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Switch to Forum Live View Alignment: Opinions and Preconceptions
7 months ago  ::  Nov 20, 2012 - 3:20PM #31
SwampDog
Date Joined: Jan 2, 2011
Posts: 405

My five cents:

- I think having alignment in the game is a good thing

- I think it has a purpose in helping to shape character and aid in roleplaying

- I think that alignment is strongly connected to how the character acts; both intent and actions

- I think characters of any class can be any alignment and still be true to both

- I think that utterly ignoring alignment is detrimental to the game


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7 months ago  ::  Nov 20, 2012 - 3:23PM #32
Orc_Barrons
Date Joined: Sep 20, 2012
Posts: 247
I’ve removed content from this thread because trolling/baiting is a violation of the Code of Conduct.

You can review the Code of Conduct here: company.wizards.com/conduct

Please keep your posts polite, on-topic, and refrain from making personal attacks.You are welcome to disagree with one another but please do so respectfully and constructively.

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7 months ago  ::  Nov 20, 2012 - 4:14PM #33
Zaramon
Date Joined: Oct 19, 2012
Posts: 1,426

There are plenty of moral guidlines and codes out there.




Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

my point exactly.




Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

I find that most of the time it creates the expectation of a singular set of moral guidelines, the issue is that no such thing exists.




How can you say that there are plenty of moral codes and guidelines out there, when you said only a post or two previously that no such guideline or code exists?

Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

Horse and cart.




You're trying to imply that one comes before the other, when it isn't the case. The two are one and the same. The actual alignment rules are expressions of those cosmic forces which alignments are.

Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

Sorry I am working from the assumption that you are a human being.




To borrow a rather funny bit of dialogue, I'm actually a Hutt in human form plotting to take over the galaxy. 

Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

If you are some sort of alien who doesn't act in a human way then I apologize for misrepresenting you.




Not everyone has a violent reactionary episode upon the challenging of their world views. There are plenty of people who don't even think that objective morality is a thing, so how could they even posit a theory that would qualify as objective morality? No, not everyone does fight tooth and nail for external validation of their own ideas. There are a lot of people, myself included, that are content with merely having them.


All it does is change the context of personal value judgments. It doesn't negate or eliminate them. Where's the limit?




Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

No alignment RAW pretty clearly gets rid of personal value judgments.




Not at all. It just changes the context in which those judgments are made. Example:

Non alignment-based value judgment: "I believe that x is good and y is evil." Fill x and y in with whatever you want. Say x is classic rock while y is country western, I think we can all agree on that.

Alignment-based value judgment: "I believe that the good alignment isn't beneficial, and the evil alignment is beneficial." See? The only thing that changes is the context, the essence of the value judgment remains the same. Just because alignment good is moral good, doesn't mean a character has to think it is good. Even if they think it isn't morally good, which would make them incorrect, they can still think that. They would be wrong, but nothing stops them from thinking it.

What's more, is that they can judge the good alignment on an amoral scale, where value isn't determined by moral nature, but by how beneficial it is to the individual. For example, "I don't like good-aligned behavior, because when I practice it, the self-sacrifice involved and personal risk diminishes me. I get hurt, I spend resources on people other than myself, and sometimes gain nothing for putting myself at risk." This example value judgment isn't actually wrong, because it isn't speaking to morality, but something else entirely.

DMs who don't use alignment just use other methods of doing this. I also haven't seen a case where this is caused by anything other than a deviation from RAW.




Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

Not really, if the expectation of a definable, enforcable moral code tied to game mechanics wasn't presented then people would be less likely trip over it.



If epic level NPCs weren't a thing, DMs would be less likely to abuse them and use them to punish and railroad players. Of course if something isn't there people can't misuse it, it isn't there for them to misuse. But that can't be a reason for removing something, otherwise we could remove everything on the premise that it can be misused. Since your original comment that spoke to this is the railroading of players, epic NPCs are bad because DMs use them to railroad players, all the time. Also, what are you saying not really to? Are you speaking to my experience of people testifying to alignment problems? I can't imagine how you would be qualified to tell me what I have and haven't seen. So you must be talking about something else. What is it?


