Do alignments improve the gaming experience?

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Now what if your actions are consistent with everything he has been taught to believe but the DM thinks differently. Are you still so sanguine? You honestly believe you have done nothing wrong but "adjudicated" anyway.

Still perfectly acceptable?

Like most good questions, I’d have to say the answer is “it depends”.

First off, is the GM acting unilaterally and arbitrarily, with a “Screw the players – my fun comes from taking their fun away!”, the behaviour pattern you commonly seem to expect of GM’s (but never of players)? In this case, it matters little as I will not likely be playing with such a GM. Alternatively, are we discussing the issues, after which he makes a ruling based on the input of the players, as well as the cosmology of his world? In that case, he is doing the GM’s job – running the game. If this is problematic for my vision of the character, then the GM and I need to discuss this. Perhaps this character is not a good fit for this game. If I want to play a Paladin, and the rest of the players want to play hard-bitten cutthroat mercenaries, maybe I need to get on the bus and shelve the Paladin for a more appropriate game (ie compromise for the good of the game).

Next, we come to the thematics of my own character and how they mesh with the game. Perhaps not everything my character has been taught to believe is correct. Perhaps that is a thematic element to my character – is he really following the principals of Good because he is called, and he truly believes, or is he doing what others have taught him is right, and only now beginning to question those teachings? Is, perhaps, his quest for the rightness and wrongness of those teachings a major thematic element of that character? Perhaps he has been brought up in a strict LG culture, raised to be a Paladin as his father was, and his father before him. And perhaps a major theme is Law vs Chaos – Order vs Freedom -and a large part of this character’s persona and personal story relates to whether he will follow the dictates of his upbringing and family loyalty, or perhaps the dictates of his heart, and come to believe freedom is the greater virtue.

Perhaps a central question is whether he will continue acting in accordance with the dictates of Law to retain his power, prestige and position, or whether he will embrace what he has come to know is truly right, and become a champion of freedom at the cost of that power, prestige and position.

Now, here I’m still back to making some changes to the rules, as I think it would be appropriate for such a character to lose his Paladin abilities and gain other abilities to remain balanced in game. But I don’t think those mechanics need to precisely match his old Paladin abilities. Perhaps he gets to replace his former Paladin levels with a mix of Fighter and Cleric levels. Perhaps his embracing of fundamental Chaos results in the release of a primal rage at the core of his being and his Paladin levels shift to Barbarian levels. But as his personal morality and beliefs drift away from LG, I find it quite appropriate for his LG powers to drift away as well. And a period of transition, where he no longer has his LG themed abilities, but has not yet grown into his new abilities, seems like a reasonable transition.
[MENTION=42582]pemerton[/MENTION] will likely be entertained by my view, which is basically that this question can’t be answered outside the actual play of the character in the game. It would vary depending on the character, the campaign and the GM. However, I do expect that the GM whose adjudication would be problematic is one whose adjudication of other issues would also be problematic.

It’s unfortunate that we can’t assume treating the GM like a reasonable adult will result in him acting like one, though.

Oh and could you answer the question? Would you play your paladin differently in a game with no mechanical alignment?

I don’t believe I would. However, the fact that the manner in which he is played lacks has vastly reduced consequences may well rob those actions of some of their relevance and importance. And hey, why shouldn’t the character compromise his beliefs a little, and a little more, as it becomes clear that he can maintain his power, prestige and position even with the compromises. After all, those compromises are clearly OK with the cosmological forces that grant him his powers, so his actions must therefore be acceptable.

They won the skill challenge.

In this particular case, I stated that - the last bit of machinery having been destroyed - the Soul Abattoir started to collapse. One of the players - of the paladin, I think, who had (as a Questing Knight) just completed his quest of the last 10 or so levels - said "Cool!" The players as a group started to consider how they might escape etc. I asked whether they were running, whether anyone was trying to hold back the flow of soul energy, etc. The player of the invoker decided that his PC would make a Religion check to try and do this; the player of the fighter decided to have his PC stay back and try and shield him. The others ran/flew out.

