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Switch to Forum Live View Why Bother with Alignment?
4 years ago  ::  Feb 24, 2009 - 7:00AM #4011
wrecan
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Date Joined: Jun 23, 2005
Posts: 17,727

Scypio wrote:

The second response should be changed to:
"Some players enjoy a consequence mechanism to player actions."


Every mechanic is a consequence mechanism to player actions. That wouldn't be a counter to my argument.

Since my argument is that alignment is bad because the negative consequences discourage some types of non-disruptive roleplay, the counter would have to be that some players enjoy the negative consequences.

I don't think he was arguing to only get negative consequences.


He wasn't. But his justification of the mechanic was that some players enjoy the negative consequences, which would mean theydon't discourage roleplay.

if you don't experience bad experiences, the good doesn't seem as good (my opinion).


Which has little to do with my argument. I'm not saying mechanics should never punish, but that they shouldn't be designed in a way that discourages certain types of nondisruptive roleplay.

wrecan's argument Show

[list=I]
  • PREMISE: Non-masochistic players are discouraged by negative consequences that are unevenly distributed among characters.
  • PREMISE: Rules that discourage non-masochistic players from role-playing character personalities that are not disruptive to the game are bad game design. (Evidence: Opinion, but one I am willing to discuss and reconsider if a justification can be provided.)
  • FACT: The rules of AD&D, 2nd Edition AD&D and 3rd Edition D&D contained negative mechanical consequences as part of the rules for alignment.

    • EVIDENCE: AD&D and 2nd edition imposed level loss for alignment change.
    • EVIDENCE: Pre-4th D&D restricted some classes to specific alignments.
    • EVIDENCE: Pre-4th D&D restricted some intelligent items to characters of specific alignments.
    • EVIDENCE: Pre-4th D&D restricted some spell effects to characters of specific alignments.

  • FACT: These negative consequences were unevenly distributed among different types of non-disruptive character personalities.

    • EVIDENCE: The rebellious monk (previously described in thread)
    • EVIDENCE: The orderly bard (previously described in thread)
    • EVIDENCE: The paladin of St. Cuthbert (previously described in thread)
    • EVIDENCE: The PC equipoised between two intelligent items (previously described in thread)
    • EVIDENCE: The TN cleric of Bane (previously described in thread)
    • EVIDENCE: Even the developers admitted that the rules encouraged players to create TN characters so as to avoid being hit by alignment-specific effects (previously described in thread)

  • CONCLUSION: Alignment, as it was presented before 4th edition, was badly designed.
    Q.E.D.

    Some Counter-Arguments:
    [list=I]
  • It reinforces a campaign world in which good, evil, law and chaos are supra-deific forces.
    • Response: I don't believe that D&D's scope should be limited to such worlds.

  • Some players enjoy the negative consequences or alignment.
    • Response: I don't believe game design should be catering to masochists.

  • Alignment can be useful as a shorthand for personalities and/or goals.
    • Response: No mechanics are needed for personality tests.

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    4 years ago  ::  Feb 24, 2009 - 8:08AM #4012
    Scypio
    Date Joined: Dec 11, 2007
    Posts: 3,203

    wrecan wrote:

    Every mechanic is a consequence mechanism to player actions. That wouldn't be a counter to my argument.

    Since my argument is that alignment is bad because the negative consequences discourage some types of non-disruptive roleplay, the counter would have to be that some players enjoy the negative consequences.


    Or you can argue that the negative consequences are worth the positive ones. (which is my stance)

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    4 years ago  ::  Feb 24, 2009 - 8:35AM #4013
    lofgren
    Date Joined: Dec 27, 2008
    Posts: 4,754

    Scypio wrote:

    Isn't it good that you can weigh the good vs the evil and make some sort of judgement call? That's more useful than simply saying it cannot be done because he exhibits both qualities.


    No. Not in the least. What the hell would it be useful for?

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    4 years ago  ::  Feb 24, 2009 - 9:18AM #4014
    wrecan
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    Date Joined: Jun 23, 2005
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    Scypio wrote:

    Or you can argue that the negative consequences are worth the positive ones. (which is my stance)


    Are the positive consequences other than...
    1) It reinforces a campaign world in which good, evil, law and chaos are supra-deific forces, or
    2) Alignment can be useful as a shorthand for personalities and/or goals.

    If so, what are the positive consequences?

    wrecan's argument Show

    [list=I]
  • PREMISE: Non-masochistic players are discouraged by negative consequences that are unevenly distributed among characters.
  • PREMISE: Rules that discourage non-masochistic players from role-playing character personalities that are not disruptive to the game are bad game design. (Evidence: Opinion, but one I am willing to discuss and reconsider if a justification can be provided.)
  • FACT: The rules of AD&D, 2nd Edition AD&D and 3rd Edition D&D contained negative mechanical consequences as part of the rules for alignment.

