I don't see how they don't, when the words are words taken from that vocabulary and defined, in AD&D and in 3E, by reference to real world values and moral requirements.
Real world ethics don’t enter the picture any more that real world physics match falling damage or real world fencing matches with the style used by D&D swordsmen. A simplified and abstract system is used for gameplay. Similarly, real world economics would never support a D&D economy, real world geography would poke many holes in D&D world geography, etc. etc. etc. It is no more necessary to have post-secondary training in ethical philosophy to address alignment than it is to be a geologist or geophysicist to play a dwarf, a fencer to play a swordsman, a member of the clergy to play a cleric or a black belt to play a monk. Leave the real world expertise at the door – the game is a simplified, and modified, abstract.
Where is the inconsistency? Judging that the Raven Queen hates undead and necromancers, and hence can't be honoured by raising undead, isn't a moral judgement, anymore than the judgement that you can't honour Imix by spreading the polar ice caps.
You are judging the player’s/character’s consistency with their code. If the PC follower of the Raven Queen uses an Animate Dead spell to bring back corpses to battle back the cultists of Orcus, is this action one which meets with the favour of the Raven Queen, or her displeasure?
You could. But I don't see any way of adjudicating whether or not someone is playing their PC as LG without making moral judgements
[MENTION=85555]Bedrockgames[/MENTION] covers this. You, the GM, are not making, or need not make, a moral judgment on the player or character. Rather, you are judging whether the LG power(s) from which the Paladin draws his holy powers considers his actions consistent, or inconsistent, with their own code. This is no different from assessing the use of Animate Dead I suggest immediately above, or judging that a character who believes he does the will of the Raven Queen in ending lives on earth is delusional.
In other words, for me there is no equivalence between answering the backstory question of a god's attitude to undead, or cold and adjudicating whether or not a player's play of his/her PC really exemplifies honour and heroism.
The point is to adjudicate whether that play exemplifies his deity’s concept of honour and/or heroism. Whether you consider that deity’s concept correct or incorrect is entirely irrelevant.
As I noted upthread, when I talk about the play experience I am not talking about the story.
In my view, no part of the play experience of the Samurai deciding to dice with the ogres rather than duel with them (or whatever other choice he had – you have never said) is in any way dependent on the presence or absence of alignment. It may be dependent on you as a GM not deciding that there is only one possible way anyone of one specific alignment could possibly interact with ogres, but there the play impediment is your dogmatic and straightjacketing view of alignment, not the mechanics or alignment system itself.
By the way, if you think my game is not the pinnacle of roleplaying, why don't you post some actual play accounts of your own which show alignment contributing to an awesome time?
Do I think your game is the absolute pinnacle of role playing? No. I do not think you, and you alone, hold the key to making role playing all that it can be. Neither do I think that I do, or anyone else posting here.
As to “Actual play accounts”, you and I place very different weightings on their relevance. I game to play the game, not write or read a report on playing the game. “Great moments in role playing” that I recall will not translate well into a simple posting as they will lack the tension and personalities at the table, the campaign, player and character history and any number of other items that frame the context of the specific gaming moment.
Just as “The samurai played dice with the ogres” seems, to you, a play experience that alignment would have absolutely prevented where I cannot see how alignment would impact on it in any way. I assume I am lacking the context, rather than that you are just randomly reiterating game history with no actual relevance to the impact, or potential impact, of alignment.
Where is the dilemma? You just don't gamble, or you kill the ogres.
I’m not seeing any dilemma anywhere. I would see a dilemma if the Samurai had strong reasons to engage the ogres in combat, or take some other action rather than playing dice with them, but also had strong reasons to take the approach he did, forcing him to make a difficult choice.
Instead, all I see is:
DM: There are three Ogres sitting playing dice on the verandah.
Player: Cool – my Samurai asks what game they are playing, and what wagers, if they would accept another player.
DM: Huzzah Huzzah! It is another Gold Medal Moment in the History of Role Playing!!
The rules for adjudicating a paladin require me to judge, of every action taken, whether or not it is evil, or lawful.
I suppose that has a grain of truth, in the same manner you must judge success or failure of each action the players take. Most require no real effort, though. I do not roll to see if they cut themselves shaving, get out of bed without stubbing their toe, get the mug from table to mouth without spilling down their jerkin, etc. Most actions don’t have such a ring of Evil or Chaos that they merit any judgement.
Gary Gygax tells me to track the alignment of the PCs on the alignment graph, on the basis of the actions they perform.
I somehow don’t envision EGG leaping forth from the GM screen stating “That’s it – you turned left, then right, now left again in this maze. You are Chaotic and forevermore a fighter – you blew it, FORMER paladin!”
I take, it, then, that you regard the events and decisions I referred to upthread as in much the same ballpark as tying a shoelace or eating breakfast.
Most have been provided with no context whatsoever which would make me see them being impacted, much less impeded, by alignment rules, so from a moral perspective they show up as pretty much the same ballpark as tying a shoelace or eating breakfast, yes. They probably made for more exciting gameplay though.
That on its own tells me that you don't understand the experience of RPGing the same way I do.
Just to be clear, are you asserting our styles are different, or that your understanding is somehow superior?
Those terms are not part of the game vocabulary, no.
Yes, actually, they are. Paladins can Detect Evil, not Sense Nice Guys. Many spell functions vary depending on Good, Evil, Lawful or Chaotic. You seem to flip flop from using the terms as we might perceive them in English (asserting they cannot actually be defined in any real manner without inappropriately applying your moral judgment in opposition to that of the players) to using them as defined in game (where they again can be used only for inappropriate moral judgments). Then you tell us how your games make use of classic tropes like Good struggling against Evil.
You are running together two different things here. I had her change her mind. I didn't have to decide whether or not it remains true of her that she's a resolute defender.
So she had no real personality, just whatever struck your whims? She could just as easily had a mid-afterlife crisis and taken off on a sporty red pony with a cabana boy? Or were her actions judged in light of some existing personality drawn from the manner in which she was described in the module.
If the GM tells me that the table is 21 feet around and 7 feet across, it follows that the value of pi is 3, I guess. Maybe you can make sense of that. I can't.
I don’t make a habit of precisely measuring the dimensions or assessing the mathematical precision of those provided to me, no. Can you provide an example where the dimensions of a circle have required greater precision due to a significant in-game issue?
OK. Why not?
Is it truly your premise that characters behaving in character is a straightjacket which frustrates any form of good game play? That an RPG can only really have any interest if the characters are insane, making random decisions having no rhyme or reason? My characters have actual personalities and behave in accordance with them. Their views are shaped and changed by experience, but they have a starting point, and they don’t randomly shift in attitudes making their likely responses virtually always impossible to predict, nor do they coldly, rationally analyze every choice that comes before them and assess the tactically best choice, with no biases, personality traits or human foibles entering into it. If that is your measure of good characters to create great gaming then we have very little in common to form any basis for discussion. [And by the way, that makes all the characters CN, so we still have alignment.]
You are claiming gameplay such as you have described would be impossible if the game had used alignment. I am saying that alignment as written would not prevent or impede this great gameplay. I am not trying to sell you on what alignment would add to your game. I am trying (and failing) to understand why you think it would have detracted.