I think this has a couple of ramificaitons for D&D play:
* If you take the realist/Hobbesian approach, no one has a reason to be good rather than evil except expedience. If in fact you think the gods of evil are stronger than the gods of good, and so can give you better rewards, you have a reason to be evil! As I posted upthread, I think this is somewhat how alignment worked in classic D&D, but the game is not normally played in that sort of mode these days. This can also fit with a cynical sword & sorcery style of play, but I think a lot of D&D play is not in this mode either (eg neither FR nor Dragonlance nor Ravenloft is aimed at that style of play).
* If you take the more standard approach, and regard "good" and "evil" as labels not just of behaviour that will be rewarded or punished by certain cosmological forces but also, and primarily, as labels of behaviour that has or lacks certain value and therefore that characters have a reason to perform or to repudiate, then the issues that I mentioned come up: players have to subordinate their own judgements of value to the GM's.
For instance, suppose a GM decides that (say) inadvertantly killing someone in a context of defence of others is not evil. And then a paladin PC inadvertantly kills someone, and the player of that PC takes a different view from the GM (s/he has a stricter view about the impermissibility of various forms of non-intentinal homicide, either for real, or as part of his/her conception of his/her PC). Now there is a gap between the value framework within which the player is conceiving of his/her PC, and the value framework that the GM is applying - the player expects that his/her paladin should be subject to divine sanction, but the GM doesn't deliver. How is that improving the play experience or the depth of either character, or player's engagement with the game?
Why can't the Paladin actually judge himself more harshly than his deity does? I suggest that "Good is about altruism and respect for life". The taking of a life is, in itself, an evil act, one which the Paladin would, or at least should, strive to avoid. The defense of other is altruistic, and highly consistent with the tenets of Good. To accomplish that Good, our Paladin has been forced to do Evil. His deity, in the context presented, considers the Evil done by the Paladin to be supported by the Good by which it was motivated, and which it accomplished. Our Paladin friend, however, expects more of himself he seems to feel that he should have found a way to protect those innocents WITHOUT resorting to causing the death of another person.
I've historically adopted the view that a "Paladin's Dilemma" cannot really exist. Where there is no "right answer" for the Paladin to take ("let one die or a hundred perish"), there can be no "wrong answer" (the Paladin cannot take any action which is clearly Good, so he must make his best judgment about the Greatest Good, and would not be penalized for his decision). If there is a campaign standard "right decision", clearly his training should make him aware of that, but the Real World, even in a fantasy game, is seldom so clear cut. Either decision will carry some Evil, and some Good.
"Hurt not where holding will suffice. Maim not where hurting will suffice. Kill not where maiming will suffice. The greatest warrior is he that need not kill." seems a fine code for an order of Lawful Good Paladins. Yes, it is sometimes necessary to compromise absolute Good, undertaking an Evil act (in this case, causing a person to die) for the greater Good (the protection of those innocents). This is unfortunate, but necessary. It seems like Paladins would recognize this - if they do not, why would they train so diligently to become better warriors - better killers?
It seems like great role playing could easily arise from the Paladin's reconciliation of his standards with those of his Deity. Does he strive to understand these moral lines? Does he nevertheless expect more from himself than his deity does, and come to accept that striving to do even better than the
minimum standards of his deity is the appropriate way to live his life? Does he instead lower his own standards, adhering to only the minimum required by his deity, and possibly jeopardize his status by letting his standards fall too far? Does he seek a new religion, one which better matches the higher standards he has set for himself? Does his own belief he has failed and merits punishment which does not come cause him to abandon his faith and fall from Paladinhood of his own volition?
It doesn't seem like this situation needs to be a game-wrecker by any means. It may be, perhaps, that the player is so inflexible as to be unable to run his character if there is any challenge to his preconceived notions, but I don't find that a sign of a great player by any means.
The above example is not purely hypothetical - it came up in my game. Because I don't use alignment, as GM rather than imposing my own moral judgement I followed my player's lead and made the character's response to (what he took to be) his PC's moral error a focus of play in that particular session.
So really, then, there is no challenge to living up to the Paladin's Code as the player's vision, however harsh or lax it may be, will automatically be presumed to match that of his Deity's.
Here's another example from actual play. The player of a paladin (and the other players as well), in the course of the game, form the view that the ancient pacts that had been reached between the gods, the demons and the lords of karma in order to bring stability to the heavens amounted, in effect, to an unfair sacrifice of the interests (in life and wellbeing) of present-day mortals. So they took it upon themselves to disregard the pacts, to ally with the one god who had been exiled from the heavens for taking a similar view, and to use an artefact borrowed from that god to rewrite the heavenly and karmic order to produce a new solution to the cosmological problems that also ensured that the mortal realm did not suffer as it otherwise would have.
My own view is that nothing would have been added to that arc of play (which unfolded over several years) by having me, as GM, assign an alignment to the gods (and thereby foreclose the issue of whether their decisions and agreements were good or bad) and then judging the behaviour of the PCs (including the paladin PC) by reference to that labelling of cosmological forces.
