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Are alignments relative?

Alignments are defenitely relative, because everything depends on your DM's interpretation of what an alignment is. For example my DM doesn't interpret Chaotic Neutral as some sort of insanity, but as a way of acting dictated by the situation your in and your characters goals.
 

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Tsyr

Explorer
The Onion Knight said:
Alignments are defenitely relative, because everything depends on your DM's interpretation of what an alignment is. For example my DM doesn't interpret Chaotic Neutral as some sort of insanity, but as a way of acting dictated by the situation your in and your characters goals.

You mean, the commonly accepted way? :rolleyes:
 

mmadsen

First Post
Sorry. Too morally relativistic for me.

There's a difference between being too morally relativistic for your taste and being impossible to play. Certainly two opposed cultures could each label themselves "good" and the enemy "evil", and their magic could simple detect the other team, as if the labels weren't "good" and "evil" but "red" and "green" (or "Christian" and "Muslim" or "Axis" and "Allies" or "National Socialists" and "Communists" or whatever).
 

Hand of Evil

Hero
Epic
Pull up my soap box :)

A DM should define what is evil in their game, they should base their players alignment around that. This is part of the world myth.

Create a list of things viewed as evil.

Canablism, slavery, murder (cold blooded), child porn, drug use, rape, orcs, disloyality, kin-slaying, plague, Nerull, Gruumsh, so on...

Now you have the line in the sand, you can judge alignment in your game. If someone ask why are orcs evil you can say because they eat the other races, they take slaves, they murder, they rape, they are the chosen of Gruumsh and they are orcs! That is six hits on my list above, that is pretty evil.
 
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mmadsen said:
There's a difference between being too morally relativistic for your taste and being impossible to play. Certainly two opposed cultures could each label themselves "good" and the enemy "evil", and their magic could simple detect the other team, as if the labels weren't "good" and "evil" but "red" and "green" (or "Christian" and "Muslim" or "Axis" and "Allies" or "National Socialists" and "Communists" or whatever).

Just because it's possible to play, doesn't make it logical or a reasonable basis for a universe, particularly a fantasy universe.

If magic has a source outside the caster, that source would determine the frame of reference for magical judgements of alignment. If you want to rule that the source of magic in your world is unwilling or unable to draw clear lines between good and evil, that's a cosmology issue that conflicts directly with the design of D&D. The game is designed with clear boundaries between good and evil, and methods of quantifying them.

Having good and evil in your game boil down to "us v. them" doesn't fit the game. It doesn't even fit the genre.
 

Hammerhead

Explorer
Canis said:
Avatar, I think the only way to run that kind of game effectively is to outlaw spells and abilities that detect alignment. That would add a whole new dimension to the game, IMO. It's tough to have moral uncertainty when your "detect evil" is reading the guy sitting across the room as Screwtape's second cousin. See if you can manage to start the two groups off with goals that are very nearly mutually exclusive. It would help if the groups had very different interpretations of good so that they could both have fairly benevolent goals but still seem to be running in different directions most of the time. Require the two groups to actually figure out what's going on. Maybe, in order to succeed in the campaign, they have to figure out that they're actually on the same side and combine forces to take out the real BBEG.

Sounds pretty ambitious actually. You'd have to REALLY know the groups well to even attempt it.

That aside, I don't think good and evil are any less "real" in real life than in DnD. We make them abstract to make ourselves feel better about all the nasty little things we do all the time. A belief in a Supreme Being or lack thereof has very little to do with it. All that does is modify the particulars slightly.

Nothing prevents good people from disagreeing. Chaotics and Lawfuls will have very different ideas about how society should operate. A NG group of rangers and druids might be violently opposed to urbane NG character whose bent on forging a powerful nation-state and who needs the druids forest to build a navy.
 

Hammerhead said:
Nothing prevents good people from disagreeing. Chaotics and Lawfuls will have very different ideas about how society should operate. A NG group of rangers and druids might be violently opposed to urbane NG character whose bent on forging a powerful nation-state and who needs the druids forest to build a navy.

