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Posted: Mon May 15, 2006 7:01 am
Personally, I hate the alignment system that D&D uses. In fact, I hate most alignment systems. It seems to me that it squashes a person's ability to play an actual character and forces them to play the alignment, instead. I feel that this strips away a lot of the depth that can be achieved in roleplaying. Plus, alignment is so open to individual interpretation that I find it nigh useless. So, I usually toss out the alignment system in my games.
So, what about characters that have strict alignment requirements then? Though it is a lot of work, what I usually do is sit down with my player and create a "Code of Conduct" based on the character's class. This way, there is a definite, hard line drawn where the character can and can't go and still maintain their class/powers. This works especially well for monks and paladins.
Barbarians....I've never understood the need for them to be chaotic. I can see where the game creators are coming from, in that any character that flies into rages isn't going to be lawful. However, that's just one aspect of lawfulness (personal conduct). The other aspect is societal conduct. Now, I would think that a barbarian could be incredibly lawful when it comes to their own tribe. They can observe the traditions and laws of their own culture strictly. In fact, I imagine them to do just that. However, they probably have little regard for the law of civilized lands. So, because they don't care about the law of...say...Cormyr, does that make them entirely chaotic? After all, back home they follow the law and, probably, continue to follow their own law as they travel (i.e. only eating the meat of what they kill themselves, bathing in snows once a month, etc.)
I just find the alignment system far too ambigious and restrictive. I find that people actually play characters when there is no alignment. They think about their character's background and personality when making a decision, rather than thinking "Hey, he's chaotic good....would he do this?" Plus, it makes it much easier for people to play "evil" characters, if they wish, and have them mesh well with a mostly "good" group. Again, if you are focused on the character's background, then the "good" and "evil" tend not to clash as much because it isn't in the forefront of the player's minds.
So, what do you think?
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Posted: Mon May 15, 2006 9:37 am
I think the alignment system serves a purpose in the game. Without alignments some players would wildy vary in their actions, and the way they play. Having an alignment serves as a guideline for the way the character thinks and acts, since your character is seperate from "you" and would not always agree with the way "you" think or feel.
A barbarian is chaotic, he rages, and he uses his own code of laws. Usually the tribal rules are very loose, and enforced by might instead of a sense of honor or the well-being of the group. This does not fit the description of a lawful society. A lawful barbarian wouldn't make sense, and without the chaotic alignment I believe raging would not be possible.
Also, whether I am running or playing in a game, I prefer the players to be the heroes, just like they are in the D&D novels. I have a hard time getting into an evil campaign, and find evil characters are often very disruptive to the game. They are just not in it for the right reasons to fit into most adventures. Good and evil are meant to clash in a D&D game. Without this, what would be the point?
While the alignments descriptions in the PHB are slightly vague, it is meant to be that way, to allow a wider range of characters. I think you need to pay more attention to the use and description of the alignments in the DMG, as they appear to me to be an essential and necassary part of a campaign.
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Posted: Mon May 15, 2006 10:21 am
I tend to disagree, somewhat.
I've found that once you take the emphasis off of alignments, that you no longer have the clash between good and evil characters. The emphasis within the player's mind is no longer "I should disagree with him because he's evil" (which is often the case. Clashes arise merely because the players think there should be a clash) and turns to more reasonable causes for disruption. For example, an "evil" character can still be perfectly civil and charming. He is, of course, not going to announce that he has ulterior motives for anything. Thus, without looking at the character sheet and seeing that "NE" is on his sheet, you would never know that he is evil as long as everyone in the group is moving towards the same goal. (People can have wildly varying reasons for doing anything. You can do a good deed for purely selfish (evil) reasons.) So, ultimately, there is no reason for the "good" characters to get bent out of shape over him being part of the group.
I agree that the alignment system offers a way to differentiate between what you and your character feel. However, I feel that it is not a very good way of doing it. The emphasis should be on the character's background and personality. As long as the player has created an in-depth character with a full-fledged history, differentiating between player and character shouldn't be a problem. I would say that alignments are to be used when you have created a "cardboard" character.
I still think that raging can be possible with a lawful alignment. Rage, by the definition of the PHB, is something that the player choses to have happen. It is not completely random. He does not lose sight of who his allies are. He does not attack anything that gets close to him in a random fashion. Thus, it could be said that a barbarian has learned to channel his anger into something useful, and this would take some small bit of discipline to achieve. I understand what you are saying and I understand why the designers made it this way. But, I don't see where it is absolutely necessary.