I’m confused. It seems like they won the skill challenge, which caused the Soul Abattoir to collapse (a new complication of the now complete skill challenge), not like the loss of the familiar somehow related to successes or failures in the skill challenge. I also think the mantra I have heard on other threads that “success is success, period” is not being honoured if success means the character loses a mechanical resource.

I did not explicitly state the stakes in advance of the player making his choice - we don't always play so formally, when the stakes are fairly obvious as in this case. But the player was not at all surprised that Vecna should strike down the traitor imp. What else is going to happen when Vecna is using your imp as a vector for his power, and you thwart him?

Offer you more power for serving him instead? [Direct the souls to me, and I shall reward you thusly.] Wreak unholy vengeance. [“You betray the Master”, says the Imp, turning the full power of the Eye of Vecna upon you, “so you must be destroyed”] Plenty of “something elses” exist. What is going to happen when you sacrifice the power gained from Vecna in the service of the Raven Queen? She’s been pretty silent in all of this. Perhaps the Imp is destroyed in a gout of Dark Energy as Vecna punishes the invoker for his disloyalty, the Eye is nowhere to be found, but at a later point in the story, a new familiar linked to the Raven Queen, with different powers at a comparably level, is bestowed upon the Invoker for his service to the Raven Queen.

IOW, there are numerous possible outcomes. You seem very defensive that the one you chose was the only reasonable approach which could be taken. I don’t disagree that it was a reasonable choice. I do not, however, agree that it was the only choice, that it was (or that there even is) the definitively best choice. I also believe it is in no way consistent with your stated views that GM judgment of player/character behaviour should not reduce the player’s ability to mechanically impact the fiction.

I have used those words - especially "judge" and "judgement". I haven't talked much about punishment. The only reason I hypothesised that @N'raac used alignment mechanics to deal with baby-throat-tearing paladins was he kept brining up the example, so I assumed it must have some relevance to his play experience. (It has no relevance to mine. If it has no relevance to his either, then why keep brining it up?)

I believe its relevance stands in the fact that the play is dismissed as a “bad player” with the possible rationale for the action being perceived as perfectly in character (“The child will die anyway, my service to the Greater Good demands this of me; I must pursue the greatest good for the greatest number which, sadly, requires this child’s sacrifice for the Greater Good). I’m not going to reiterate the full scenario I set out – you keep asking everyone else to go back through the thread, so you can feel free to seek it out if you wish to.

The rationale painted is one that a player, or PC, could reasonably come to. It is one that requires a pretty extreme, violent, life-ending act. And it is one where, even if the player and PC think the action was perfectly appropriate under the tenets of his faith, I can see the GM reasonably judging is an evil act, with the mechanical results that entails.

I find it interesting that the responses have all been quite judgmental. No one (besides myself) has made any attempt to suggest there might be a justification for the play in question. So clearly you ARE judging the morality of the character. The only question is how that judgment plays out – is it truly more extreme to rule the Paladin has committed an evil act and loses his powers than to toss the player out on his ear? From the comments, it seems like “I would not game with such a player” is the most common response, especially from the anti-alignment posters.

Well, one of the level titles for fighters in both Moldvay Basic and AD&D is "warrior". And one of those for cleric is "priest". Maybe those words were being used in some non-standard fashion?

Does that mean that, at all other levels, the fighter is not a Warrior and the cleric loses the status of Priest?

Other than a whole suite of powers, none. It is part of the fiction. Hence part of the paladin's fictional positioning. In some games that matters; perhaps in others it doesn't. I don't have advice for the latter; I play a version of the former, and I haven't found the absence of mechanical alignment makes it hard for the players of the paladins in my game (one literally a paladin, the other a fighter/cleric) to play their PCs as pledged to higher powers.

So can the Paladin of the Raven Queen, should he choose to do so, on the assumption his choice is a reasonable outgrowth of play, choose to align with the forces of the Undead (or of Orcus) for some reason that he considers is appropriate within his service to the Raven Queen and be guaranteed there will be no mechanical consequences to the powers granted him by the Raven Queen? As a simplistic example, if it were the Paladin, or the Fighter/Cleric, redirecting the Soul Energy, and he decided to let it continue to flow to Vecna (perhaps believing that this would reduce the risk to his teammates’ escape, including the Raven Queen’s other servant(s)), would he be exempt from any repercussions on the abilities granted him by the Raven Queen?

