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Switch to Forum Live View Alignment: Opinions and Preconceptions
7 months ago  ::  Dec 07, 2012 - 11:48AM #161
Centauri
Date Joined: Jul 21, 2004
Posts: 9,999

Dec 7, 2012 -- 11:08AM, Panartias wrote:

But what it does for example (in the quick and dirty way) is to show you how the group will work together. Are they bound to fulfill their contracts. Is there going to be much in-fight or differing opinions within the group?!


It doesn't tell you that, if for no other reason than because, as has been pointed out, alignments can change. Players are "allowed" not to do what the DM expects them to do via their alignment, and if they do the DM changes their alignment.

This is exactly where people set themselves up to have a problem with alignment: they sit down with a group of, say, Good PCs, and present them with an adventure that Good characters should be interested in taking on. The players find the adventure boring, or not engaging, or have some other issue with it, and the DM starts tugging at the alignment reins to force them to be interested. Other in-game "facts," such as racial hatreds or patriotisms can also be appealed to, but sometimes people pick races, alignments, or factions for reasons other than playing them to the hilt, and assuming that it's useful to tug on those choices to manipulate the players can very easily cause problems.

Dec 7, 2012 -- 11:08AM, Panartias wrote:

Is one player going to be disruptive – say backstab another character or steal from him?! This might show in his alignment.


Or it might not. And even if it does, alignment is not a valid excuse for such behavior.

Dec 7, 2012 -- 11:08AM, Panartias wrote:

A group with a wide variety of alignments is more difficult to handle generally and they need to work a good reason in their backstory why they work together in the first place.


What do you mean by "handle"? And yes, many GMs find it useful to state upfront that the PCs can have any personality they want, as long as they can work together. Literature is full of characters allied by necessity.

People who like alignment might like to try Dungeon World, the new-old fantasy adventure RPG. Each class has a choice of alignments (even paladins, who can be Good or Lawful), and an action they must perform if they want a point of XP from their alignment, which they can get once per level. Characters are bonded together not by alignment, but by "bonds," which can also grant XP, in addition to a way to assist (or hamper) them.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Dec 07, 2012 - 12:03PM #162
Yokel
Date Joined: Oct 24, 2012
Posts: 208
I think if you need to use examples that are not D&D to explain things that are part of D&D, then (#1) the part you are explaining is poorly designed or (#2) you are bad at explaining things. The people who always defend alignment like it is from holy books are pretty good at #2. So I think it is really #1. Alignment is poorly designed.
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7 months ago  ::  Dec 07, 2012 - 12:33PM #163
Kailmung
Date Joined: Nov 28, 2012
Posts: 84
Fine, that is all fine that you think that ... if you wanted a discussion about the "facts" of alignment.

But your thread ... says opinon on alignment.

Opinons can't be wrong. You can disagree with them, but they aren't wrong, in the traditional sense.
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7 months ago  ::  Dec 07, 2012 - 12:35PM #164
DaBeerds
Date Joined: May 25, 2012
Posts: 434

This is exactly where people set themselves up to have a problem with alignment: they sit down with a group of, say, Good PCs, and present them with an adventure that Good characters should be interested in taking on. The players find the adventure boring, or not engaging, or have some other issue with it, and the DM starts tugging at the alignment reins to force them to be interested.




That is bad DMing and/or poor choices on the part of the players, not a flaw with the alignment system.

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7 months ago  ::  Dec 07, 2012 - 12:39PM #165
Centauri
Date Joined: Jul 21, 2004
Posts: 9,999

Dec 7, 2012 -- 12:35PM, DaBeerds wrote:

This is exactly where people set themselves up to have a problem with alignment: they sit down with a group of, say, Good PCs, and present them with an adventure that Good characters should be interested in taking on. The players find the adventure boring, or not engaging, or have some other issue with it, and the DM starts tugging at the alignment reins to force them to be interested.


That is bad DMing and/or poor choices on the part of the players, not a flaw with the alignment system.