    • EVIDENCE: AD&D and 2nd edition imposed level loss for alignment change.
    • EVIDENCE: Pre-4th D&D restricted some classes to specific alignments.
    • EVIDENCE: Pre-4th D&D restricted some intelligent items to characters of specific alignments.
    • EVIDENCE: Pre-4th D&D restricted some spell effects to characters of specific alignments.

  • FACT: These negative consequences were unevenly distributed among different types of non-disruptive character personalities.

    • EVIDENCE: The rebellious monk (previously described in thread)
    • EVIDENCE: The orderly bard (previously described in thread)
    • EVIDENCE: The paladin of St. Cuthbert (previously described in thread)
    • EVIDENCE: The PC equipoised between two intelligent items (previously described in thread)
    • EVIDENCE: The TN cleric of Bane (previously described in thread)
    • EVIDENCE: Even the developers admitted that the rules encouraged players to create TN characters so as to avoid being hit by alignment-specific effects (previously described in thread)

  • CONCLUSION: Alignment, as it was presented before 4th edition, was badly designed.
    Q.E.D.

    Some Counter-Arguments:
    [list=I]
  • It reinforces a campaign world in which good, evil, law and chaos are supra-deific forces.
    • Response: I don't believe that D&D's scope should be limited to such worlds.

  • Some players enjoy the negative consequences of alignment.
    • Response: I don't believe game design should be catering to masochists.

  • Alignment can be useful as a shorthand for personalities and/or goals.
    • Response: No mechanics are needed for personality tests.

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    4 years ago  ::  Feb 24, 2009 - 9:28AM #4015
    Scypio
    Date Joined: Dec 11, 2007
    Posts: 3,203

    wrecan wrote:

    Are the positive consequences other than...
    1) It reinforces a campaign world in which good, evil, law and chaos are supra-deific forces, or
    2) Alignment can be useful as a shorthand for personalities and/or goals.

    If so, what are the positive consequences?


    It can give characters with different personalities/goals/actions different choices for character development. These can be are not limited to powers, class features, different paths (paragon/prestige), items, etc.

    Example:
    Fighters with 13 strength can have power attack.
    Fighters with 13 dexterity can have weapon fineses.
    Fighters with 13 intelligence can have combat expertise.

    So fighters with stat X can have feature Y.

    Therefore, applied to personality:
    Fighter with LN alignment can have "judgement" feat.
    Fighter with good alignment can have "holy" feat.
    Fighter with chaotic alignment can have "anarchist" feat.

    So fighter with (personality) stat X can have feature Y.

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    4 years ago  ::  Feb 24, 2009 - 9:33AM #4016
    Scypio
    Date Joined: Dec 11, 2007
    Posts: 3,203

    lofgren wrote:

    No. Not in the least. What the hell would it be useful for?


    I'm pretty sure you can relatively accurately describe why (you think) I would think that is useful. So why even ask?

    Out of curiousity, how far do you hold to these ideals? If I asked you for a brief discription of a novel, would you be opposed to saying "the hero is X who does this", "the villain is after him because of Y", or "he seemed to be a good guy even though he did Z"?

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    4 years ago  ::  Feb 24, 2009 - 9:50AM #4017
    lofgren
    Date Joined: Dec 27, 2008
    Posts: 4,754

    Scypio wrote:

    I'm pretty sure you can relatively accurately describe why (you think) I would think that is useful. So why even ask?

    Out of curiousity, how far do you hold to these ideals? If I asked you for a brief discription of a novel, would you be opposed to saying "the hero is X who does this", "the villain is after him because of Y", or "he seemed to be a good guy even though he did Z"?


    Scypio, sometimes you make very good points, but sometimes you make no sense at all.

    I see no value in deciding that a character in a novel is evil despite X, or good despite Y, without specifying what exactly X and Y are.  If I had to describe one of these characters as good or evil, I would say, "He's good except for X," where X is the most important non-good quality to the story in question.

    If I told a friend that the character was good, and they got to the point in the story where the character did X, my friend would rightfully accuse me of misframing the character, as I neglected to mention X, which makes the character morally dubious.

    If I am playing a character, the list of Xs can get rather long, because there is no telling which X is relevant to the story being told – and from the point of view of myself and my character, ALL Xs are relevant, because the character is entirely made up of Xs and Ys, and is not meant to be aware that he is in a story, and that his X is going to be a major plot point later on.

    More importantly, describing a character who is good despite X as merely "good" is like suggesting that a certain recipe would be good with "citrus fruit" in it, where oranges will add a delicious hint of sweet, while lemons would be deadly poisonous.

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    4 years ago  ::  Feb 24, 2009 - 9:57AM #4018
    mouser
    Date Joined: Apr 21, 2001
    Posts: 559

    wrecan wrote:

    He wasn't. But his justification of the mechanic was that some players enjoy the negative consequences, which would mean theydon't discourage roleplay.


    You're completely missing my point wrecan - as shown by your use of the word "masochist" rather than simply stating as a premise "negative consequences discourage roleplay".

    It isn't that you enjoy receiving negative consequences. But having those consequences mean you have to think about your actions and weigh your decisions. Sometimes you are willing to face those consequences for something greater you believe in, other times not.