If you're saying that it's bad design to have a class that gives the player mechanical advantages for playing an honourable character, then why have the paladin class at all? I mean, that's part of what the original class design of the paladin was about - you'll be tougher than a normal fighter, but you have these disadvantages which - under the prevailing play assumptions of the day - will act as a balancing factor. (I even though that you and @Imaro had argued upthread that allowing the player of a paladin to keep his/her PC abilities while having his/her PC act dishonourably would unbalance the game - which seems to be an argument for bribing players to play honourably!)

You are telling me if you want to play an honourable character, you will do so solely because you want to play an honourable character. Then you are telling me you want mechanics that reward you for playing that honourable character. Why is it desirable that you get a bonus for playing an honourable character but undesirable there should be any penalty for failing to maintain that honour? Why does Honour need to always work to your advantage, and never to your detriment? Why can you not just play that honourable character, with whatever mechanical and fictional positioning benefits or drawbacks that may have at any given point in time, because you wanted to play an honourable character?

I've already stated, multiple times, what the difference is that matters to me: deciding that Vecna is angry is not an evaluative or expressive judgement; deciding that a player's action declaration is evil is such a judgement; and I don't want to engage in the task of judging my players play in that way as part of refereeing my game.

So you can decide that Vecna is displeased, but you cannot decide a different deity, or some other cosmological force is displeased. Vecna is a deity which is an NPC, but for some reason the Raven Queen is not, nor are any cosmological forces of Good which exist in earlier editions but, it seems, not in 4e.

I don't have the same conception of alignment as Imaro and (I believe) you. Nowhere in any D&D rulebook that I've read is "good" defined as "What Asmodeus believes to be good" or "What Pelor believes to be good". Nor have I ever seen evil defined in such terms. I have seen it defined as "respect for human (creature) rights", as "just that (ie good)", as "altruism", etc. None of these are words for describing the emotions and preferences of powerful beings. They are words for describing values and valuable things.

And we’re back to the straightjacket. Respect for Life is good. Sometimes, the character compromises Respect for Life (itself not a Good act) for the benefit of other tenets of Good, or perhaps other tenets of Law, or perhaps because he slipped up. The question is not “Did the character maintain the absolute ideals of Good at all times”. No one could. The question is whether the compromises he made are, or are not, acceptable in the eyes of the person or force doing the judging. Did he compromise too much?

Also as I have said upthread, when I play a paladin I don't want to play a Faustian character who has made a pact. I want to play a paladin who is called to honour and to truth. (Not to some flawed or limited being's conception of honour and truth.)

Faustian seems a loaded term, as it implies a deal with the Devil rather than a deal with the Angels. Ultimately, the Paladin is very much a character who serves Law and Good, and is rewarded with special abilities for doing so. If he ceases to serve Law and Good, he loses those rewards. If, to you, that is a Faustian Pact, then yes, Paladins are Faustian. To me, the Paladin serves of his own will, not because he wants the powers, but if the Paladin behaves in conformance with the ideals of Law and Good because he wants the powers, not because he believes in the ideals, then he is effectively entering in a Faustian Pact.

A second reason for disliking alignment is that the actual consequences the rulebooks specify are things like losing XP, losing your class abilities and becoming little better than an NPC-class warrior of equal level (as I read the rules, d10 rather than d8 HD, plus a different but not noticeably better skill list). (You compared these upthread to undead level-draining - that's another mechanic I dislike and believe have never used in more than 30 years of GMing the game. I don't think I've ever come across it as a player either.)

You are now trying to tell me that I am inconsistent because, despite my dislike of these sorts of consequences, I have shut down a player's familiar (a modest game element inherently subject to being shut down under certain conditions as part of its overall balance) and artefact (an overpowered game element inherently subject to being shut down as part of its overall balance), in circumstances in which the player decided that his PC would stick the artefact in the imp rather than himself because he knew implanting it could be bad news! That's like saying I would be inconsistent if I'd had Vecna inflict 6d10 hp of damage on the PC (33 hp being a 25th level-appropriate hit's worth of damage).

