ago, would still be "new" to the elves' perceptions. Why are the elves always the peaceful, laid-back peoples that guide and help the poor, upstart humans?

I prefer to think of elves as perhaps seeming haughty and hostile, from a human standpoint, but truthfully being remarkably patient, considering the circumstances. They are completely justified in attacking human towns, but they realize that humans are short-lived and that it takes time to make them understand. Still, the elves are pressed into action from time to time. The plead with the humans to at least try for sustainable methods of forestry. They don't want to kill the humans, since the elves realize that humans are still people, but they are doubtlessly tempted.

As another note, don't make elves too quick to kill things. Think about it. If a human dies at 25, we call it a tragedy. They have missed out on probably another fifty years of life! If an elf dies at 400, it's hard for humans to care that much. It seems he's lived a long life, certainly there wasn't much left to do after four hundred years. However, to another elf, it's an unthinkable loss. His kin could have spent another six centuries perfecting his skills at crafting and walking through the sunlit glades. He could have known generations upon generations of creatures and trees. He could have seen the slow shift from oak forest to pine as the centuries passed. Now, he lies cold and dead, beyond saving. He's gone. Elves should be loathe to kill anyone unless sorely pressed, but they should avenge murder with passion and hatred.

Anyway, give it some thought. Elves don't want money and quickly constructed human garbage. What use is a hastily stamped gold coin? Elves are interested in knowledge, in freedom, and in the perfection of something that took a hundred years to complete. They love nature, having seen all of it's cycles and beauty over their many years. They don't want to live in some dirty human hovel that shuts out the world. They want the freedom to move through the trees, grasslands, or mountains of the world, happy in it's long-lasting and slow-changing essence.

Work to make elves more interesting in your next campaign.

Monday, August 18, 2008

Handling Cultic Encounters

Ok, so almost as big as the "everyone meets in a tavern" cliché, at least in my campaigns, is the "evil cult". No matter where you go in some game worlds, there is some cult dedicated to an evil god that wants little more than to conquer/destroy the world. They are generally just dungeon fodder; some humans you can fight and loot for the greater good. They are at most fringe groups most the time, since 'destroying the world' isn't the most powerful political platform.

Anyway, I don't like this sort of cult. Sure, doomsday cults have existed / do exist in human history, but no one is 'just a cult member'. People don't go and start talking in a wheedley or demonic voice, hunched over in some dark robe, and staying inside some hole dug out of a mountainside, just because they are waiting for adventurers to come and slaughter their cult. However, it does work as a minor scuffle for PCs, sure.

In light of wanting a different sort of crazy cult to combat, I'd like to take a real-world example. The problem is, defining any real world religion as a 'crazy cult' will likely offend all kinds of people. We don't discuss religion or politics in polite company. However, I don't care if I offend certain groups, so I will go with Scientology as a group that we can base a new type of cult encounter with. Scientology, if you haven't heard of it, is an incredibly wealthy crazy cult founded by a science-fiction writer in the fifties. The wikipedia article is fairly informative. Part of their belief system involves space aliens and panspermia. It's not a 'destroy the world' sort of group, but it could easily be tweaked into a cult that could at least cause the PCs problems.

One thing that makes Scientology particularly interesting for RPG usage is it's wealth, influence, and tendency to use that wealth and influence to protect itself. Religions like Christianity, Islam, Judaism, Taoism, etc, are big and powerful enough that they don't fear eradication. The idea of forcefully or legally removing Judaism, for example, from Earth is so impossible as to be laughable. However, Scientology is primarily a group of wealthy people who have purchased a high ranking for themselves, and a long list of rubes who have gotten swept up in the group and have been forced to sever ties with their erstwhile loved ones. There aren't enough people and there isn't enough tradition to call it invulnerable to legal hiccups. If Scientology was legally banned from, say, America, the group would effectively cease to exist in a generation or two. Thus, they use their money and influence to slap anyone around who dares to criticize them. This is directly applicable to an RPG set in an urban area.

