There is a matter that I have been pondering lately. Given its direct relevance to Planescape, I thought I'd bring it here to see what you think.
How does one make a fiend a sympathetic literary character?
I'm sure many of us have heard the idea that the best villains are the ones that believe they're trying to do right. This holds true in many cases. However, it's also quite possible to have solid antagonists that really are bad people. Most of these antagonists are already humanized or humanlike, though. Or they're specially crafted for the sake of the story they're in. They goals and motivations that readers can associate with and understand on the human level. The key to making a solid villain is giving your readers (or players) some way to associate with the villain, whether they're the "misguided good intentions" or the "really a bad guy" type.
Can this be applied to fiends? "Evil just to be evil" is often critiqued as a "bad" or "poorly developed" antagonist, yet that's just what a fiend is. They are evil because that is simply what they are. In the grand scheme of Planescape, this works. But it doesn't prove as interesting on the micro level. So is there a way to make fiends sympathetic?
Certainly, some specific fiends are sympathetic characters. Shemeshka and A'kin, for example, are characters that are much easier to associate with as a villain than simply "yugoloths" or even "arcanaloths." But I would argue that this is because they specifically try to associate with humanity. They have human sympathy because they deliberately interact on that level. Can the same be said for all fiends? Can you take a random, arbitrarily chosen tanar'ri and spin his desires for chaos, slaughter, and destruction in such a way that the reader can associate with him? Or do you have to leave his "chaotic evil" nature as a backdrop and develop his other aspects? Can you spin the baatezu as a whole in a way that readers can better associate and understand them or should the treatment be reserved only for specific fiends?
These are just hypothetical examples, but literary critics are often right when they say that evil for evil's sake does not a good villain make. How would you work with your fiends, on the macro or micro level, to make them interesting, sympathetic villains?
Well, fiends are evil, with a capital E, but why are they evil. They are evil because they are made of evil, literally. Their entire environment is made of evil. A tanar'ri has to be a survivor to make it to a higher form, and the nature and depth of its power determines its form. Baatezu are defined by their heirarchy as much as their environment, and must be survivors as well. The trick, I think, is to make the reader question, "Well, what if I showed up on the shoals of despond, and was recruited into the heirarchy of Baator? What would I have to do to survive?" This is why Orcus/Tenebrous works as a villain. Orcus is the greatest success story of the Abyss, having clawed himself up from a lowly mane to a demon lord, slain twice, and back in power after all that.