But I find it genuinely puzzling that anyone familiar with D&D mechanics would regard shutting down a familiar and an artefact for some (as yet) indeterminate amount of time as on a par with turning a paladin into a fighter (AD&D) or a weapon spec deprived fighter (AD&D 2nd ed) or a warrior with d10 HD (3E).

Yes, I am saying I find your interpretations inconsistent. I don’t want to hear about the difference in mechanics, that the rules say the familiar can be shut down The rules aren’t the question. They also say the Paladin’s powers, pre-4e, can be taken away.

You have repeatedly stated you consider that a bad rule for your game, because you do not believe the player’s role playing choices should impact their influence over the game fiction. That is where your objection started. Now, it seems the issue is not whether a judgement of whether characters are acting in conformance with their stated allegiances to higher powers (be they Raven Queen, Vecna or Cosmological LG), but the severity of the sanctions which should be imposed.

So we seem no longer to be discussing the philosophy of whether the character’s consistency with their stated allegiances should be judged by the GM - you are clearly judging the invoker’s allegiance to Vecna.

We seem no longer to be discussing whether it is inappropriate to deny the player access to character mechanics, reducing his influence on the fiction, as a consequence of the judgment you reach – you clearly consider it fully appropriate to deny access to a character resource to the invoker.

The issue now seems only to be how severe and long-lasting the loss of mechanical resources arising from judgment of the consistency of play with the stated allegiances should appropriately be. That is a very different question than whether such judgment should be made at all, or whether the result of such judgment should have mechanical consequences.

Here I agree – I have stated repeatedly that the change should result in no more than a temporary reduction of mechanical abilities (like loss of the familiar) and/or a transition of mechanics leaving the character with a more or less similar ability to influence the fiction. But I don’t agree that with your perception that judging consistency with alignment is a clearly different order of judgment set apart from all other judgments.

To me, this suggests that you are not familiar with 4e's actual characterisation of the various unaligned gods, and their injunctions to their followers. Here they are (PHB pp 21-22):

Not reprinted. And then, I would expect a Paladin of the deity in question would suffer consequences if they choose to act in a manner inconsistent with the tenets of the deity – the “injunctions to their followers”. As an example, a Paladin of

Corellon: Cultivate beauty in all that you do . . . [and t]hwart the followers of Lolth at every opportunity.

Who decides the punishment for followers of Lolth should be ritual scarring to render them hideous seems to violate the cultivation of beauty, and I therefore question whether he should be perceived as a True Servant of Corellon. All this becomes, or should become, is a focus on different tenets, not a removal of judgment or consequences – in my view. If 4e doesn’t reflect any such consequences…well, I’m not playing 4e anyway, so no impact on me.

I wouldn't classify them as being a Paladin tho. They may be a divine champion, but I prefer my Paladins to only be the LG type. I would have much preferred 4e simply had a class called Divine Champion and you could build the LG Paladin from the options presented.

I think that’s a preferable approach. But it’s not lost on me that one use of Paladin (Have Gun, Will Travel; the Marvel comics character; the security company) is paid enforcers/mercenaries. Those don’t fit my conception of D&D Paladins either.
 

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Why does it matter if a Paladin lies?

There are some of us for whom the term "paladin" in D&D means something more than a bag of hit points with specific mechanical abilities. It means something far greater and farther reaching. It's not just a question of a lie or two, but being shiftier than the burglar makes the character not very paladin-esque. If my players want to talk the talk of playing a paladin, I expect them to take on the challenge of walking the walk.
 


Is it the same people playing Paladins in each edition?

This I agree with - it's also why alignment isn't a "straight jacket" to playing a character.

I wouldn't classify them as being a Paladin tho. They may be a divine champion, but I prefer my Paladins to only be the LG type. I would have much preferred 4e simply had a class called Divine Champion and you could build the LG Paladin from the options presented.

Of course I also wouldn't want to DM for, or game with, a player who wants to run a lying, cheating, scumbag character no matter what class.

