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2019-09-09, 03:01 PM (ISO 8601)
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- Apr 2017
How do you work with alignment system?
A funny thing I noticed about alignment system: almost everyone agrees on it being stupid. Another funny thing: quite a lot of people do not consider it stupid enough to scrap it completely. Instead, they tweak and change bits and pieces here and there. And this is what I am curious about: your implementation of alignment system. Is alignment being enforced, or does it change with behaviour, do you use stuff like tendencies, any changes to textbook definitions, that sorta thing.
Important note: everyone, me included, please do refrain from calling any implementation better or worse than another. This is highly situational. I'm a novice GM, and would like to simply get as much examples as possible, and see what details would fit my group best.
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2019-09-09, 03:05 PM (ISO 8601)
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- Mar 2017
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- Inner Palace, Holy Terra
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Re: How do you work with alignment system?
Why should it be enforced? It's not fixed, it's a descriptor that characterizes the character's outlook, ideology, and beliefs about approaches to solving problems.
Do you enforce the little "traits-bonds-flaws" thingy on the side of the character sheet?Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
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2019-09-09, 03:22 PM (ISO 8601)
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- Mar 2019
Re: How do you work with alignment system?
It's a guideline. At best. I've got other explanations that work better for my purposes.
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2019-09-09, 03:51 PM (ISO 8601)
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- Jul 2019
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- Wyoming
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Re: How do you work with alignment system?
Instead of alignments, "Detect Alignment" spells report actions. It still tells you the Demon is made of evil materials, but the caster will hear whispers of "muderer" or "cannibal" or "puppy kicker"; as well as "saves kittens", "helps old ladies" and "feeds the homeless". The more of any one thing a target does, the louder the whispers, to the point that someone who say, commits genocide, the caster would literally get voices screaming "GENOCIDE!" in their heads.
Creatures that are made of purely material-plane stuff have a natural "unaligned" aura. They're not good, they're not evil, though you may still get some whispers that they've done some particularly good or bad deeds, they're just people.
Registering evil deeds still qualifies for "Smite Evil" as much as being made of evil qualifies (which is why so few demons ever make the effort to be good, it rarely pays off). And it's up to the player to justify to themselves that this individual needs to be smote on the basis of their deeds or their innate composition.
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I'm fair generous with Paladins (I like the class), though I'm harder on clerics. And short of very clearly obvious deeds outside your diety's allowances; you get judged when you die. Not in the moment. The gods are busy.Knowledge brings the sting of disillusionment, but the pain teaches perspective.
"You know it's all fake right?"
"...yeah, but it makes me feel better."
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2019-09-09, 03:52 PM (ISO 8601)
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- Dec 2007
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- San Antonio, Texas
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Re: How do you work with alignment system?
Personally, I like the alignment system. I've been playing with it for 30 years, and find it makes a fair degree of sense, once you define the five terms used... lawful, chaotic, neutral, good, and evil.
Beyond those definitions, however, I view alignment as descriptive of the aggregate of a person's actions (and, to an extent, intentions). That means you cannot, with a simple act, turn from LG to CE (unless, of course, that simple act is putting on a Helm of Opposite Alignment). At worst, a LG person who commits extreme CE will knocked to Neutral. Because the alignments are aggregate of people's actions and intentions, there winds up being a fair amount of space within each alignment, and lawful and good can both be resolved in numerous ways.The Cranky Gamer
*It isn't realism, it's verisimilitude; the appearance of truth within the framework of the game.
*Picard management tip: Debate honestly. The goal is to arrive at the truth, not at your preconception.
*Mutant Dawn for Savage Worlds!
*The One Deck Engine: Gaming on a budget
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2019-09-09, 03:55 PM (ISO 8601)
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- Feb 2007
Re: How do you work with alignment system?
DMGs and PHBs through the editions have tended to say that the above is the general rule, but allow for exceptions - saying it is possible, albeit rare, to leap straight from Good to Evil, or vice versa.
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2019-09-09, 03:56 PM (ISO 8601)
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- Dec 2018
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- Australia
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Re: How do you work with alignment system?
While the games I play typically don't feature an alignment system, I do still make limited use of it.
If someone is having trouble deciding on a character's personality or even any details at all (i.e. "I have no idea what to do for my character man, sorry.)