It's quite possible and easy to make fun, quick, engaging combat using the core 4th Edition rules, yet it was decided to make changes to the game the make it even easier, and clearer, and even that wasn't enough so they're making a new edition. Even though the problem was really just bad DMing and/or poor choices on the part of the players.

No, at some point the blame lies with the mechanics. That is clearly the case with alignment. Just because it can be made to work, doesn't mean it's a good system.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Dec 07, 2012 - 1:00PM #166
Zaramon
Date Joined: Oct 19, 2012
Posts: 1,426

Dec 7, 2012 -- 5:48AM, Yokel wrote:

This thread is for opinions, Chiba. Of course the things I am saying in it are opinions. It even have "OPINION" in the title!




I'm going to refer you back to erachima's post about opinions.

Dec 7, 2012 -- 5:48AM, Yokel wrote:

ALso, sole purpose is not necessarliy that they made it for that. Is just what it is and what happens when many tables use alignment - arguments. Same reason you and the others make the threads about alignment. So you can argue with people about it.




It's other people who come into those threads with their misguided ideas about the system who start arguments. Alignment arguments only happen when people bring their own prejudiced about them to the table.

Dec 7, 2012 -- 5:48AM, Yokel wrote:

Here, this is the link to go talk about previous edition where alignment belongs - in the past with the other bad ideas: community.wizards.com/go/forum/view/7588...




Alignment must be a bad idea, that's why Michael Moorcock was a failure of a writer....oh, wait a sec....

Dec 7, 2012 -- 5:48AM, Yokel wrote:

And you are making my point about the people who defend alignment can't stop from using examples that aren't D&D. Onions? Why do the people who defend alignment love to use example other than D&D to try to prove points? It's funny because all of you do it.




Examples that aren't D&D? People use examples from multiple settings all the time, and there is nothing wrong with using analogies. Especially since alignment didn't start with D&D in the first place.

Dec 7, 2012 -- 12:03PM, Yokel wrote:

I thinThe people who always defend alignment like it is from holy books are pretty good at #2. So I think it is really #1. Alignment is poorly designed.




I don't think anyone who does defend alignment treats it that way. I know I don't. It's just another part of the rules. I only defend it because so far every single grievance save for one (Complicating plot development.) has been due to a misconstruction of the RAW and the purpose of alignment.

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7 months ago  ::  Dec 07, 2012 - 1:42PM #167
Panartias
Date Joined: Dec 31, 2007
Posts: 500

Dec 7, 2012 -- 11:48AM, Centauri wrote:

Dec 7, 2012 -- 11:08AM, Panartias wrote:

But what it does for example (in the quick and dirty way) is to show you how the group will work together. Are they bound to fulfill their contracts. Is there going to be much in-fight or differing opinions within the group?!


It doesn't tell you that, if for no other reason than because, as has been pointed out, alignments can change. Players are "allowed" not to do what the DM expects them to do via their alignment, and if they do the DM changes their alignment.


I played mostly 2ed AD&D where alignment was handled more restrictive. There were more classes with alignment-restrictions and to change ones alignment meant you needed twice the usual amount of XP for the next level – apart from consequences for the aforementioned classes. Yes that’s a lot of punishment which most of you would probably hate. (And which sounds more like a straightjacket then a roleplaying aid) The Intention was probably that everyone should think before about what type of character to play and not change that every few sessions without a very good reason.

Dec 7, 2012 -- 11:48AM, Centauri wrote:

This is exactly where people set themselves up to have a problem with alignment: they sit down with a group of, say, Good PCs, and present them with an adventure that Good characters should be interested in taking on. The players find the adventure boring, or not engaging, or have some other issue with it, and the DM starts tugging at the alignment reins to force them to be interested. Other in-game "facts," such as racial hatreds or patriotisms can also be appealed to, but sometimes people pick races, alignments, or factions for reasons other than playing them to the hilt, and assuming that it's useful to tug on those choices to manipulate the players can very easily cause problems.


