Monday, August 24, 2020

Doppelgangers

Frankly, there's never enough description of monsters.  When I see something like this for a doppelganger, it's no surprise that the flavour has gone out of role-playing and that so much energy has to be spent crying out for more of it in the game.  There's simply nothing on the page linked to help a DM effectively run the monster or get into the monster's head.

The original description from the 1979 monster manual was not much better.

As such, we have to turn to other sources to gain insight into the creature.  I can think of two in-depth examples right off, though of course there are hundreds, since making one character that looks like an existing character is an old Hollywood trope.  It is effective, creepy and -- in terms of production costs -- cheap.  But while the T-1000 turning into John Connor's foster parents is a familiar enough motif, there are only two examples I can think of that attempted to dig deeper into a doppelganger's motives and mental state -- and both were "heroes," not villains, while neither ever used the term "doppelganger."

Some argument can be made that Mystique wasn't exactly heroic.  Her character was waltzed back and forth across the line of pragmatism so much that it eventually suffered from the necessity to satisfy the plot rather than maintaining a strict and acceptable character.  Even Jennifer Lawrence got to the point where she didn't want to play the character any more, a fact that was obvious from the way she walked through the part in the last two movies (and the reduction of her make-up quality because either the actress didn't have time to sit in a chair for six hours or agreed to sign on again only if she didn't have to).

But, the question of whether a doppelganger actually likes looking like someone else, or many someone else's, is a good dramatic question.  In D&D, the matter is settled because adopting another persona gets the doppelganger what it wants: power.  Asking a natural shapeshifter if it gets tired of reshaping itself is something like asking me if I get tired of eating, sleeping, writing or going for a walk.  Of course, yes, sometimes I do get tired of these things.  I don't know what to eat, I have things to do and I don't want to go to bed yet, I don't know what to write, I don't feel like a walk today.  But these things are actually so natural, and often filled with such moments of joy and satisfaction, that nothing about them are enough to make me stop.  Logically, a doppelganger could no more seriously want to stop changing shape than one of us would want to stop showering to get clean.

Then again, D&D has lots of doppelgangers, who have a culture and can share thoughts with each other.  There's only one Mystique.  That would have to really screw up a person.  How exactly it would screw up a person is hard to judge, however, which I would count as the principle reason why the character was never really pursued.  We could afford to give her a few minutes of angst in every film, but then the actual plot has to get resolved, so Mystique, if you wouldn't mind transforming yourself into an army colonel now, we could maintain the film's momentum.

A better investigation took place with Odo in Deep Space Nine, though of course now we're talking about someone who was distinctly an anti-doppelganger.  Much of his unwillingness to change shape resulted from the budget of a television show, especially given how much CGI costed in the 1990s to do relatively simple things believably.  His character had to be designed around that reality, so that most of the time Odo did entire episodes where this didn't take place at all.  It was an extreme case of informed ability -- though an understandable one (not like Riker).  We had to be told that Odo didn't like to change publicly, treating his shapeshifting ability as something dirty, like masturbation, that needed to be hidden in his room because it embarrassed him ... and the show established the reason for that by adding backstory that he was treated like a dancing monkey in his early experiences with humans.  We can relate to this and understand it, so it worked.  Saved the makers of the show lots of money.

[I'm sorry that I tend to see films and television -- particularly the latter -- in terms of how much a particular sequence, set or bit of CGI costed.  One of the reasons I enjoy excessive blockbusters is that the expenditure is so obscene that I stop worrying about how much a particular effect cost, because so much of the film obviously involved thousands of people spending a year of their lives nitpicking over pixels.  I can just forget about budget details.  On the other hand, if I watch something like the Umbrella Academy and some vortex opens after we've just spent 35 minutes watching actors shout and mumble at each other, I am immediately struck by how much that little feature must have cost someone; and when the super-intelligent ape character appears on the scene, I feel a little sad knowing that I'm not going to see that character very much because wow, that would be expensive to have Pogo on screen constantly]

Odo worked as a character because he wasn't especially educated, and his back story did suggest someone without much imagination ... which also subverts every argument that Odo could have saved Deep Space Nine single-handedly.  It is one thing to have enormous power -- it is another to have it without possessing much insight on how to solve problems.  This is something every DM recognizes in the 17th level characters drenched with magic items who find themselves stymied by three levers sticking out of a wall, that must be pulled in some sort of order.

It would be hard for a DM to concoct a character as dense and three-dimensional as Odo ... and certainly impossible to do it from the paltry sum of material that we find written under a monster with Odo's powers.  This is true across the monster spectrum.  The books can give us details on how a monster functions, but that is really just the machinery.  The actual motivation underlying the monster is hard to convey, and frankly most "monster books" don't even try.  The pleasant benefit of working online, in a blog or on a wiki, is that space is not relevant; nor is a "final version," which is what the WOTC adopts anyway because surely no one has looked at their monster compendium pages since they were first put in place, probably five or six years ago.  A creative soul can, like a television show that allows a character to be explored episode to episode, return to the original material and keep adding more.  Details that were lacking, an explanation of motivation, a hint as to how a particular power could be used or how to subvert it, can be thrown in as it occurs to the creator and, ultimately, the user as well.