Roll 2d6, well, at least we have an alignment for your character. That's the teeny tiny seed for the rest of it to grow."You... little... *****. It's what my old man called me, it's like it was my name, and I proved him right, by killing all the wrong people. [And], I love ya Henry, and I'll never call you anything but your name, but you gotta decide; are you gonna lay there, swallow that blood in your mouth, or are you gonna stand up, spit it out, and go spill theirs?" - Unknown
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2019-09-09, 03:59 PM (ISO 8601)
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- Oct 2009
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- In my library
Re: How do you work with alignment system?
It might say what side you're on in the cosmic struggle, otherwise it's left out entirely. It's just not worth the arguments over whether a character is Chaotic Neutral it Chaotic Evil.
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2019-09-09, 04:48 PM (ISO 8601)
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- May 2012
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- Kansas City
Re: How do you work with alignment system?
You're already started the tread with a blanket false statement that's designed to foment disagreement. Well done. You get a "Make Alignment Thread on GiTP merit badge."
Let me rewrite it a bit. "A funny thing I noticed about alignment system: A number of vocal opponents on a role-playing message board agree on it being stupid, offset by a number of vocal proponents who like it and a number of neutral advocates who think that its just fine and not inherently broken even if unnecessary."
The opponents probably DO scrap it completely, and good on them. Those that don't are probably in the other two camps.
"refrain from calling any implementation better or worse than another" following "almost everyone agrees its stupid." I mean, wow. Was that on purpose or a happy accident?
From age 13 to 38 I played D&D Basic, 1st Edition, 2nd Edition, 3rd Edition and Pathfinder. And always dutifully wrote down whatever alignment seemed a good fit for my idea of the character. And it never ever came up. Like eye color or number of nipples. Granted, we tended to be HEAVILY houserulin' and more interested in the story than the system.
At 38, I had a life change and ended up playing with a bunch of new people for whom Alignment was a big deal. And, man, did they LOVE it. When I tried to DM and tried to de-emphasize it, I faced a mutiny. It took me quite a while to... eh... while not EMBRACE it... to understand why and how it was important to them, what they liked about it, how it formed their core understanding of the game and how it came to exist as such for them because they played in a different environment than I did.
As for me? I still dutifully write down whatever alignment I think fits my view of the character, then ignore it as much as possible. When someone says "A {insert blatant statment here} would not do that" I sigh and listen to why they think that, and explain what I think and we move on.
If the DM wants to scratch out what I have written and write something else in the space, I don't really care.Last edited by Gallowglass; 2019-09-09 at 04:49 PM.
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2019-09-09, 05:02 PM (ISO 8601)
- Join Date
- Aug 2010
Re: How do you work with alignment system?
I treat it as reflective rather than descriptive.
I am strict on acts, loose on characters.
I handle it fairly deontologically - some acts are good, some are bad. Circumstances don't change that. Killing, harming, enslaving, stealing, etc. These things are Evil (outside of self defense). Good involves self-sacrifice, and beyond your immediate circle.
Neutral people neither commit Evil (stealing, killing, etc.) nor Good (self sacrifice) acts on a regular basis. Good people regularly self-sacrifice, and avoid Evil except in extenuating circumstances. Evil people don't care.
As I said, circumstances don't change the fundamental nature of the act, but the circumstances and how the act is approached will impact the effect on the character.
For instance, stealing is Evil. A Good person may steal to feed their starving family - but they will do so as a last resort, after trying everything else, will feel remorse about it, will attempt to minimize the damage, and will try to make amends after the fact. Because of that, a Good person won't slide to Evil for stealing bread in that scenario.
An Evil person will just steal food because they're a little peckish, without any thought. A Neutral person might steal it under some duress, and may justify it to themselves but won't make a habit out of it or do it casually.
I've found this system does a reasonable job of making the obvious cases obvious, and the weird edge cases workable. It's also great in a GM sense because it doesn't require complex thoughts about adjudication or balancing positives and negatives or anything else - what acts are Good or Evil are fairly well defined, and teh only fuzziness is in how much Good/Evil you have to do before you switch over. Combined with telling people what is good or evil, and making them aware of it, and you don't tend to run into TOO many problems so long as people accept (at least for the purposes of the game) the basic concepts.
Again, I don't claim that this is the best model of real world morality, but I do think it works well in game."Gosh 2D8HP, you are so very correct (and also good looking)"
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2019-09-09, 05:03 PM (ISO 8601)
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- May 2016
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- The Lakes
Re: How do you work with alignment system?
I don't touch alignment with a 10 foot pole, or even a 20 foot pole. I find it full of offensive assertions and counter-factual claims.