Then there is either something wrong with the adventure or the players haven’t chosen the race / alignment / faction they really want to play (Or I’m just missing your point here) When we take “The Hobbit” as an example, the dwarves are hold together by race, alignment, family (clan) bonds and their goal…

Dec 7, 2012 -- 11:48AM, Centauri wrote:

Dec 7, 2012 -- 11:08AM, Panartias wrote:

Is one player going to be disruptive – say backstab another character or steal from him?! This might show in his alignment.


Or it might not. And even if it does, alignment is not a valid excuse for such behavior.


We agree on this! But a dislike for alignment came in my experience often from players, who wanted to behave in such a disruptive way. A way around the alignment problem could be in this case to have “Detect Evil” just detect hostile intentions towards you (and “Protection from Good/Evil” work likewise against enemies)

Dec 7, 2012 -- 11:48AM, Centauri wrote:

Dec 7, 2012 -- 11:08AM, Panartias wrote:

A group with a wide variety of alignments is more difficult to handle generally and they need to work a good reason in their backstory why they work together in the first place.


What do you mean by "handle"? And yes, many GMs find it useful to state upfront that the PCs can have any personality they want, as long as they can work together. Literature is full of characters allied by necessity.


Again we seem to agree. By “handle” I mean that the characters might argue more among themselves, the different alignments reflecting different personalities (I know they don’t have to).  

Dec 7, 2012 -- 11:48AM, Centauri wrote:

People who like alignment might like to try Dungeon World, the new-old fantasy adventure RPG. Each class has a choice of alignments (even paladins, who can be Good or Lawful), and an action they must perform if they want a point of XP from their alignment, which they can get once per level. Characters are bonded together not by alignment, but by "bonds," which can also grant XP, in addition to a way to assist (or hamper) them.


Sounds interesting. As I mentioned before, GURPS works with certain advantages and disadvantages that define your personality in place of an alignment. Since you get character points for short CP for this, which you can use to improve your character you are bound by this too.


 


 

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7 months ago  ::  Dec 07, 2012 - 2:06PM #168
Centauri
Date Joined: Jul 21, 2004
Posts: 9,999

Dec 7, 2012 -- 1:42PM, Panartias wrote:

I played mostly 2ed AD&D where alignment was handled more restrictive. There were more classes with alignment-restrictions and to change ones alignment meant you needed twice the usual amount of XP for the next level – apart from consequences for the aforementioned classes. Yes that’s a lot of punishment which most of you would probably hate. (And which sounds more like a straightjacket then a roleplaying aid)


As a way to simulate internal conflict or something like that, that a player might willingly choose for their character, it's probably not a bad system. But read as a punishment and a disincentive puts one in the position of tiptoeing around alignment to avoid those consequences. People shouldn't be roleplaying out of fear.

Some DMs also take the presence of these consequences as an indication that they should be looming large, that if there are such consequences then they were obviously intended to come into play and that the DM should be challenging the players with them somehow. Then alignment conflicts become harder to avoid and a problematic feedback loop develops.

Dec 7, 2012 -- 1:42PM, Panartias wrote:

The Intention was probably that everyone should think before about what type of character to play and not change that every few sessions without a very good reason.


Maybe. I never got that impression.

Dec 7, 2012 -- 1:42PM, Panartias wrote:

Then there is either something wrong with the adventure or the players haven’t chosen the race / alignment / faction they really want to play (Or I’m just missing your point here) When we take “The Hobbit” as an example, the dwarves are hold together by race, alignment family (clan) bonds and their goal…


The point is that "really want to play" doesn't need to mean "fully invested in every bit of fiction." If I want to play a dwarf, because I like their toughness, or I find them funny, or I have a cool idea for a dwarf, I shouldn't have to be compelled to hate elven characters, or use an axe, or any other common fiction about dwarves.

Look at the Fellowship of the Ring: they're really only held together only by their mission. Granted, that fellowship broke, but Thorin also kicked out Bilbo.

The "something wrong with the adventure" is assuming that alignment, or other fictional tendencies can be relied on as a way to hook the players into the adventure. That assumption only works when the players are bought in to the adventure, and if they're bought into the adventure, then those fictional tendencies aren't actually necessary in the first place.