I run a lot of "grey" campaigns. There is no definite good or evil. There are merely varying shades of grey and, personally, I find these more interesting than "good vs. evil." To give the players freedom to explore along the gradients of morals and ethics when playing is far more satisfying, to me, than playing out the tried and true "you are good, therefore you must do X" scene.
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Posted: Mon May 15, 2006 4:00 pm
I find that the alignment system works quite well. Some of my friends tend to disagree what exactly a certain character must do. For example does a paladin have to save a burning city even though he knows he will die or can he walk away in clear thought. Simple things like that. Adds dimension to the game if you don't all agree on one thing wink
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Posted: Mon May 15, 2006 4:47 pm
Well, just because you can see the LE on the character does not mean your character would know that. There is no outward appearance or indication of alignment, and player knowledge should be seperate from character knowledge, as any good RPGer know. So unless you cast an alignment detection spell you wouldn't know if someone was evil or not. For an example of the seperation of knowledge, I can build computers, but my cleric I play cannot.
I believe a character only ends up being "cardboard" if you play him that way, no matter what his alignment is. I do put an emphasis on backstories and good role-playing in my campaigns, as they are a major part of any good game. I also like to blur the lines between good and evil, and give neutral characters a reason to act in and enjoy the story. But there comes a point, say when I put a princess in distress, where good and neutral characters would feel the need to act, and an evil character simply would not care usually, and the evil character then becomes useless to the game and the other players. An evil character can be a good addition, if the right person is playing it, otherwise they can become quite useless.
Still, to say that one character is "good" and the other "evil" requires the mechanic of alignment. To do away with alignment does away with this distinction. It sounds like your problem with alignment is more a matter of bad roleplaying than any actual hinderance it causes. Any player can be a bad roleplayer, especially if he uses knowledge such as another character's alignment, which his character would not know, in the game.
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Posted: Tue May 16, 2006 10:11 am
BloodOnWhitePetals Well, just because you can see the LE on the character does not mean your character would know that. There is no outward appearance or indication of alignment, and player knowledge should be seperate from character knowledge, as any good RPGer know. So unless you cast an alignment detection spell you wouldn't know if someone was evil or not. For an example of the seperation of knowledge, I can build computers, but my cleric I play cannot. That's my point! No, your characters don't have any concept of alignment. However, in the player's mind, he thinks to himself "My character is evil, therefore I must act evil. Evil always acts like this." It has nothing to do with separating character knowledge from player knowledge....and nothing to do with how other characters perceive the evil character....it has to do with the way the player perceives how his own evil character should behave. I've found that when you label the character as "evil", within the person playing the evil character's mind, they automatically pigeonhole the character into having set of behaviors x, y, and z because that is what evil characters do. A character can be evil without being a murderer. A character can be evil without pillaging every village he comes across, raping virgins, stealing from companions.... A character can be thoroughly evil and still be civil and utterly likeable. But, it's so ingrained in many people's minds that evil is always the extreme, that they don't play the more quiet type of evil. So, by doing away with alignment, you can free the person to simply play a character with Personality/Background X rather than Alignment Y. Did that make sense? I'm not sure I'm explaining that properly.... Quote: I believe a character only ends up being "cardboard" if you play him that way, no matter what his alignment is. I do put an emphasis on backstories and good role-playing in my campaigns, as they are a major part of any good game. I also like to blur the lines between good and evil, and give neutral characters a reason to act in and enjoy the story. But there comes a point, say when I put a princess in distress, where good and neutral characters would feel the need to act, and an evil character simply would not care usually, and the evil character then becomes useless to the game and the other players. An evil character can be a good addition, if the right person is playing it, otherwise they can become quite useless. When I say cardboard character, I am refering to a character that is purely stats with no background at all. These are usually used in good, ol' dungeon crawls where it isn't expected that there is going to be much (if any) character development or roleplaying. But, why wouldn't an evil character rescue the princess? That's an opportunity for riches...and influence! You've saved the princess, surely she will give you special attention, allowing you to weasel your way into the court, maybe gain a place within the nobility...and then work the politics to your advantage. Evil can have plenty of reasons to do a good deed. Quote: Still, to say that one character is "good" and the other "evil" requires the mechanic of alignment. To do away with alignment does away with this distinction. It sounds like your problem with alignment is more a matter of bad roleplaying than any actual hinderance it causes. Any player can be a bad roleplayer, especially if he uses knowledge such as another character's alignment, which his character would not know, in the game. No, it's not really that. I really do find it to be hindering when it comes to defining the characters. (Though I have run into my fair share of bad RPers.) Thus, I don't use the alignment mechanics at all. There are plenty of games out there that don't use them, so I don't see how they are completely necessary to any game. By the way, thanks for a good discussion! I'm enjoying this. biggrin
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Posted: Tue May 16, 2006 12:04 pm
I like Alignments, personally I see it as how they think, or act. Like Jagir The Chaotic Evil FIghter, thinks in much different terms then his cousin Dinish The Red the Lawful good fighter. I could see lawful barbarians, and lawful bards. Whats to stop a bard from becoming loyal to a king, queen or kingdom? I like the second edition bards better, they all had to be one step neutral, so no CE,LE,CG,or LG.