Let's leave it at that.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2019-09-09, 05:53 PM (ISO 8601)
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- Jul 2017
Re: How do you work with alignment system?
Alignment breaks down if you think about it too hard, for a few reasons. Moral philosophy never had easy answers to begin with, and D&D's habit of growth through accumulation didn't help it. (First it was just Law/Chaos/Balance as teams, then Good and Evil were added later on, and more recently Planescape got added which was a nice setting but which also became the default assumption for D&D.) Objectively speaking, it's a mess.
Subjectively speaking, a lot of people like D&D specifically for the D&Disms that have grown up alongside it over the years. And many more people like the idea of simple morality with obvious teams. You have problems when you have mechanical effects for alignment, and especially when rulebooks start making absolute statements about morality. (Neither of which, it's worth noting is limited to D&D alignment.) But 4e and 5e D&D have moved further away from having alignment be a mechanically important stat. The easier it is to remove, the easier it is for haters to do just that and get on with things.
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2019-09-09, 06:03 PM (ISO 8601)
- Join Date
- Sep 2014
Re: How do you work with alignment system?
I kill it.
[Chaotic], [Evil], [Good], and [Lawful] are creature subtypes that certain spells and abilities interact with. Paladins and Clerics and similar classes have Oaths that define their Codes of Conduct; classes that do not have (or need) a Code of Conduct do not have alignment restrictions. Monster alignments, in the absence of subtype, are demographical hints about their cultural values, mostly ignored in favor of their actual description.
PC morality and intraparty conflict is handled by both allowing and discouraging PVP. If the party decides your PC is a bigger problem than being a man short down in the dungeon? Here's 4d6 and we'll meet you back in town.
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2019-09-09, 06:54 PM (ISO 8601)
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2019-09-09, 06:59 PM (ISO 8601)
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- Oct 2016
Re: How do you work with alignment system?
A big part of the debate is Paladins. Paladins are the only class that can be screwed over by DMs because the DM thinks the player is playing their character wrong. Some DMs actively enjoy abusing this.
I don’t mind alignments at all. I think enforcing the traits-bonds-flaws is a good thing too. However, everyone at the table needs to be making some effort to play to the restrictions (alignment, traits and flaws) they have voluntarily chosen to put on their character.
It’s a bit like if someone has chosen to play a fighter and make INT their dump stat, then when in combat they are tactical geniuses. Yes it is possible according to the RAW, but it breaks the verisimilitude. They have chosen to put a restriction on their character, low INT, but they disregard that restriction because it is inconvenient to the player in their effort to win.
You can’t have the DM enforce restriction players have voluntarily put on themselves from the high chair. If the DM tries to enforce it when the players disagree or think it’s petty then you will have issues. The players have to make the effort themselves.
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2019-09-09, 07:25 PM (ISO 8601)
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- Feb 2006
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- California
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Re: How do you work with alignment system?
Why it should enforced.
Party
Chaotic good/neutral 1/2 orc despised race.
Neutral good dwarf. In real life wizard and dwarf do not like other.
Neutral evil dwarf 2
Other seven at the table neutral.
Round 1
Party stumbles over some plants growing.
Neutral bard sees them. Comments those plants do something good. Healing plants. We have no cleric. Neutral evil dwarf 8 intelligence healing must hack plants no skill ruins two plants.
Neutral tending evil(picks out natives while invisible to shoot in the head). We are not battling native people. Decides to try his hand at it. Success.
At this point the bard asks do these plants naturally grow here in straight does? No. In fact 5 feet from the three you ripped from the ground is the remains of a fire.
This where I in a conversation with the lawful neutral Monk hear that statement. I asked does this look like a farm of some sort that somebody is tending.
Reply comes back yes it does.
At this point I say stop we are not going to rob an innocent Farm.
The neutral one that likes to shoot people in the head from invisibility. Decides to continue hacking at the ground I'm pulling up plants. I look at the party and save some do or kill that one. My mistake for saying the word kill.
I want initiative I cast hold person it should be said that I don't do a whole lot of damage with my spells I'm not a fireball mage.
The neutral evil dwarf decides that he's going to beat me. I have a total of 40 hit points no healing from anybody his first blows land 26 hit points.
The neutral good dwarf says to go climb a tree. I don't know if you consider that to be a good action at this point you decide.
The others either rally to stop look for the plant puller.
Two of them cast spells for two rounds while retreating from the two of us.