But that doesn't mean the druids' spells would detect him as evil. They might not like him. They might think his methods were inferior to theirs, but if his alignment is NG, he would detect as good. That's the whole POINT of the alignment system. If you want moral relativity, you have to throw out the system, including all the "know alignment" and "detect alignment" spells. They're based on a system that is inherently non-relative.
 

rounser

First Post
I agree that alignments are open to interpretation, e.g.:

A character is Neutral Good, and is presented with a situation whereby she can:
A) Deem that the means justify the ends, and do questionable acts in order ensure a greater good, or
B) Deem that the ends don't justify the means, and forfeit the opportunity to do great good.

Either way is arguably "Good" or "Neutral" (possibly even "Evil"), depending on who you talk to, and that goes for DMs and players too - they have opinions.

My suggestion is to roleplay such interpretations. But through whom?

The gods, of course! It's their job to pass judgement on mortals!

So - do an "FR" and make everyone have a deity - and provide a default deity to judge those who abstain. Then, have that deity judge the PC on the alignment scale. Kord would have a different idea of a "good" solution than Pelor, and Chaotic Neutral becomes a lot more easy to judge when you're doing it through Zagyg's point of view. Better yet, both DMs and PCs have a yardstick for their alignment that matches, unless their conceptions of the god in question differs. Then again, most gods are fairly simple personality-wise (just think their domains and extrapolate from there), so it's better than nothing.

Thoughts, comments?
 
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Elder-Basilisk

First Post
Canis said:
But that doesn't mean the druids' spells would detect him as evil. They might not like him. They might think his methods were inferior to theirs, but if his alignment is NG, he would detect as good. That's the whole POINT of the alignment system. If you want moral relativity, you have to throw out the system, including all the "know alignment" and "detect alignment" spells. They're based on a system that is inherently non-relative.

But that doesn't remove the question of what's right to do. Remember, that there's no detect neutrality spell. Good people will sometimes commit evil acts. Sometimes they commit questionable acts. And that doesn't always shift them to evil. So, let's flesh out the example in question:

1. The wizard. He is the leader of a newly powerful city state that has come into conflict with the Theocracy of Hextor. The theocracy has siezed several key towns that were his allies, pillaged them, and forced them to pay tribute. For some reason in this war, the wizard needs a navy (to bypass their defenses, or to prevent them from bypassing his defenses by sea for instance).

A small portion of the woods lie in his traditional domain but longstanding tradition has kept the villagers from cutting down any trees. Another portion of the woods is in another kingdom according to ancient maps and treaties but those treaties placed the border at a river which has changed course since the treaties were signed and now 70% of the woods is on his side of the river.

And one last thing: the wizard, while a good man and a wise ruler who rules for the benefits of his subjects is an ardent believer in Progress. He doesn't value nature except as a source of raw materials to make lives better for his subjects. Nor does he put any faith in ancient superstions.

2. The rangers and druids. They are NG characters as well. They care for the woods which are sacred to their goddess. They also know that the woods are magical--the oaks of the forest bind a terrible evil and keep it from harming the world.

In the past, they have largely been left alone by the rulers of the kingdoms they're technically a part of--local superstitions (based on the evil the woods imprison) protect the woods from lumber operations and they are not interested in influencing the outside world.

The wizard probably doesn't think twice about ordering a large scale lumber operation to begin in the woods. After all, they're a part of his kingdom and he needs ships in order to free his countrymen from oppression and terror.

When his workers show up to start the lumber operations, they're a standard mix of alignments--goods, neutrals, and evils--just doing their jobs. The druids and rangers know this and so they don't kill them out of hand--they go to the leader of the lumber operation and plead with him to stop.

The head lumberjack sends word back to the wizard who has more important war plans on his mind than dealing with a bunch of backwards, rebellious tree huggers. So, he brushes it off: "the woods are the property of the city and we'll do as I command. Tell the druids not to resist the will of their lawful soveriegn."

That situation could easily erupt into a violent conflict. Neither side would initially detect as evil, but they might change to evil the various wars progressed. When there's a lot of risk, there's a lot of pressure to compromise one's beliefs and values. Even if both sides maintained their good alignments, their differing priorities, goals, and beliefs would still maintain the conflict.