In your fantasy city, perhaps some group like this exists. They aren't the rulers of the place, probably, but they have the ear of the ruler. They have money, which can buy friends. Thus, becoming an enemy of the group is no trivial matter. Far from just annihilating a cult of six guys that hang out in a cave complex, assaulting this group would be beyond the abilities of most adventuring groups. Even aside from the sheer number of people, there's legal troubles. They are based in a city, and thus are protected by it's laws. Their money and influence also means that they aren't hampered by those same laws, at least not to the extent that average commoners are. If your group goes outside of town and slaughters a dozen followers in a cave complex, you get back to a very unfriendly place. Some commoners, unbelievers, might be happy about what you did, but wouldn't express it in public. You might not be immediately arrested, but you'd be followed everywhere. The church might start a slander campaign, digging up dirt to use against you.

For the purposes of a RPG, the church probably worships a legitimate power. This could be space aliens, if you are running that sort of game, but it could just as easily be Vecna, Nerull, or some other evil god or goddess. Of course, the neonates don't know the true object of worship. Scientologists don't start out knowing about the alien thing, though they aren't exactly an object of worship anyway. It's too hokey to use as a conversion tool. Perhaps in this city, the lower level followers believe the church to worship something innocuous. Most people wouldn't mind following a new church of wealth, for instance. The people worship the idols, they obey the tenets of the church, and all the power goes to the real leader of the group. After the worshipers have given a lot of money to the church and severed most of their connections outside of the religion, they find out who the real leaders are. At this point, they are in deep and have decided that it doesn't matter who runs the group; they like the power they've gained, and the group isn't hurting anything.


How does something like this spread? Easily, if you know how to do it. Scientology was started effectively to make money for the founder. He made a few bets that he could start a religion by himself, and it worked out. There are idiots to be taken advantage of everywhere. For instance, the church leaders arrive in a new town, and manage to convert a few poorer people with tales of great wealth if they give money to the church as a sacrifice. The people, long held down by poverty and society's unfairness, agree to anything that seems likely to improve their station. The group has money already, and uses it to slightly improve the means of the new converts. Rumors of this new god of wealth spreads, and new converts come in. The church uses the monetary influx to build a nice communal home, in a poor area of town. The building is nice, with marble walls and sunlight. The converts now live there, and it feels much improved over what they knew before. More importantly, the people living in the shanties nearby see this opulent place, and want to throw in as well.

Over time, the monetary and lifestyle improvements gained by joining dwindle. However, it's now an established religion. The combined money of the city's poor is more than enough to establish political pull. People tend to join up as a matter of course now, similar to joining a church of Pelor. Concerned citizens around the city speak out against this new religion, but for some reason, all of them have bad things in their past that are always brought up, or they simply disappear. After a time, no one questions the group any more.

This is an interesting place to bring in the party. If they see this established group, and have some way of knowing that it's crooked, they will probably want to either bring it down or join it to swipe loot and then run off. Either way, they put themselves into a situation where more than just a few nut jobs in a dungeon are angry with them. A group this size has real power, and power that a strong sword arm and spellbook can't easily stop. Perhaps the party is conscripted against the religion by someone who knows at least part of the truth. Perhaps the founders of the group are now realizing that the church is out of control, and offer money to the party to expose the secrets. It's possible that the church converts one of the PCs, and he or she just happens to be smart enough to see through their lies after giving their money to the group. Either way, it's a nice setup.

Do be aware, however, that bringing heavy use of religion as a negative force into a campaign can cause problems for sensitive players. Be aware of your players' limits. If you are playing with several confused fundamentalists who see no problem with playing D&D, but would be offended by this action, you may want to be careful about it. Religion is one of those topics that tends to cause a lot of conflict very quickly.