    That's what makes for good roleplay.
    Not "Oh boy! I get to be slapped around again!"

    A world where you can do pretty much whatever you want without any consequences breaks down into self gratification pretty quickly. Character will find ways around roleplaying consequences. They may even look at what was meant to be a negative and turn it into a positive consequence for them "Look, more XP riding up the hill after us!" Mechanical consequences are effective as long as they make sense, and most of the ones in 3.x do.

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    4 years ago  ::  Feb 24, 2009 - 10:15AM #4019
    wrecan
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    Date Joined: Jun 23, 2005
    Posts: 17,727

    Scypio wrote:

    It can give characters with different personalities/goals/actions different choices for character development. These can be are not limited to powers, class features, different paths (paragon/prestige), items, etc.


    That's not a function of alignment. The very fact that a character must choose one paragon/prestige path or another forces the choice.

    Adding a prerequisite doesn't force a choice. It limits the choice. In fact, it forces a lack of choice. Instead of "I have five paths to choose," we have "The book offers five choices, but due to alignment, I can only choose from two of them."

    So fighters with stat X can have feature Y.


    Right. Which is why I would never justify the existence of Abilities on the fact that they limit a player's choices of features. That's a drawback of Abilities, not a benefit of them.

    mouser wrote:

    You're completely missing my point wrecan - as shown by your use of the word "masochist" rather than simply stating as a premise "negative consequences discourage roleplay".


    I stated that as a premise: "Non-masochistic players are discouraged by negative consequences that are unevenly distributed among characters."

    I include "Non-masochistic" in the beginning because, by definition, people who enjoy negative consequences are masochists. As set forth in the dictionary: "masochist" means "gratification gained from pain, deprivation, degradation... , esp. the tendency to seek this form of gratification."

    having those consequences mean you have to think about your actions and weigh your decisions.


    Except that, as established above, alignment does that unevenly. So the only people who get to enjoy the negative consequences are those who purposely choose character personalities penalized by them.

    It also means people who do not enjoy the negative consequences, but would otherwise play a character who would incur them, are discouraged. It also means that people who would enjoy them, but would otherwise play a character who would not incur them are discouraged.

    Again, the problem with alignment is that the unevenness of the consequences affects player choices in a way that is not conducive to encouraging roleplay. It's haphazard in that it only benefits those who happen to 1) enjoy the negative consequences and 2) would play a character who would incur negative consequences.

    A world where you can do pretty much whatever you want


    That's a false dichotomy. The alternative to alignment is not a world without consequences.
    wrecan's argument Show

    [list=I]
  • PREMISE: Non-masochistic players are discouraged by negative consequences that are unevenly distributed among characters.
  • PREMISE: Rules that discourage non-masochistic players from role-playing character personalities that are not disruptive to the game are bad game design. (Evidence: Opinion, but one I am willing to discuss and reconsider if a justification can be provided.)
  • FACT: The rules of AD&D, 2nd Edition AD&D and 3rd Edition D&D contained negative mechanical consequences as part of the rules for alignment.

    • EVIDENCE: AD&D and 2nd edition imposed level loss for alignment change.
    • EVIDENCE: Pre-4th D&D restricted some classes to specific alignments.
    • EVIDENCE: Pre-4th D&D restricted some intelligent items to characters of specific alignments.
    • EVIDENCE: Pre-4th D&D restricted some spell effects to characters of specific alignments.

  • FACT: These negative consequences were unevenly distributed among different types of non-disruptive character personalities.

    • EVIDENCE: The rebellious monk (previously described in thread)
    • EVIDENCE: The orderly bard (previously described in thread)
    • EVIDENCE: The paladin of St. Cuthbert (previously described in thread)
    • EVIDENCE: The PC equipoised between two intelligent items (previously described in thread)
    • EVIDENCE: The TN cleric of Bane (previously described in thread)
    • EVIDENCE: Even the developers admitted that the rules encouraged players to create TN characters so as to avoid being hit by alignment-specific effects (previously described in thread)

  • CONCLUSION: Alignment, as it was presented before 4th edition, was badly designed.
    Q.E.D.

    Some Counter-Arguments:
    [list=I]
  • It reinforces a campaign world in which good, evil, law and chaos are supra-deific forces.
    • Response: I don't believe that D&D's scope should be limited to such worlds.

  • Some players enjoy the negative consequences of alignment.
    • Response: I don't believe game design should be catering to masochists.

  • Alignment can be useful as a shorthand for personalities and/or goals.
    • Response: No mechanics are needed for personality tests.

  • Quick Reply
    Cancel
    4 years ago  ::  Feb 24, 2009 - 10:29AM #4020
    Hocus-Smokus
    Date Joined: Apr 12, 2008
    Posts: 7,208
    So...has anyone changed their minds yet concerning alignment? Surely after 134 pages and 4000+ posts of back-and-forth, opinions would begin to alter.
    In fond memory of Mark "Wrecan" Monack.
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