It's fine that you prefer a different approach to campaign backstory set up than me. That still doesn't make the backstory hidden, if in fact it's all out in the open before play starts!You posted “the relevant passage”, then add a bunch more “relevant” details later.
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I don’t find it any more enjoyable to have the hidden backstory come out in some extended interchange over PC design.
Because this is not being related to any actual play episode, I'm having a lot of trouble making sense of it in practical terms. I simply have no idea what 15 levels of play would look like in which two devotees of a single god disagree over what devotion to that god requires, and that comes out i play, and the god cares which of them is right, and no sort of information or resolution or development or compliation has occured within those 15 levels, until it is suddenly sprung on everyone like a rabbit from a hat.When we discover, 15 levels later, that my interpretation of the RQ’s code was not correct (the other PC, with whom I disputed that code, turns out to be correct) I question why she kept granting those powers which I used to violate her wishes.
If alignment is meant to help me deal with such a situation, OK - but because I can't even envisage such a situation occuring, or what it would look like, that might be part of why I don't like mechanical alignment.
Not for me. I see a deep difference between the GM responding to declared action in terms of "is that consistent with your prior characterisation?" and the GM responding in terms of "Are you doing that?" Both invovle valuation, but the first focuses more narrowly on one sort of aesthetic value (consistency of character) which is not that important to me.The difference between our approaches is superficial.
My general preference, if the game is to engender a certain sort of behaviour by the PCs, is for the mechanics to support the behaviour in question. Conversely, if the mechanics don't push any sort of behaviour, then I assume that the players will make their own choices as they see fit, and wouldn't expect the game, in its design, to assume they would choose any particular way.Why does the system have to build it in mechanically?
I mostly GM, and I am not interested in restricting or permitting my players' action declarations.What actions would you like your paladin to perform which you imagine an alignment DM would restrict? Enlighten me please because all I have heard are fears, concerns and conjectures of GMs controlling players and I think it is only fair you list some examples, otherwise we will continue to talk around each other.
As a player, I am not interested in the GM monitoring my PC's behaviour for consistency, so that s/he is "the only one who knows for sure" whether my PC is being true to his/her ideals. That is distracting the focus of play and the mental energy of the participants from where I want it to be - on play, and the actual consequences of play in the fiction, and evaluative responses to that. A practical example I gave upthread was my PC's dilemma as to whether or not to propose marriagne: I want to play this out as part of the game. I am happy for the GM to be part of the play, both playing NPCs and kibbitzing as part of the metagame. I am not interested in the GM trying to answer by asking the abstract (and, in my view, irrelevant) question as to whether or not getting married would be consistent with my alignment.
I would stop using alignment rules to the hypothetical doesn't come up. Also, if I didn't want the issue of "what to do with the orc babies" to come up at all, I wouldn't place any orc babies in the scenario.Hypothetical: In your campaign your Paladin decides to slay orc babies so they do not grow up as evil orc warrriors, and he still envisions himself as LG - what do you do as DM?
I've described an actual play episode above in which a PC did summarily executve some unconscious hobgoblin warriors, and I described how I dealt with that: I expressed my shock (as did the other players), and within the game, I had most of the NPCs present in the situation express support for what the PC did.
Lancelot is actually an interesting example: in one of the Chretien de Troyes stories Lancelot kills half-a-dozen of his fellow knights while escaping from Gawain, who is pursuing him for his wrongdoing with Guinevere. I think to modern sensibilities this would seem quite outrageous, but there is no suggestion in the work that Lancelot does the wrong thing with such killings. Attitudes to death, including who is a permissible target of lethal violence - and particularly role-basd attitues (eg by being knights they have chosen to take the risk of being killed in interpersonal violence, and so can have no complaint if they are killed) - are variable across times and places.If only Lancelot were here to tell us how its done
To have the GM making judgements about these things in response to players' declarations of their PCs' actions has no appeal for me. It adds nothing to play, and sets up impediments to play in the ways I have described.
I think I understood it quite well.From the above paragraph it appears you have not comprehended anything from the 2e DMG I quoted for you and you default back to, IMO, a weak argument that is based around implying Alignment DMs are poor DMs and Players using Alignments wear straight-jackets.
I'll add to what you quoted the following from the 2nd ed PHB, original printing, p 49:
It is possible for a player to change his character's alignment after the character is created . . . However, changing alignment is not without its penalties. . .
Although the player may have a good idea of whre the character's alignment lies, only the DM know for sure. . .
Changing the way a character behaves and thinks will cost him experience points and slow his adancement.
Although the player may have a good idea of whre the character's alignment lies, only the DM know for sure. . .
Changing the way a character behaves and thinks will cost him experience points and slow his adancement.
This implies to me that the GM is expected to constantly measure the players' play of their PC, and to form judgements about it, and hence to decide whether or not alignment has changed. And because the PHB (p 46) defines good in this way - "Good characters are just that" - that judgement is going to require deciding whether what the players have their PCs do is good or not.
Part of the point of this measurement seems to be because the game takes the view that playing an alignment consistently (which means, given that "only the DM knows for sure", in accordance with the GM's conception) is a good thing in itself: after all, the PHB (at p 49) says "finding the right course of action within the character's alignment is part of the fun and challenge of roleplaying."
As that is actually, for me, not part of the fun and challenge of roleplaying, and in fact something that I find inimical to my enjoyment of the game (both as player and GM), I therefore do not use alignment.
For me this also drives home difference in playstyle.I'm closing with another quote which you are welcome to ignore again:
2e DMG (page 28) "If a paladin rides through a town ravaged by disease and ignores the suffering of the inhabitants, he has transgressed his alignment in an obvious, but small, way. Several such failures could lead to an alignment change.
In the meantime, the paladin could recognise his danger and amend his ways, preventing the change and preserving his paladinhood. If the paladin burns the village to prevent the disease from spreading he commits a seriously evil act.
In this case, the DM is justified in instituting an immediate alignment change to lawful evil or even chaotic evil. The character eventually may be able to change back to lawful good alignment, but he will never again be a paladin."
At least as I play the game, it doesn't just happen that the paladin PC is riding through a diseased-ravaged town. The GM frames scenes like that. So, if I frame such a scene, I am doing it for a reason: to see how the players engage the scene via their PCs. If I have predetermind that only one response is permissible, than what was the point of framing the scene? Or, if I think that stopping the general momentum of play to have the paladin PC deal with these comparative mundanities would simply be derailing - and so, in effect, the scene would force the player to choose between an interesting session that is not true to their character, or a tedious session that is true to their character - then I wouldn't frame the scene.
Alignment doesn't add anything to my decision-making framework as a GM here.
As I've posted multiple times upthread, it's no skin of my nose if others find it useful.Good for you not having to need the the Alignment aid as DM but can you at least be open to the idea that there are others out there (DMs and Players) that might like to use it?
But I was asked, had I ever had a real play experience to which alignment would have been an impediment. And I've been answering that question.
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