I've used groups like this in campaigns before, and it throws players off a bit. A large-scale group that, although marginally or severely evil, has a lot of popular support is a dangerous opponent. The group I used, "The Order of the Cloth", helped the common people constantly. They healed the injured (Cure Light Wounds is free, after all), fed the hungry (Heroes Feast,Create Food and Water and the like), rebuilt damaged buildings (Mending,Wall of Stone), and generally helped out. Most of these effects can be created by clerics of levels below five or six, and people may be impressed by even a level one or two magic user in general. Helping the masses made the group well-loved, and hard to oppose. The party also had no hard evidence that the group was evil, but they just acted somewhat suspiciously and were a little overzealous in appealing to the party to convert. It was fun times.

Anyway, consider a popular and influential evil cult. It's a nice way to spice up a region a bit, and it allows for a group that the PCs are too small to immediately oppose. Plus, the long-running villains are the ones that are the most fun to oppose.

Friday, August 8, 2008

Handling Dwarven Encounters


Ok, so, Dwarves. A favorite of many, many players. What's not to like? They are stout defenders of their race, heavily akin to the stone they live in. Sturdy, strong, gruff, and drunk half the time, dwarves are all around fun for player characters. However, as NPCs, they often end up being passed off as drunkards and half-lawful humans. They seem to rarely have their own feeling in diplomatic and friendly relations. I think different races of people are different races because they are different.

Dwarves are generally portrayed as Gimli from The Lord of the Rings. A mountaineer sort of people, short of stature, but broad and powerful nonetheless. A society based heavily on law and tradition, which is slow to change but quick to anger in times of need. They are normally stalwart allies of humanity, and despite a slight antipathy, tolerant of elves. Dwarves are also commonly portrayed as holding an extreme hatred to the savage races, since they share their mountains with orcs and goblins. Giants in particular are hated. Dwarves seem to favor the drink a bit, which suits a people with such hardy constitutions. They are also usually shown with a flaw of greed. Dwarves value alliances and friendship, but things like that tend to crumble when glittering gold and shining gems are involved. See Thorin and the Arkenstone. See the reclaimants for Moria, who basically marched into certain death for the possibility of leftover mithril.

I think that these qualities should show through in more than just roleplaying an NPC as gruff, or mentioning that he has a beer tankard in hand. I think that one should consider dwarven culture when dealing with dwarves. Let's place an example scenario here. The PCs are all non-dwarven. Let's say that they are humans for simplicity's sake. They are headed to a dwarven city in order to establish trade relations. Perhaps this is a fairly newly founded city, a few deep tunnels dug, and some basic amenities. This means that the dwarves are more than hopeful that their human neighbors will find them worthy of a proper trading partner status. There are many goods that humans make with more proficiency than dwarves, and if nothing else, the humans will provide decent allies against the inevitable goblinoid raids.

Of course the humans would be treated with preference. Greeted warmly, not gruffly, and escorted through the nicest parts of the halls. The dwarf assigned to helping them around would likely be the most congenial, and more importantly, most tolerant of the dwarves' number. Because the humans are probably like modern day Americans in foreign lands. The average human, and probably even the party, doesn't bother to learn the culture of the place they are visiting. They don't bother to research the rules that society as a whole there just understands intrinsically.

For instance, our party here is invited to the Steelfist Alehall. Now, the humans probably think "Eh, a tavern" and don't think any more of it. With a culture that values alcohol, particularly ales and lagers, however, this may be a great honor. How many non-dwarves are even afforded such an opportunity? This is a grandiose display of respect, and the humans brush it off as nothing but an idle waste of time. The diplomat escorting the humans grits his teeth but leads the way for the uncaring humans.

