I can't tell if you're agreeing with me or not - you post all this stuff which looks like it's intended as rebuttal, then say that L/C plays out mostly as I describe. So in what way am I wrong?
In the typical game world, my experience is that Good and Evil are in a state of open warfare, while Law and Chaos are existing in fairly peaceful co-existence. I recall one published scenario which structured a mixed G/N/E band of Lawfuls against a force of Chaotics, but I don’t ever recall seeing a second.
The original rules had Law, Neutral and Chaos, but “Law” rapidly became “Good” and “Chaos” became “Evil”. An old White Dwarf article proposed the 2 axis grid (using Dr. Who and the Daleks to suport CG and LE), which went into Basic, and AD&D, and then came out of BECMI. The original Moorcock source never really made it into the game materials.
In 4e, the Primordials want to undo the world and remake it. The Gods want to preserve the world within the Lattice of Heaven. The explanation for their conflict is not that one is disciplined and the other unruly - in 4e Thor would side with the gods just as much as Heimdall or Tyr would.
As I read your earlier posts, the Primordial vs Gods conflict seemed like Law vs Chaos. That may have been a misread on my part. What does the Lawful Monk and Chaotic Bard have to do with the Primordials vs the Gods (some of the latter being chaotic – not sure whether any of the former are Lawful)?
What do you think this means for play? It's like saying the player defines his/her PC's eye colour - it's not a statement about mechanics or adjudication, because there is no mechanical alignment.
Eye colour seems more objectively measured to me. I would suggest the player defines his character’s attitudes and outlooks. The observer defines them, subjectively with no objective alignment rules, as “Good” or “Evil”, “Lawful” or “Chaotic”. Maybe some people think that Bard’s more Neutral, or even Lawful, based on his overall behaviour. Maybe some in his order view that Monk as a Chaotic influence, out adventuring with musicians, of all things, instead of meditating on a proper schedule.
The PC, like the NPC, has the capacity to persuade others. The player, unlike the GM, has a mechanical resource available.
These are quite different things.
Why have mechanics for persuasion at all? Why not just let the player tell you whether his character is persuasive or not? He gets to decide his character is stubborn and impossible to persuade, why not how persuasive he is as well?
The tradition of different resolution mechanics for PCs vs NPCs in respect of social conflicts also goes back a long way: in AD&D, for instance, NPCs but not PCs roll reaction on a random table, make morale checks to see if they are afraid or not, and make loyalty checks to see if they keep their word or not.
I can’t argue that this is not a longstanding tradition of D&D rules. It’s been around as long as, say, fighters and wizards – as long as hardy Dwarves and agile Elves. Why, it’s been around as long as mechanical alignment! J
Also, why are you supposing that it is the character who authors the wish list? That is something the player does.
The Paladin decides what he will take as treasure and what he will leave as he does not value it. The player is just helping you out by telling you what his character considers trash, and what is treasure.
My quote from the DMG 2, p 101, does not refer to consequences of faiure. It refers to a -5 penalty consequent upon success.
It only applies to characters who help the guards recapture escaped slaves. How is that not a specific allegiance?
They can recapture the slaves for any reason, and any PC could do so. Which other PC’s could have had a character resource removed by Vecna for their interference? I view that bonus/penalty structure as a social interaction result of their activity. They did not lose a character resource – no one has a lesser or greater diplomacy or intimidate skill. The circumstantial bonus or penalty applied to specific applications of the skills have changed due to a change in the circumstances.
I don't understand how you arrive at the conclusion in the second sentence without using real-world reasoning.
“Once these [Law, Chaos, Evil and Good] are tangible forces, many of the questions go away”? I don’t need any real world history and philosophy of ethics to reach those conclusions. Do you know of a lot of objectively tested real world moral theories? I don’t think we have tangible, verifiable forces of these concepts in the real world, but maybe I have missed them.
I'm not so vain as to think that this is directed towards me in any way. Nor am I so OCD that I feel the omission of a number of details from this scenario is a problem. But since I literally used those exact words earlier in this thread, I'll offer up this probably completely unnecessary and superfluous preemptive aside anyway.
FWIW, I was not directing anything towards you. But your comments are good ones, and welcome.
First, it is entirely possible for a GM to abuse that role and actually bludgeon his players without that being an issue on the side of the players. Just saying. I know you didn't say otherwise, but I think there's the risk of that being implied. The "totatitarian temptation", to use Jonah Goldberg's phrase, is seductive to most people in our society, and GM's, who feel a sense of ownership, big picture vision, and "I know what this game needs better than the players" rather easily are hardly immune from it. When this happens, this clearly isn't a player issue. Although I do agree with your later sentiment expressed above; I don't know why a player would wish to game in such an environment. And I say this as a gamer who primarily identifies with the GM's side of the screen, although naturally I play on both sides frequently.
Either side, or both, can definitely be at fault. My focus was on the “problem player”, and your comments add some balance to that – thanks!
Secondly, even players and GMs that don't normally have any kind of adversarial or antagonistic relationship often find, in my experience, the catalyst needed to develop traits of one in alignment, which is a flaw with the concept of alignment, and not with the character traits of either the player or the GM. This is, indeed, my fundamental bone to pick with alignment and it's twofold: 1) it crosses the line between what is GM territory and what is player territory in rather overt terms. Not to make light of obviously much more serious situations, but in a gaming group dynamic, it's like Germany invading the Sudetenland or Russian invading the Crimea (good heavens, I Godwined myself. But I trust that that won't actual derail the discussion.) It's the GM using the system to enforce, or at least penalize, player behavior. And not in in-game ways (like if your character insults the duke, his guards throw you out of the duchy, or put you in the stocks, or whatever) it's in a much more cosmological, metagamish manner. The entire concept grates the wrong way against me, and it hardly requires an antagonistic player who wants all adjudications to go his way to get that vibe out of alignment. Especially when applied to a class in which alignment restrictions are part and parcel of the mechanics.
The problem player I envision would be no more accepting of the Duke punishing their rudeness. To me, however, alignment pushes the Cosmological Force into a role not too dissimilar from that of the Duke – a powerful NPC who may take offense and/or action based on the actions of the PC’s.
And 2) it's so poorly defined, poorly expressed, poorly understood, and subject to so many wildly differing interpretations that barring the extremely unlikely coincidence of all players and the GM being on exactly the same page as to what alignment actually means, it is a constant source of conflict. Sure, by "conflict" I might mean that the player accepts what the GM says without complaint and moves on, but even in that case, the potential of the game, and the satisfaction in the game is not insignificantly diminished for the player.
While I can’t dispute that issues can arise when the rules are less than clear, I don’t think that’s less of an issue for many other rules. [MENTION=22779]Hussar[/MENTION] and I had some lengthy discussion on whether Planar Binding equals unlimited wishes from Glabrezu, as one small example.
I don't really see in what way this person is evil, at least at this level of description. What is evil about ending banditry and boosting production? Or about self-enrichment, for that matter, which is a goal that nearly all contemporary people have.
At the risk of setting off a firestorm, are we to accept that a goal shared by much of contemporary society is necessarily Good? I think Mother Theresa is widely considered Good, and she would have been under a vow of perpetual poverty, I think. I don’t recall Ghandi or Mandela doing a lot of product endorsements.
Too far into real world already, so I’ll just delete your latest jaunt into philosophy of ethics. Maybe someone else will want to discuss that with you.