I back off cast invisibility. The monk decides to to speak to the neutral evil dwarf while moving up to him. I wish this to stop do I have your oath that you will stand down.
Dwarf replies yes I will stand down. Then moves up to attack the square that I'm standing in invisibly. I negative 39.
What do you think they would do if they didn't know that evil alignment mean something and you don't get to have nice things all the time for cheap?
Enforcing an alignment system means actions have Consequences to those actions.
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2019-09-10, 12:48 AM (ISO 8601)
- Join Date
- Jul 2017
Re: How do you work with alignment system?
Clerics and druids can also lose class features if the DM finds them insufficiently invested, although I'll agree that this happens so rarely that people understandably forget it. Barbarians can also lose a class feature for alignment transgressions, while monks and bards can find their leveling halted. (All assuming 3.5, but then later editions of D&D go out of their way to make paladin falling a lot less of a thing.) The fact that it's memetically only paladins says more about players than anything else.
Actions having consequences can happen in games without "good guy/bad guy" written explicitly on your character sheet. On top of that, the more that you punish people for going outside their alignment, the more that you delve into arguments over how what the player wanted to do is totally justified.
Sometimes it's okay to have some supernatural element of morality consequences. If your cleric of light and hope decides to torch an orphanage, he'll probably have to find a new patron deity soon. If your character in V:tM does the same thing, humanity degradation is part of the implicit buy-in for the setting. But for the most part, the consequences should be normal NPC reactions for in-game actions (E.G: scamming local farmers), and normal human responses for out-of-game issues (graphic descriptions of torture against NPCs should probably be dealt with by not dealing with the player anymore, not shifting a letter on their character sheet.)
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2019-09-10, 01:01 AM (ISO 8601)
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- Feb 2014
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Re: How do you work with alignment system?
It’s complex, if I have to actually spell it out.
Detection spells will show colors and motion - with red being ‘evil’, and vigorous or random motion being ‘chaotic’. But that’s not to say that a being whose aura shows as swirling red is anything like what you’d consider Chaotic Evil.
But that’s just for detection. For spells like ... Dictum, for instance ... that affects targets based on their alignment, I have to admit it simply works like I say it does. As in, case by case, as GM, I make a judgement call.
Also, generally speaking, stuff like Smite simply works. Unless your god disagrees with what you’re doing, then it might not.
It’s worth noting that all manner of things can make your aura red, from being a selfish bastard to being a murderous psycho. Similar for swirling color - it covers everything from being impulsive to actually being the Joker.
It’s definitely not a perfect system, and not one others can just copy/paste (since it’s mostly internal to me), but thus far, it works. Never heard any complaints.
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2019-09-10, 01:08 AM (ISO 8601)
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- Feb 2007
Re: How do you work with alignment system?
Colour coded auras has a certain amount of precedent in D&D fiction - Dragonbait in the Finder's Stone trilogy, has aura-vision "Shen sight". Different shades for different emotions personality traits.
Hatred is red.
Greed is yellow
Sadism is purple
Pride (in mostly Neutral beings) is grey
And so on.Marut-2 Avatar by Serpentine
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2019-09-10, 01:11 AM (ISO 8601)
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- Apr 2017
Re: How do you work with alignment system?
Wow, I am really bad at English. I added a bunch of unnecessary falsehoods while all I wanted is to ask people how do they implement alignment. Thanks for pointing it out.
So, uh, well. Disregard the first post. I really was not intrested in starting a debate about alignment at all (I have much easier and funnier way of doing it, after all: just mention a certain paladin, wizard or cleric in OoTS section). Only looking for a bunch of examples like False God's whispers.
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2019-09-10, 01:25 AM (ISO 8601)
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- Dec 2009
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- Birmingham, AL
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Re: How do you work with alignment system?
I really like the alignment system, and it's precisely because I think of it just like that. It's not a statement on your character, it's a nifty shorthand for other on roughly how to expect you'll be playing your character (or at least how you plan to be playing your character). Unless magic comes into play that actually affects certain alignments, you never really need to worry about it, and when that does come into play, unless the person has consistently acted differently, I see no reason not to simply go ahead and take them at their word that that's what their alignment is. Hell, you could even play that up with cursed items every so often.
Oooh, I like that. I'll be stealing it.
I've never had that happen yet, but knowing me, I'd probably ask for a list of what allowable actions there are, since I thought we were playing D&D but just found out it's actually a pen and paper King's Quest where there are correct and incorrect answers and I'd rather just know what the few available options are instead of having to waste everyone's time guessing.