Everyone arrives at the Alehall. There are a few dozen dwarves there, sitting at stone tables and drinking heartily, while laughing and talking as friends. It's a lively place, full of companionship and cheer. The mood dampens slightly as the humans walk in, and perhaps a joke or two gets interrupted. "So a human and an elf walk into an alehall, and.. uh... I'll tell you later." Anyway, the people recognize the diplomat and know that the visit is for the purpose of impressing visitors, and so return to carrying on, in a perhaps somewhat subdued sense, with a focus on looking like good people and wealthy enough to justify trade. The diplomat leads the party to the bar, and the owner of the hall comes over. Not just a barkeep; these visitors are too important. The owner warmly greets everyone, and reaches for five mugs, each easily able to contain a full quart. "Aye, welcome, 'umans! Fer sech honored guests, I'm wellin' to give you a q'ert on the house!" Apparently he's got a touch of an accent, and a more home-ish and rambunctious personality than the diplomat. Not all dwarves are the same person, after all.

Then, the party monk, somehow slipping in from the days before 4e, waves his hand dismissively. "Thank you, kind dwarf, but I do not drink alcohol."

An innocuous comment, to be certain. Polite as well, even overly so for most human taverns. In such places, the barkeep would likely laugh amusedly and fetch a water or milk for the man of temperance. The player of the monk is roleplaying his character, which is a good thing, and the other players probably see no issue with him refusing a drink. It's never been a problem before.

However, this time, the noise in the room quiets noticeably, with many of the closer dwarves looking at the monk in half shock and half annoyance. The gregarious smile immediately drops from the alehouse owner's face, as he pauses mid-turn. The diplomat coughs pointedly in the sudden quiet, and speaks with a certain emphasis, hoping to allay this faux pas.

"Honored visitor, you are in a dwarven alehouse, and the owner has offered you a quart. Perhaps you should accept his generosity."

This is how I think such a visit should be. Just being gruff and beer-fond humans isn't enough. Dwarven culture is a different culture. Just like eating a pork chop with your left hand would be offensive in Tehran, refusing a gift, particularly a gift of the hall's finest ale, would be a grave error in judgment in the dwarven halls. If you hitch hike by sticking your thumb up and out in some countries, you are likely to get attacked for giving an obscene gesture. If you angrily throw your fist into the crook of your elbow and show your middle finger in Tokyo, you will get little but confused looks. In a dwarven city, offering your host a gift of wine and bread might be considered strange. However, if you arrived and presented your host with a finely carved granite coffer, inlaid with a sparkling ruby and etched with gold, he would be overjoyed and consider you the very pinnacle of what humanity had to offer. It doesn't matter how fine the wine was, or how fresh and warm the bread was. It just wasn't the right gift.

So spend some time thinking about your dwarves. Think about what they are genetically and culturally predisposed to thinking is proper. Think about what they like, what they dislike, and what they could frankly care less about. Think about the differences in human and dwarven etiquette. Drinking on the job in human lands is generally enough to get you fired. In dwarven culture, it's absolutely the norm. An axe in human culture is just a tool, either for hewing logs or raiders. To a dwarf, and fine axe is worth more than all the elven wine and human paintings in the world. Nothing quite matches the beauty of that shining adamantine weapon, with the line of glittering emeralds down the haft, and the goblin-leather wrapping on the hold. It's an astonishingly valuable treasure. A human adventurer would look at it, shrug, and say something like "I use swords, not axes."

So yes, when you voice a dwarven NPC, feel free to play Gimli. Enjoy your beer, but also make a point to say and do things that are slightly outside the norm, because you aren't just a short human, you are a dwarf, proud and true.

Give it some thought.

Thursday, July 31, 2008

Handling Angelic Encounters

Angels here meaning 3.5 and previous edition angels. The 4e angels look like confused fire elementals.

Angels, and their diabolic/demonic counterparts on the other side, have been around since the beginning, or darn close to it. If you are beginning to recognize that statement from post to post, then you can attribute it to the fact that I want to put out statements that can (possibly) help grognards as well as those newer to the hobby.

Anyway, Angels are always there. Usually they only show up at higher levels, but nonetheless, they exist in the game world. They are, of course, paragons of good. Even aside from that, they are, in most campaign settings, lawful as well. See my previous admittedly rambling post for my thoughts on extremism in alignment, but let's think about angels. If anyone had a reason to be strictly good and lawful, angels would be the ones. As much as demons are always chaotic evil, angels are always lawful good. Holding the line, as it were.