I think there's an idea that certain races, classes, and even alignment choices are better or more advantageous than others, and so every possible downside of those choices must be brought to bear as the "cost" for making that choice. For races and classes, I'd even agree that's true, but not for alignment. No alignment is better than another, unless the DM goes out of their way to make it so.

Dec 7, 2012 -- 1:42PM, Panartias wrote:

But a dislike for alignment came in my experience often from players, who wanted to behave in such a disruptive way. A way around the alignment problem could be in this case to have “Detect Evil” just detect hostile intentions towards you (and “Protection from Good/Evil” work likewise against enemies)


That kind of dislike arises because the players are being blocked by the mechanics, instead of by the DM simply addressing the distuptive behavior and asking that it not occur. Alignment is designed in such a way that it looks like player problems can be solved at a character level, and they can't.

Dec 7, 2012 -- 1:42PM, Panartias wrote:

Again we seem to agree. By “handle” I mean that the characters might argue more among themselves, the different alignments reflecting different personalities (I know they don’t have to).


Sometimes alignment is not just reflecting this, but is causing it. A chaotic bard believes he must lie or risk losing his alignment. A lawful paladin believes the bard must be punished or the paladin will lose his alignment. Blocking like this is a primary cause of arguments, but it's easy to come to the conclusion that alignment requires such blocking.

Dec 7, 2012 -- 1:42PM, Panartias wrote:

Sounds interesting. As I mentioned before, GURPS works with certain advantages and disadvantages that define your personality in place of an alignment. Since you get character points for short CP for this, which you can use to improve your character you are bound by this too.


I don't think disadvantages or flaws work, because they are too easily forgotten about, overlooked, or mitigated, unless the player is very invested in them - in which case they probably weren't really necessary in the first place. Alignment works in DW because it's up to the player to show how the task was achieved, and there's no downside for not achieving it. Similarly, Aspects work in the FATE system because the player wants their downsides to be used, because this is how the player gains points to take cooler actions.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago  ::  Dec 07, 2012 - 2:58PM #169
Panartias
Date Joined: Dec 31, 2007
Posts: 500
Centauri, I agree with most of your points!

Dec 7, 2012 -- 2:06PM, Centauri wrote:

Dec 7, 2012 -- 1:42PM, Panartias wrote:

Again we seem to agree. By “handle” I mean that the characters might argue more among themselves, the different alignments reflecting different personalities (I know they don’t have to).


Sometimes alignment is not just reflecting this, but is causing it. A chaotic bard believes he must lie or risk losing his alignment. A lawful paladin believes the bard must be punished or the paladin will lose his alignment. Blocking like this is a primary cause of arguments, but it's easy to come to the conclusion that alignment requires such blocking.



Having this lawful paladin and chaotic bard together in an adventuring party and both characters have fun would certainly be hard. But the idea that the bard must lie or risking his alignment is somewhat ridiculous. He probably will try to embellish the stories about the party’s deeds (they fought 100 orcs in stead of 10) but changing the story so that the heroic paladin looks like the evil villain is a bit too much.

This raises the question whether lying is more of an evil or of a chaotic act. I think in the 10 commandments it say not “lying” but giving “wrong testimony against someone”.




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7 months ago  ::  Dec 07, 2012 - 3:00PM #170
Centauri
Date Joined: Jul 21, 2004
Posts: 9,999

Dec 7, 2012 -- 2:58PM, Panartias wrote:

Having this lawful paladin and chaotic bard together in an adventuring party and both characters have fun would certainly be hard. But the idea that the bard must lie or risking his alignment is somewhat ridiculous. He probably will try to embellish the stories about the party’s deeds (they fought 100 orcs in stead of 10) but changing the story so that the heroic paladin looks like the evil villain is a bit too much.

This raises the question whether lying is more of an evil or of a chaotic act. I think in the 10 commandments it say not “lying” but giving “wrong testimony against someone”


Well, regardless of that, or whether or not the bard, or rogue, or assassin, or barbarian must do any given thing, there's the likelihood that they will, and that another character who fears for their own alignment must block them. That is too much.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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