It's not the same people playing paladins in each edition, no. I play with a lot of different
people. I GM'd 1e AD&D with a Paladin PC a few years ago BTW, he was played fine too - I
suspect it helped that I never mentioned Alignment, or codes.

Re 'what constitutes a Paladin', I guess aesthetically I'm ok with non-good Lawful Paladins
; Pathfinder's Hellknights are pretty much LE/LN Paladins. I don't really see neutral or
especially chaotic divine champions as Paladins. That said, I can't imagine personally playing anything other than a LG Paladin, and all the Paladins in my 4e game are LG. This new Pathfinder game is the first time I've thought a Paladin PC should be LN.
 

So you can decide that Vecna is displeased, but you cannot decide a different deity, or some other cosmological force is displeased. Vecna is a deity which is an NPC, but for some reason the Raven Queen is not

I was wondering about this myself [MENTION=42582]pemerton[/MENTION] - do you treat the Raven Queen as a kind of 'shared resource', but Vecna as a normal NPC?
Personally, I treat all the gods in my 4e FR game pretty much as regular NPCs, which
sometimes surprises and occasionally disconcerts players when they don't behave as
expectd. At the end of just-concluded P2 Demon Queen's Enclave, the PCs broke Orcus'
hold on Deadhold. As the Rotted Throne began to collapse, Shar opened a Portal and appeared, accompanied by her sister Selune, who in canon are enemies, but IMC are currently working
together against a greater evil (Szass Tam & Orcus) - Shar is freaked out by a prophecy from Lady Saharel that Szass Tamm will destroy them both. The player of the Selune-revering
Ranger was pretty disconcerted to see his goddess alongside Shar!
I play Mielikki, Bane and other deities similarly, as NPCs.
 

I assume you agree with Imaro - that is, you don't see any meaningful difference between deciding that a god is angry because his desire for power was thwarted, and judging that a player has violated his/her PC's alignment. Perhaps that is because you agree with Imaro that judging alignment violation does not require judging whether a player's declared action is good or evil, but rather requires judging whether a deity or other power would deem it to accord with its concept of good or evil.

I don't have the same conception of alignment as Imaro and (I believe) you. Nowhere in any D&D rulebook that I've read is "good" defined as "What Asmodeus believes to be good" or "What Pelor believes to be good". Nor have I ever seen evil defined in such terms. I have seen it defined as "respect for human (creature) rights", as "just that (ie good)", as "altruism", etc. None of these are words for describing the emotions and preferences of powerful beings. They are words for describing values and valuable things.

First you are mis-representing what I said (as if I should be surprised at this point *sigh*)... I never said that LG (or any other alignment for that matter) is totally subjective, but neither is it a straight jacket and comprehensively defined. We do not have a listing of all things in all situations that are LG available to us... do you agree or disagree with this?

Now given that in 3.5...

"...Each alignment represents a broad range of personality types, or personal philosophies, so two lawful good characters can be quite different from each other... "

and...

"Good implies (but is not defined by, and thus leaves wiggle room for various deities, paladins and even the cosmological forces themselves to judge how fundamental these are to their concept of LG... also note the definition of "respect"below.) altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others (this is the first real tenet of good laid out as a definite by the book)..."

and...

"Lawful characters tell the truth, keep their word, respect authority, honor tradition and judge those who fall short of their duties..."

These are the tenets of law, but let's take a minute to examine them more closely...

1. Tell the truth, keep their word... are pretty straightforward, so I don't think these would be difficult to judge at all... either a character does or doesn't do these things.

2. Respect authority. Let's take a look at what respect really means (since some seem to think for paladins the word respect means auto-deference)

Respect...
: a feeling of admiring someone or something that is good, valuable, important, etc.
: a feeling or understanding that someone or something is important, serious, etc., and should be treated in an appropriate way
: a particular way of thinking about or looking at something

I'm going to assume #2 is meant since #1 eliminates any of the oft claimed problems of an evil authority and the paladin respecting said authority since it doesn't apply to evil things or even neutral things, only good things or those of value.... and the third definition is so vague as to be useless for our moral code.