....I may have had strong reactions to hearing about games where the DM did say that.Cuthalion's art is the prettiest art of all the art. Like my avatar.
Number of times Roland St. Jude has sworn revenge upon me: 2
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2019-09-10, 01:34 AM (ISO 8601)
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- Feb 2014
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Re: How do you work with alignment system?
Mine is .. both simpler and more complex. Red for ‘evil’, grey for ‘neutral’, and blue for ‘good’.
But it’s really more in the prose. Let’s say a guy who’s actively contemplating to murder you - right now - would be swirling, pulsing red, brimming with urgency and intent .. while someone with a sufficiently dark past, but no current plans or intentions of a morally decrepit nature, might show as smouldering red embers.
Stuff like that. Very open to interpretation, which isn’t always ideal. Luckily, I’ve made it work - which, honestly, is propably more a result of really good players. I am, in most respects, a mediocre GM =)
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2019-09-10, 05:33 AM (ISO 8601)
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- Apr 2015
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Re: How do you work with alignment system?
So, I'm a vocal proponent for using Alignment Descriptively as opposed to Prescriptively. But that doesn't mean it doesn't get gently enforced from time to time.
Let me break it down.
Alignment as a word in English doesn't even have context unless we consider the external object being aligned with. E.g. Wheels on a car get aligned with the frame so they point forwards while the steering is in neutral.
This implies that a Character's Alignment speaks to their connection to the DM's Setting (about the only thing external to the Character).
In this case, it speaks particularly to their posture and "social velocity" (which way are they going and how fast). In essence, it communicates how the character relates to other people in the Setting (and to some extent, how they relate with other PCs, but that's more up to the players to hash out).
What it boils down to is a question of which NPCs will like you, which will despise you, and to what lengths they will be helpful or antagonistic towards you (based on how closely aligned or anti aligned you are).
So, Alignment is determined Descriptively, based primarily on your actions, but it's not wholly without consequences. The Attitudes of people you meet rather depend on how you choose to behave. Think of Alignment as an Indicator that should accurately describe how we can expect interactions with people and scenarios to be resolved.
This is why there needs to be a little bit of enforcement when Alignment is being disregarded. When a player starts playing their character in a manner that makes me question how accurate their Alignment Description is, I'll stop and challenge it (a gentle question of if that is the sort of behavior they expect from a character of their current alignment). Sometimes their explanation makes sense and we move on. Other times it's questionable at best and I mentally give the character what I consider a Half Point towards Alignment Shift. If they do something very definitively in the realm of being outside their alignment, but they still don't want to voluntarily change their Alignment on their sheet to reflect their current behavior, I mentally give them a Full Point towards Alignment Shift. I don't keep a strict set of rules for how many points or half points they need before an Alignment Shift is enforced; I just play it by ear. But when I do finally formally mandate an Alignment Shift, it's usually given with the explanation that it doesn't matter what the player or their character thinks of themselves anymore, because at this point the Alignment is shifting to reflect how the Setting views their character. After all, the character's Alignment is a comparative quality in respect to the Setting, and no matter what they think of themselves, their Alignment is ultimately dictated by how it compares with the Setting's standards.
Note for a moment that this means an Alignment Shift at my table usually is less indicative of a punishment of the character and more my giving notice to the player that they aren't fitting into the world the way that they might think they are.
Of course, that's why players are free to choose any alignment (that doesn't naturally generate inter party conflict before the game begins, obviously) before the game begins. Before they've had a chance to interact with the Setting, Alignment is based on Backstory and educated guesswork, so it's fine for Alignment to be very arbitrary in the beginning. And I've very rarely needed to hand out an Alignment shift in any game. Alignment is pretty intuitive 90% of the time and it usually doesn't need to be questioned.
So now the Elephant in the Dungeon: Classes that are Punished with Alignment Shifts. Any time an Alignment Shift would end up punishing a Character in this way, I wouldn't simply hand it out. At each interval where I would feel the need to give them a Mental Full Point, I would verbally indicate that their decisions were pushing the limits of what their Code of Conduct would allow. I like the idea that Paladins have a little bit of room to break the rules before losing their power. If for any reason, such a character begins to accrue enough of my mental points that I really begin to consider that an Alignment Shift may be necessary, even given the consequences to the character, I would stop and say something to the player outside the game and address the concerns, giving them at the very least forewarning that pushing these limits much further may provoke an Alignment Shift. I would happily try to work with them to avoid it, but some players want to let the chips fall where they may.
