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Deal Breakers - Or woah, that is just too much
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<blockquote data-quote="JonnyP71" data-source="post: 6819435" data-attributes="member: 6788862"><p>I'm probably in the minority nowadays, but I like the alignment system, as it can encourage consistent play and help form character ideals. In my opinion it aids and focuses roleplaying - plus it helps the DM! It's very hard to prepare and run a decent game if a party who had previously been heroically helping the peasants suddenly gets greedy and decides to murder them and steal their money! Players can be unpredictable at the best of times, so it's not too much to ask for at least their characters' motives to be fairly consistent.</p><p></p><p>Equally though I agree with having a few restrictions on it. If a player insists on their character doing what the hell they want, whenever they want it... then they would become Neutral Evil in my game - selfish, controlled by only their own motives, do whatever they feel benefits them. And that would potentially come with whatever penalties seem most apt... if their attitude became common knowledge they might struggle to get good deals with shopkeepers, or get a hard time from town guardsmen, and it will certainly affect their relationship with a deity if applicable.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 6819435, member: 6788862"] I'm probably in the minority nowadays, but I like the alignment system, as it can encourage consistent play and help form character ideals. In my opinion it aids and focuses roleplaying - plus it helps the DM! It's very hard to prepare and run a decent game if a party who had previously been heroically helping the peasants suddenly gets greedy and decides to murder them and steal their money! Players can be unpredictable at the best of times, so it's not too much to ask for at least their characters' motives to be fairly consistent. Equally though I agree with having a few restrictions on it. If a player insists on their character doing what the hell they want, whenever they want it... then they would become Neutral Evil in my game - selfish, controlled by only their own motives, do whatever they feel benefits them. And that would potentially come with whatever penalties seem most apt... if their attitude became common knowledge they might struggle to get good deals with shopkeepers, or get a hard time from town guardsmen, and it will certainly affect their relationship with a deity if applicable. [/QUOTE]
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Deal Breakers - Or woah, that is just too much
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