However the second one basically says the paladin understands the importance of authority and that the authority should be treated in an appropriate way. Note it doesn't tell us what that appropriate way is only that authority is a serious and/or important thing to the paladin and he should treat said authority with an appropriate response.

So again no straight jacket on the paladins response to ignoring/rebelling against/etc. corrupt authority (thought this is one of those big argument points people often cite, perhaps because of a lack of actually reading through what the alignments mean??
), and their is room for the appropriate response to be determined by individual deities, paladins, and the cosmological force of LG they all serve

3. Now we come to honor tradition... again let's look at the meaning of the word honor...

Honor
a showing of usually merited respect :

Well there we go... a showing of respect... and we've already done that dance so... again the paladin realizes the importance of tradition, respects it and deals with whether it is good or evil, of value or not... appropriately.

Finally let's look at the final paragraph concerning Lawful good in the book...

"A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

So we get the final piece of the puzzle... while LG implies a respect (and remember what this word actually means) for all life the tenets of LG proclaim that he must have a commitment to opposing evil with the discipline to fight relentlessly.

So again it is up to the paladin, deity, whatever to determine whether their respect for life precludes them from harming life in any way... forces them to only subdue opponents or whether their commitment to fighting evil relentlessly supersedes their respect for life and they dispatch evil beings who will not repent or change their ways. I would assume a deity of life and growth who is LG would see the dtails of this much differently from a LG deity of combat and justice.

This is why different deities/demons/devils/cosmic forces/etc. have their own individual ways of interpreting alignment, and yes it is right there in the book if you actually take the time to read it.
 
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There are some of us for whom the term "paladin" in D&D means something more than a bag of hit points with specific mechanical abilities. It means something far greater and farther reaching. It's not just a question of a lie or two, but being shiftier than the burglar makes the character not very paladin-esque. If my players want to talk the talk of playing a paladin, I expect them to take on the challenge of walking the walk.

Sure, and that's fine. I like classes having flavor text, and even rules to make that flavor an actual mechanic.

But I don't think you need alignments to have Paladins who don't lie, cheat, steal, or murder.

You can gave that mechanically without bringing Lawful Good to the table.

I should have quoted the poster I was directly questioning.
 

Like any game mechanics Alignment rules improve the gaming experience by increasing what a game covers. Whether players agree with those rules or not is another matter.
 

So you took away character build resources through DM fiat... Because you judged that the actions of the player where not in accordance with what this deity expected of him and thus you stripped him of (some of) his power... got it. What if the player felt like Vecna should have enticed him with more power as opposed to punishing him so that he would turn more towards his service, you know carrot insteasd of stick??
If the player felt that, he could have said so - bargaining with Vecna could have been quite amusing! But he didn't. As I posted uthread, he reflected for around 20 seconds and decided that he was going to thwart Vecna.

I also don't see why "inflict 1 hp of damage on a familiar" (which is all that is required to shut a familiar down) is being described as "strip him of some of his power". For me, at least, that's a counter-intuitive formulation. "Stripping of power" suggests a degree of permanence, apart from anything else.

in other words if you're not down for making evaluative judgements... why or how do you justify evaluating his behavior for good or bad as Vecna in this instance?
There are board rules that put limits on how much I can explain what I mean by an evaluative judgement. But deciding that an NPC is angered by something is not an evaluative judgement in the relevant sense: it is simply reasoning about the psychology of that NPC. Deciding that it was a wrong or wicked thing to anger that PC would be an evaluative judgement.

For some people that is the point, that the deity/force/etc. they have faith in is not infallible
As I have said upthread, for me that is utterly incompatible with the paladin archetype. The divine may move in mysterious ways, but it does not err.

you are mis-representing what I said
I quoted you in the post to which you're replying. When I said that alignment requires judging whether a player's action declared for his/her PC is good or evil, you denied this in post 654, saying "No they require you to determine whether a character's actions are consistent with those a particular deity or cosmological force would deem to be in accordance with their concept of good or evil".

