Inherent evil is narratively boring. It’s much more interesting to make other sapient species that have wildly different traits that make it challenging to get along with them, but players can have the fun of being clever by coming up with ways to do so.

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I was reading a Pathfinder sourcebook and they had a sidebar on “the nature of goblinoid evil” and I thought “what if I assume that’s _propaganda_ and goblins, hobgoblins, and bugbears are more complex?”

That led to worldbuilding where a goblin tribe works in the library where they satisfy their natural curiosity by reading in breadth, so they can easily help you find books on a given topic, and humans often electing hobgoblin mayors, even when hobgoblins are a minority, because if a hobgoblin assimilates to democracy and the rule of law, they are *fiercely devoted* to it.

@mithriltabby I wish more world-building things would take relationship maps int account. The ones that get me excited going are the ones that have at least a sentence about what X thinks about Y and gives it some nuance. "We hate Y" is one thing, but even "We have long been at war with Y for reasons we have long since forgotten" gives you something to play with. Maybe the characters of Z are trying to stop the war and uncover the reasons for X and Y fighting?

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