For a different perspective, imagine that the wizard had more time on his hands and placed a higher priority on the druids' good will. He met with them and heard their story about the evil imprisoned in the woods. He detected for magic and found only faint traces in the individual trees (it is a powerful magic but diffuse). He detected for evil and found none (the wards that imprison it also shield it from detection). He concludes that the tale of the evil imprisoned in the woods is an unfounded legend. And even if it were true, he doesn't need to log the whole forest--he only needs enough trees for a dozen ships. Fires destroy that number of trees all the time, surely it poses no risk of disrupting the alleged enchantment. And even if it did, it would be a small risk next to the guaranteed evil and destruction that the theocracy of Hextor would bring should they prove victorious.

However, the druids are unwilling to consider allowing any of the trees to be cut down. Even the slightest risk of disrupting the magical wards was unnacceptable. They didn't really think that the evil of the theocracy would be that bad either--sure, taxes would be higher, and some people would be sacrificed, but the theocracy wouldn't last for long. Sooner or later, the neighboring kingdoms would destroy it or it would collapse from within. On the other hand, the evil imprisoned in the wood would ravage all of the surrounding nations before it was stopped as it did in times past. The druids promised to meet any attempt to log their woods with force and to call upon the neighboring kingdom to defend them (after all, before the river changed course, they were a part of that kingdom and the fact that the river changed course shouldn't change that).

This version of the conflict could encompass two neutral good power groups and another nation of indeterminate alignment. And who is in the right would be an open question.

Even if the druids' spells revealed the wizard to be good, that wouldn't make them accept his pragmatic (and perhaps foolish) judgement of the risks. And if his spells revealed them to be good, that wouldn't make him accept their superstitions. Nor would they necessarily trust their spells. As spellcasters, they would certainly be familiar with the wide variety of spells that protect against such divinations and could possibly misdirect them. So, like my characters, they would probably think: "OK, not evil, but then again, there are several weak abjuration auras on him. One is probably Mage Armor--powerful wizards wear it like underwear--but another could be undetectable alignment or non-detection (odd that I'd see that though. . . .) I don't imagine he'd need an endure elements spell--the weather is quite nice today, and Energy Buffer would give off a more powerful aura. He could also be using a misdirection spell and I'd never even detect it. I'd better hold my decision and judge him by his actions. . . ."

So, even in a world with real, magically detectable alignments, there is room for moral uncertainty.
 

Edena_of_Neith

First Post
The Genius of Alignment

Is Alignment Relative is the title of this thread.
However, that question has been asked before, and it has been answered before, countless times.

Yet still the question keeps being asked.

All the questions relating to the topic of Alignment keep being asked, and keep being answered, over and over and over.
Thus it has been, for the past 25 years.

In my opinion, one of the interesting things about a roleplaying scenario is that the more you think upon it, and the more you discuss it (or type queries or comments about it), the more real it becomes to you.
The more real it becomes, the more fun it becomes.
The more fun it becomes, the more you want to discuss it.
A self-fulfilling pattern here ... the end result of that pattern is The Campaign, the popularity of Dungeons and Dragons: a lot of good stuff like that.

In order to get your attention, and to keep it, it is the task of a game creator to create something which is stimulating and interesting to you.
Gary Gygax referred to the Skeletal Framework of the Game, which he created, and which was built upon by the imaginations and creativity of the players, into the full fledged Campaign, Campaign World, etc.

Well, Alignment - IMO - is a Genius Idea, if you are a believer in the Skeletal Framework idea and the opinions I have given above.

Alignment is about morality and ethics.
Alignment is about religion.
Alignment is about behavior.
These are things which are hotly debated and very emotional topics IRL.
These are things that are the subject of endless debate and furor over IRL.

These are things close to people's hearts, and when they hear the word Alignment, they become stirred up, and are quite willing to endlessly discuss the Alignment Topic.
In discussing Alignment, they make the fantasy world more real, and increase the fun of the game thus.

A very effective Hook, for capturing the attention and interest of players, and causing them to lavish time and effort on the fantasy, and thus to bring it to life.

A concept that is Genius.
 

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