Nov 20, 2012 -- 12:19AM, mestewart3 wrote:

Myth and legend don't use anything like the alignment system so I don't see how this could be true.  If this was the designers attempt they failed quite spectacularly.




Of course myth and legend don't use anything like an alignment system. They don't use weapon and armor proficiencies or spell slots either. Those systems are all designed to represent things and ideas seen in heroic fantasy, myth, and legend. Alignment in the case of 3e mechanically represents fluidity and transformation, creative life, death and the dark, and the keeping of the impressive configuration, all concepts that are dealt with in Campbell's work.

The archetypal Hero is a being of fluidity and transofmration, and is the champion of creative life. Holdfast, the Tyrant, is the keeper of the impressive configuration, who wields the power of death and dark. Campbell identifies how these forces appear all over myth and legend across the world's cultures. Later, Moorcock, inspired by the monomythical hero's journey, chose to represent those ideas as law, chaos, good and evil in his setting. Then alignment in D&D was taken from Moorcock's ideas.

You have to ask yourself what the mechanics are representing in the game world, just like you have to ask that for things like spell slots, weapon and armor proficiencies, and other things.

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7 months ago  ::  Nov 21, 2012 - 2:20PM #34
DaBeerds
Date Joined: May 25, 2012
Posts: 389

Nov 20, 2012 -- 3:02PM, YagamiFire wrote:

Nov 20, 2012 -- 2:52PM, Chiba_Monkey wrote:

Nov 20, 2012 -- 2:43PM, Man_in_the_Funny_Hat wrote:

Nov 20, 2012 -- 8:46AM, DaBeerds wrote:

What I mean by this is that players choose to play out the negatives of an alignment more often than the positives.


A character struggling with his alignment (his morality and ethics), is almost certainly MUCH more interesting and challenging to play than one who isn't.  This is not to say that characters who aren't conflicted about their behavioral choices are necessarily dull by comparison.  What it indicates to me is that alignment is simply doing it's job, keeping a player mindful of motivations leading to and consequences following his characters behavior.



I quite agree.




As do I.




I three

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7 months ago  ::  Nov 21, 2012 - 2:33PM #35
Centauri
Date Joined: Jul 21, 2004
Posts: 9,715
The desire to see players in moral dilemmas is the start of alignment-based problems with one's players.
[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  ::  Nov 21, 2012 - 3:25PM #36
Sir_Joseph_the_Crowe
Date Joined: Jun 20, 2012
Posts: 1,051

Nov 21, 2012 -- 2:20PM, DaBeerds wrote:

Nov 20, 2012 -- 3:02PM, YagamiFire wrote:

Nov 20, 2012 -- 2:52PM, Chiba_Monkey wrote:

Nov 20, 2012 -- 2:43PM, Man_in_the_Funny_Hat wrote:

Nov 20, 2012 -- 8:46AM, DaBeerds wrote:

What I mean by this is that players choose to play out the negatives of an alignment more often than the positives.


A character struggling with his alignment (his morality and ethics), is almost certainly MUCH more interesting and challenging to play than one who isn't.  This is not to say that characters who aren't conflicted about their behavioral choices are necessarily dull by comparison.  What it indicates to me is that alignment is simply doing it's job, keeping a player mindful of motivations leading to and consequences following his characters behavior.



I quite agree.




As do I.




I three


I always felt (opinion) that alignment was more of a methodical guideline to help define what a character's general bent is for the purpose of detect evil, protection from evil and a general idea of the player's behavior, morals and ethics.

If it is to be used to guide the player's behavior... perhaps this might be better...

Character 1: I'm totally a good guy! See! I'm sharing these corpses I dug up so we can animate them together!

Character 2: I'm totally a good guy, too! Thank you for the corpses. Here's one of the children I was saving for the great sacrifice to my devil lord. See! I too can share. I thank you for the example, good sir. Would you like to join my Paladin order? I can use someone who understands the value of teamwork. Together we might get these pesky serfs to quit their rebellion and learn to work for free without complaint for the greater good of the social order!

DM: Interesting. A voice from the sky speaketh...