This means that in many campaigns, angels will do what they can to help the party, if the party is at least neutral and not currently doing an evil act. Drop his one use of Resurrection today to rez that fallen rogue? Sure! Hand over some heavenly raiment to help the PCs combat the demons? Why not? Act as a glorified paladin/cleric multiclass tanker/healer? Of course!

I don't see this as reasonable. Think about 'good' and 'law' from an angel's perspective. I would reason that most angels don't have much experience with paladinal humans. The humans they typically see, if they typically see them at all, are probably the ones they are trying to stop from summoning demons.

So lets say you are an angel. In your society, in your homeland, everyone typically does the right thing. Charity is an unknown word because it's the default. If your neighbor is hurting, you help him. You know that he would do the same. If there is an invasion, everyone does what they are best able to do. You don't cheat on your spouse, and she won't cheat on you. You don't think about demonic or evil magic. There is no crime; it's unthinkable. No thieving, no murder, no arson; nothing evil happens.

Now, take that angel, who has lived in such a society, and place him in a human town. For some reason, he can't go back to Celestia right off. Imagine the culture shock. At first, he would be strikingly naive. On request, he helps every beggar he can. He gives them money, or food, or whatever else they need that he can provide. He believes sob stories from people, and helps if they say their mother is sick and they just need money for medicine. He heals the injured and refuses reward, thinking that when he is injured, they will do the same out of inherent goodness.

Now what happens when he sees the consequences that humans take for granted in the above scenarios? The beggars he gives his gold to spend the money on drink and worse, dying from their excess. His offer of Remove Disease makes the person speaking of their sick mother nervous; their mother has been dead for ten years. An accident injures him, and people demand money to heal him. He turns to get it, and finds his coinpurse missing. He's been robbed. The cleric demanding payment says he's sorry, and that he'd heal him for free if it weren't for those church regulations. The angel knows from his powers that the priest is lying. The cleric doesn't care about altruism, he just wants the divine being's money.

Even these relatively petty wrongs would seem repulsive to him. Lies? Gluttony? Indulgence in drink? Self-destruction? Greed? Theft? These things are anathema to everything he's ever known. Humans suddenly change from a meek race that needs protection from demons, to nearly demons themselves. Unsavable. Corruptible without effort. Untrustable. The small good acts and few random acts of kindness don't even start to make up for the moral failings of mortals as a whole.

Is this angel likely to trust your chaotic neutral party? Is he even likely to bother speaking with you? He certainly wouldn't provide you with assistance, since he would half expect you to stab him in the back as soon as he turned to leave. Even a paladin isn't neutral compared to what the angel sees as default behavior.

This isn't to say he wouldn't help the party if they were combatting demons and one of them fell. Of course he's willing to raise someone who fell in such a noble battle. But he won't give you money. He won't give you information on how to get to the heavens. He won't help you in any way that leaves him less able to retreat or hold his own against you. He knows how your kind works. You are all sinners and murderers. He can probably look at you and know that you've slain innocents and that you rarely help anyone who can't pay you. You aren't as good a person as he is. You never can be, and he knows it.

So don't make angels some glowing beacon of light that trusts the party implicitly. Make them terse, stern, and unforgiving of sins. They are still good; they still help where they can. But they won't be suckered into giving you the chance to use their gifts for evil, or for your own hedonistic pleasures. They won't attack anyone that isn't inherently evil, but they won't trust anyone that isn't inherently good.

As a closing note, for players: If you play a half-celestial, consider making part of your backstory having been raised on the celestial plane. You wouldn't be accepted there: your capacity for deceit and underhandedness is appalling compared to others there. But you arrive on this plane, and see that other mortals are far worse. Creates some interesting roleplay hooks.