I'm sure you're being honest in your account of how you adjudicate alignment - it seems quite similar to what [MENTION=85555]Bedrockgames[/MENTION] has described upthread. But nowhere do the alignment rules in any edition say that judging whether a paladin's action is good or evil involves judging whether or not it accords with some cosmological force's or deity's belief or conception.

You go on to argue that many different things could be consistent with being lawful good. That's undoubtedly true. As I read the alignment rules, then, that implies that a LG good will permit his/her paladin to do any of those things; not that s/he will (arbitrarily? if not, on what basis?) decide that some of them, though falling within the definition of LG, are nevertheless forbidden.

At the end of the day your players (including paladins) are doing what they want not what a higher being or cosmological force wants them to do. You've said as much so I'm not sure why this causes contention?
In what way are your players doing what a higher being wants them to do? (Unless your games are played in a temple to the higher powers!)

It seems to me that, in your game, the players who play paladins either play their paladins as they want to, or else they play their paladin as the GM wants them to. (Are there any other options? Perhaps they take advice from other players, and hence play their paladins as those other players want them to.) In my game the players play their paladins as they want to. The only difference from your game that I can see, as far as whose desires shape the play of paladins, is that the GM's desires are less important.

But it doesn't follow from the fact that the GM's desires are less important at the table, that a higher power is less important in the fiction. Within the fiction, the paladins in my game act in accordance with the wishes of a higher power, much as they do in your game: it's just that in my game the player of the paladin plays a greater role in deciding what that higher power's requirements than is the case in your game.

I was addressing Hussar's continuous use of the word "punish"... I'm not sure why you are bringing your actions into this, since it wasn't a reply to anything you said.
Well, I did ask if you meant me and you said I'd talked about punishing numerous times upthread. Maybe you thought you were replying to Hussar?
 

do you treat the Raven Queen as a kind of 'shared resource', but Vecna as a normal NPC?
In both cases it depends a lot on context.

For instance, the paladin of the Raven Queen died in a session towards the end of last year. This meant that - prior to his resurrection - he got to have an up close and personal chat with his god. During that conversation - which he and I played out in his car as he was driving me home from the session - he sought advice on what he should do (in particular, on how hard he should push towards the Soul Abattoir - he is a Questing Knight, and destroying the Soul Abattoir was his quest). Playing the role of the Raven Queen, I told him to push hard - that he had dithered long enough, and more than indulged the distracting whims of his companions. (Who at this point were in any event ready to tackle the Soul Abattoir, having followed up the other matters they were interested in - primarily the fate of Mal Arundak.)

On other occasions, though, this player will routinely talk about "My mistress insists upon this . . . " or "My misteress has done that . . ." without inviting or expecting mediation from me.

On other occasions, he will try to invoke his mistresses power and make a Religion check to see if it works.

So a whole range of techniques are in play.

There is no paladin of Vecna in the party - as I mentioned, the invoker serves a range of gods (Erathis, Ioun, Pelor, Vecna, Bane, Levistus, the Raven Queen) not all of whom are likeminded, and the invoker himself has a theory of why Vecna is mistaken in his conception of the relationship between secrets, knowledge and progress. So the player of the invoker rarely speaks about what Vecna wants or does in the same way as the paladin player does. (Whereas he will do this for Erathis and Ioun, who are the gods with whom his character most identifies.)

If the player had come up with some conception of what might be done to reconcile Vecna and the Raven Queen which involved imputing some as-yet unrevealed motive to Vecna, that would have been interesting to explore. But he didn't. (Why not? Lack of imagination? Lack of desire - I think he sees the two gods as in conflict? The fact that we were getting to the end of our session time, and so there was a degree of social pressure to resolve things quickly? It's hard to know for sure.)

But the player had already made choices that helped shape Vecna's personality - for instance, by implanting the Eye in his imp, which helped establish Vecna as opposed to rather than allied with Bane and Levistus, and also gave Vecna a stake in the imp: the imp is a "watcher" sent to the invoker by Levistus at the behest of Bane, and the invoker did the implanting of the Eye partly in order to reduce the information feed to Levistus by setting up Vecna as a rival force.

This is the context in which I don't find it that outrageous to inflict a consequence which the player has more-or-less set up for himself.
 

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