I AM YOUR CREATOR. I PUT YOU IN THIS WORLD AND I'M TAKING YOU OUT.

DM: You die of dysentery. The End.

A rogue with a bowl of slop can be a controller.

WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells?
DM: Awesome. Yes.
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7 months ago  ::  Nov 21, 2012 - 3:27PM #37
Sir_Joseph_the_Crowe
Date Joined: Jun 20, 2012
Posts: 1,051

Nov 21, 2012 -- 2:33PM, Centauri wrote:

The desire to see players in moral dilemmas is the start of alignment-based problems with one's players.


Iz badd?

A rogue with a bowl of slop can be a controller.

WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells?
DM: Awesome. Yes.
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7 months ago  ::  Nov 21, 2012 - 3:28PM #38
Centauri
Date Joined: Jul 21, 2004
Posts: 9,715

Nov 21, 2012 -- 3:27PM, Sir_Joseph_the_Crowe wrote:

Nov 21, 2012 -- 2:33PM, Centauri wrote:

The desire to see players in moral dilemmas is the start of alignment-based problems with one's players.


Iz badd?


I guess that depends on what one thinks about having problems with one's players.

[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  ::  Nov 21, 2012 - 4:10PM #39
Sir_Joseph_the_Crowe
Date Joined: Jun 20, 2012
Posts: 1,051

Nov 21, 2012 -- 3:28PM, Centauri wrote:

Nov 21, 2012 -- 3:27PM, Sir_Joseph_the_Crowe wrote:

Nov 21, 2012 -- 2:33PM, Centauri wrote:

The desire to see players in moral dilemmas is the start of alignment-based problems with one's players.


Iz badd?


I guess that depends on what one thinks about having problems with one's players.


I see moral dilemmas as interesting things that happen to characters in stories and I see figuring out 'problems' as one of the key elements of the game... or any endeavour worth doing, for that matter.

Not disagreeing with your statement. When I DM I try to assess how interested the player is in dealing with such problems and weigh the value of placing the dilemma versus how much time it will take to resolve and how the other players will be affected by the pause in the game as one of the characters weighs an important decision.

I feel that having important decisions to make for your character keeps you more engaged with the character and... ditto on what dabeerds wrote earlier (I four).

A rogue with a bowl of slop can be a controller.

WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells?
DM: Awesome. Yes.
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7 months ago  ::  Nov 21, 2012 - 4:21PM #40
Centauri
Date Joined: Jul 21, 2004
Posts: 9,715

Nov 21, 2012 -- 4:10PM, Sir_Joseph_the_Crowe wrote:

Nov 21, 2012 -- 3:28PM, Centauri wrote:

Nov 21, 2012 -- 3:27PM, Sir_Joseph_the_Crowe wrote:

Nov 21, 2012 -- 2:33PM, Centauri wrote:

The desire to see players in moral dilemmas is the start of alignment-based problems with one's players.


Iz badd?


I guess that depends on what one thinks about having problems with one's players.


I see moral dilemmas as interesting things that happen to characters in stories and I see figuring out 'problems' as one of the key elements of the game... or any endeavour worth doing, for that matter.


That's not the kind of problem I mean.

By "problems with one's players," I mean "problems between one and one's players." The DM wants one thing, the player isn't interested in what the DM wants, and alignment is the method the DM is going to use try to get the behavior he or she wants from the player (i.e. the struggle with the moral dilemma). The player, seeing this as manipulative, pushes back, and there are problems.

Nov 21, 2012 -- 4:10PM, Sir_Joseph_the_Crowe wrote:

When I DM I try to assess how interested the player is in dealing with such problems


What if they're not at all interested?

Nov 21, 2012 -- 4:10PM, Sir_Joseph_the_Crowe wrote:

I feel that having important decisions to make for your character keeps you more engaged with the character and... ditto on what dabeerds wrote earlier (I four).


This is too obvious for words. But it has nothing to do with alignment, otherwise roleplaying games that don't utilize alignment couldn't pose important decisions to characters, yet somehow they do. And just because a decision is important doesn't mean a player will weigh it for any length of time at all.

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