So, today's monster is the doppelganger.  I had fun working it up this morning, using notes from other sources in order to build a better picture.  Found a good picture for it, too.


9 comments:

  1. I will say, in defense of 5e, that there's more information presented in the Monster Manual. WotC just isn't giving anything but mechanics out for free.

    But that said, I find your entry to be much more useful and insightful, particularly in regards to how to discover one and how it behaves in a confrontation.

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  2. "Psychology of the Doppleganger" Dragon #80 also hints at elements of the alien: https://annarchive.com/files/Drmg080.pdf

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  3. I had a look at the doppelganger in the 5e Monster Manual.

    I read the story in the Dragon.

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  4. For cinematic doppelgangers, my inspiration has long been the black-eyed skin-changers in the film Krull...driven by their dark overlord but still capable of empathy (due in part, perhaps, to their ESP abilities).

    This version reminds me quite a bit of the Marvel comic "Skrull" species or any number of insidious hide-in-plain-sight alien invader stories. Which is okay, I suppose...but then why haven't they yet taken over the world? Yes, Penetrate Disguise is a 1st level spell, but are doppelgangers such a known threat that clerics are regularly casting it on the local lord-mayor, guild masters, city elders, etc.? I would think it would be worth the risk of discovery...especially if there's a whole species infiltrating positions of power, supporting each other in their charade. These are, after all, "Very" intelligent creatures.

    I'd be interested in knowing how (and how fast) they reproduce...I can only assume their numbers are especially low, else they would have already gained the upper hand on humanity. Can they mate with the creatures they duplicate? This would seem unlikely, but they have such tremendous control over their own anatomy already (even mimicking blood!)...in some campaigns that might be possible with all sorts of strange repercussions. The creature would probably be easier to handle if it was some sort of magical creation (like a golem or a T-1000)...but not necessarily as interesting.

    I've used doppelgangers to good effect in my games, but I haven't really considered their wider application and potential beyond a tricky encounter for players. This gives me some food for thought. Thanks.

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  5. Those questions are worth answering on the wiki; I think I can provide some background to explain them.

    Rather than trying to shoe-horn ignorance about magic/witchcraft in the real world into D&D, where magic does exist and everyone knows it does, I see magic as an everyday tool that capable people wouldn't hesitate to use. I can see three circumstances in which a penetrate disguise would threaten a doppelganger if it tried to become, say, the King of England.

    1) The King, being under constant supervision all his life, begins to act oddly and fails to remember private, personal events that happened years ago. As part of the diagnostic process, someone ticking off the list asks if anyone has done a penetrate disguise.

    2) As standard operating procedure, to cut down on the danger of the king being assassinated, strangers to the court are regularly checked for being disguised (as the spell will also reveal a pretender using alter or change self spells in order to gain access). By pure chance, looking around after casting the spell, the caster happens to glance at the king and sees he's a doppelganger.

    3) A small whip of a mage, just 1st level, is looking around for a way to make a name for himself. He has a penetrate disguise, and everyday he likes to go to the market place and see who he can expose, just for fun. One day, he goes to a grand event when the king will come out on the balcony to speak ...

    The risk is just too high in a place where there are too many observers. But in a town of a couple thousand or so, any yokel with a penetrate disguise spell can be identified and eliminated, while more powerful people can be duped or bribed into the conspiracy.

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    1. My thought was more towards the doppel’s “long game:” not replacing the king for example, but his teenage heir...and then arranging for an accident to befall his father (perhaps with a couple well-places doppelgängers among the court).

      Does Penetrate Disguise reveal the creature’s true form to all observers? Or is the revelation only to the caster (i.e. an Emperor’s New Clothes kind of deal) while the creature remains disguised? It is unclear in the wiki description...and I meant to ask that in my original comment.

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  6. The courtier would still be subject to the random chance penetrate disguise, that happened to sweep a room and reveal the doppelganger.

    The range, "self," means that the caster cannot make someone else the recipient. So only the caster would know.

    It could be an adventure: you, party member, have just discovered that the assistant to the High Chancellor is a doppelganger. How do you convince others in power? How do you personally address the issue? Do you ignore it? Do you make a deal, attempting to extort the creature?

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  7. I hate 5e monster descriptions, because there is no actual description. Every monster gets something like a whole page, and they can't bother to put in a single line about what it looks like or how it behaves! We only know its stats and special abilities, yeah you can infer some behavior from the abilities, but that is very limited. Some of the old monster ecology articles were shorter than the 5e stat blocks. The art is only way a reader can possibly know what a monster looks like, aside from the traditional mythological ones. It's not just WOTC either, other monster books I've seen for 5e follow the same formula. I'll stop ranting now, its just probably what I the most about 5e

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  8. As I work through the monsters on my wiki, Lance, I'm doing all I can to squeeze life into them.

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