In addition, I try to make sure there's never a Stick in the game that doesn't come with a Carrot of some kind. Characters in my game that have Alignment Restrictions often have the benefit that others who are bound by the same requirements often support one another. I really like that 5e somewhat formalized this with Backgrounds, but I consider a Paladin, who could be excommunicated by fellow members of their order for misconduct, to be able to utilize their rank within their order to gain benefits (such as food, lodging, and occasionally requisitioning aid). Those same priests who could disavow your involvement in their organization could be working for you if you uphold the tenants of their order with distinction.
Even the Chaotic classes such as the Bard can find support from their "role" in the Setting. Free food and lodging anywhere they want to spend a couple hours entertaining the local NPCs. The heavier the Alignment requirements, the better the Setting Benefits for doing a good job sticking to those requirements.
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2019-09-10, 05:44 AM (ISO 8601)
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- Mar 2007
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- Lancaster, UK
Re: How do you work with alignment system?
What alignment system?
Most systems don't have an alignment system at all. I don't miss it.
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2019-09-10, 06:46 AM (ISO 8601)
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- Feb 2007
Re: How do you work with alignment system?
"A grey mountain against a grey sky" and "A locked and barred grey castle" are descriptions of different Neutral characters Dragonbait has seen.
A lich's aura was described as "sucking in emotions, a vortex of hate and fear"."
And a good but jealous person was "blue with green flecks".Marut-2 Avatar by Serpentine
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2019-09-10, 07:02 AM (ISO 8601)
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- Feb 2008
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Re: How do you work with alignment system?
it never comes up in my game. i write alignments that seem to fit best, and they would become relevant with some spells that affect alignments, like protection from evil or holy word. but they never see play.
heck, they should at least tell on which side you are, but politics in my campaign world got complicated enough that several evil powers allied with the forces of good, for perfectly pragmatical and selfish reasons. so it doesn't describe allegiance eitherLast edited by King of Nowhere; 2019-09-10 at 07:02 AM.
In memory of Evisceratus: he dreamed of a better world, but he lacked the class levels to make the dream come true.
Ridiculous monsters you won't take seriously even as they disembowel you
my take on the highly skilled professional: the specialized expert
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2019-09-10, 07:35 AM (ISO 8601)
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Re: How do you work with alignment system?
Either the game is Stormbringer and the background is a cosmic struggle between the gods of Chaos, Law, and "The Balance", the game is Dungeons & Dragons and I use Alignment as a guideline to what actions are likely for monsters (NPC's), or the game is discussions on the internet and I use the term "Lawful Neutral" as a label for myself and most of humanity and argue from there.
That's all the comes to mind except for
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2019-09-10, 08:00 AM (ISO 8601)
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2019-09-10, 08:11 AM (ISO 8601)
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- Jul 2005
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- Over there!
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Re: How do you work with alignment system?
In before the flame war and lock...
Anyway, Alignment works perfectly fine at the job it was invented for. Alignment allows you to have a world that functions under a clear, melodramatic, fantasy morality. Alignment works best in games of heroes and villains, of loyal knights and duplicitous thieves. It allows you to mark certain people are righteous without spending hours debating their motives, if allows you to commit what might be argued as warcrimes without it because you know that all members of the horde attacking you have malicious intent, it lets certain magic exist without being part of the PC's domain because it is just too evil to use.
Alignment serves to facilitate the tone of the typical DnD game. It is a tool, like magic item tables and challenge ratings, it creates a certain tone and feel. If you want to play a game with dark and frustrated morality? Play a game built to facilitate that or be prepared to do surgery on those parts of DnD that exist to let the players be morally righteous and noble heroes fighting dark and perfidious evil.GNU Terry Pratchett
My DMing advice.
Hong Kong
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2019-09-10, 09:06 AM (ISO 8601)
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- Feb 2007
Re: How do you work with alignment system?
By D&D novel standards at least, I thought they were very good. The authors, Jeff Grubb & Kate Novak, have written in other franchises besides D&D - Starcraft, and Star Wars, and their works have been consistently good whatever the franchise, to me.
In D&D, with that paladin as a support character, there's two of the 3 book Finder's Stone trilogy (Azure Bonds, The Wyvern's Spur, Song of the Saurials - he's in 1 and 3), and Masquerades (in the Harpers series)Marut-2 Avatar by Serpentine
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