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Posted: Tue May 16, 2006 10:29 pm
see, when I make a character, I create it's personality in my head first, then I look through, and decide how that personality would fit into the alignments, and pick my alignments like that. Also, it's the players faults if they go the extremes with any evil. There are three evil alignments for a reason. A character can be evil and still be civil and utterly likeable, sure. But they're most likely not a chaotic evil character. Plus the alignments aren't like a definition of your character, it just helps to decide things like, what motivates your character, and so on. A chaotic neutral character is alot less likely to save the princess without it benefiting himself a great deal than the lawful good, who would essentially jump at it. And an evil character might do it, but they're more likely to "save the princess", only to ransom her for themselves. Also, alignment isn't exactly possible to rid of from a game without having completly unrealistic characters (people who's mood go from one extreme to the next eaisly-one day they're helping people and taking no money, the next they want to kill everyone they come across). All you're technically doing is making everyone neutral, perhaps with some mood swings.
Besides, Alignment doesn't have to restrict. You could have a character who gradually falls down the path of darkness, and so their alignment can shift. Alignments aren't set in stone, just like people's personality can change in real life. The lawful good fighter who watches his family slaughtered in front of him, his wife raped, and so on, may not want to allow the culprits to get away with just going to jail. They may start thinking in a less than "lawful" way, which will of course shift their alignment the more it happens.
And I think it was said somewhere, but alignments work really well for limiting how you want players to play. A chaotic evil character can cause alot of problems in a campaign. Especially if you have the LG paladin who can use detect alignment and realize what he is. But even without, you can guarantee they will clash, because their alignments are so different. And while some conflict in a party can be interesting, too much just causes problems. A Chaotic Evil character by definition is...well...chaotic, and could turn on the party at any point, especially if it suits him to do so.
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Posted: Thu May 18, 2006 9:24 am
He just totally stole my response! xp lol Nice observations DarkHayama 3nodding
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Posted: Thu May 18, 2006 1:42 pm
Wow. I wish I could explain something like that...
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Posted: Fri May 19, 2006 10:16 am
BloodOnWhitePetals He just totally stole my response! xp lol Nice observations DarkHayama 3nodding Well, I've discussed alignments before with friends. And discussed how they fit into the real world. So, none of that was new.
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Posted: Fri May 19, 2006 3:36 pm
Have to agree with DarkHayama's statement, besides alot of spells and auras have to do with alignments, you wouldnt be playing a complete Dnd style game if you didnt use them, I can see someone not using alignments and fighting a paladin then when the DM says they just missed cause of the paladins aura they claim to be neutral while 10 minutes earlier they slaughtered a halfling village.
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Posted: Fri May 19, 2006 4:09 pm
ah yes, a point I didn't think of, things that specifically involve aura. Spells, and even more so...abilities. What good is a Paladin when he can't really "Smite Evil" because you don't have alignments. And how do you decide whether the cleric can spontaniously cast heal or inflict spells?
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Posted: Fri May 19, 2006 7:01 pm
You should join AI-chan's BESM game if you'd like to try a system that doesn't use any kind of alignment system and still works.
I also agree with the most recent point, there are far too many things in D&D that require alignments. Class abilities, classes, spells, and magic items are just a few examples of things that often use alignments, and would require changing and/or removing to allow a game to work without them.
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Posted: Mon May 22, 2006 1:01 am
What I hate are alignment stereotypes........
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