Emphasis added. Are Good people (even deities) incapable of making mistakes? Do they never compromise their ideals for expediency, or for what they perceive to be the Greater Good? A great characterization of Mephisto in a comic a few years back had him comment that he puts a lot of effort into Red Cross and similar life-saving organizations. Why? Well, if people die young, they have less exposure to the temptations of the world, and less opportunity to damn their souls. By keeping them alive longer, they get more exposed to the temptations of the world. There's plenty of those, and you people come up with more every day, and better ways to make them available. Keep people alive long enough, and they'll damn themselves with no extra effort anyway. Is preserving those lives Good? I suggest it is a Good act undertaken for Evil purposes. If a tyrant donates to charity to make himself look better and hold on to power he continues to use to oppress his people, does that somehow make him Good, or is the motivation for his actions relevant? I don't think you can measure whether anyone is Good or Evil by a single action in isolation, with no understanding of its greater context. An evil, vile tyrant may be protective of his people (a Good trait) while carrying out atrocities to defend them (Evil).
In circumstances where the gap between the PC's convictions and the moral truth is narrower, or once we get into territory where there can be reasonable moral disagreement (eg the example above about the wrongdoing involved in inadvertant defensive killing), then I wouldn't necessarily expect the player's and GM's judgements to overlap. But as a player I want to be free to react according to my own evaluative judgement, and to play my PC according to my own coneption of him/her (be that as a good person, if I'm playing my paladin, or as a fallen person, if I'm playing my KGB agent). I don't want to simply abandon my own evaluative perspective and find out what it's like to share my GM's value scheme as expressed in his/her campaign world; and when GMing I don't want my players to abandon their values and simply play their PCs in accordance with my judgements as to what is right or wrong within the fiction. That's simply not what I'm looking for in an RPG, either as GM or as player.
I would have thought that challenge to the character's beliefs made for a stronger game, not a weaker one. You are setting out a case that those beliefs should never be challenged - that our hypothetical Paladin cannot be a viable character unless his deities are 100% in lockstep with his beliefs or, alternatively, that the Paladin's mortal beliefs are 100% consistent with those of his deity, as though he has a direct hotline to, and is nothing more than a pawn of, his deity, a mere extension of that deity's will.
For example of play to which an alignment system would be an impediment, see the two provided earlier in this post.
Can't agree with that - it seems like the challenges to the character's belief can easily facilitate great role playing, rather than impede it.
I certainly agree with that, but the flip side of this in my experience is that removing the system doesn't in fact encourage greater complexity but less complexity. A simplified system is often more nuanced than no system at all. While in theory PC's made with no alignment system at all might be more nuanced complicated characters, in practice I find the reverse is true. First of all because there is no inherent reason why characters made with a system can't be nuanced and complicated, and in practice its never my most committed Thespian sorts that balk at providing a nominal alignment descriptor. Without an alignment system there is an even greater impetus than the usual to perceive characters as being merely game pieces being advanced toward some goal, and even less impetus to consider them as real flesh and blood people with wills and motivations that are their own. Now, I agree that there is no particular reason that the two alignment system is necessarily better at this task than some other system that is more or less complex depending on the conventions of the genera (see for example Pendragon for greater complexity), and people are free to devise more complex alternatives if that is what they like. But I absolutely reject the notion that replacing the simple system with no system at all, which is almost invariably what is done, is motivated by a desire for less one-dimensionality. Rather, in my experience, it's pretty much invariably motivated by a desire to go one dimensionality to no dimensionality.
I see similar results. I seldom find those with a great conception of their character's personality are constrained by the alignment system. Rather, they have their personality in mind first and foremost, and then assess which alignment the character most logically fits in. Where the call is tough, they sit down with the GM and go over this so they're on the same page. What they don't do is insist on shoehorning a highly Chaotic character into a Lawful alignment so the character can be a Monk, or a selfish, greedy opportunist into a Lawful Good alignment because they want the special abilities that come with Paladinhood. Rather, their character conception leads them away from classes with alignment restrictions that aren't consistent with the character's outlook and personality.
For those who balk at that LG alignment for their Paladin imposing any constraints, they will similarly argue against any enforcement of a Paladin's code imposed with no alignment system, or assert that their psychological limitations in a game where these are the hallmark of the Paladin mindset are being interpreted too restrictively, or complain bitterly when the GM uses their Pendragon system traits to their detriment on occasion. They want their "holy warrior" to be free to use dirty, underhanded tactics whenever this is most expedient, and not to have their character live up to his supposed ideals.
Right on the money (and good post steenan). @
steenan's post is very much like Beliefs in Burning Wheel and Milestones in Marvel Heroic RP (first thing I thought of), and to a lesser extent, like Dungeon World (and I agree with steenan that the feedback in Dungeon World is less provocative). The facets of such a system are very different than classic alignment in D&D. You have:
- Transparent, codified, non-negotiable trigger mechanism requiring no real adjudication.
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Immediate, positive mechanical feedback.
Pemerton, I think, mentions "being good only because it leads to the greatest rewards". It seems like this places the player/character in a similar position - behaviour consistent with your alignment will always generate positive mechanical results, so there is no disadvantage, no sacrifice, required to be a stalwart defender of the Right striving to exemplify the ideals of Law and Good.