2. The Simulationists (with a heavy dose of immersionists)
With @N'raac, he's approaching things heavily from a world building point of view. If a player (and thus a character because for an immersionist, there should be little to no difference) can define morality, then there isn't any morality in the world. It's like the situation with the Glabrezu wish that got brought up earlier in the thread. For N'raac, you use the alignment mechanics to increase the difficulty to gain a free wish because if it was easy, everyone in the world who could, would do it. For me, the world can go hang. I'd allow the wishes to go through because it would make an interesting story. Which brings us to the third corner of the triangle:
I don't know why we keep coming back to the Glabrezu, but I don't find the issue to be about alignment. It's about his mechanics - specifically, that either
orthe wish is used to create pain and suffering in the world
the glabrezu demands either terrible evil acts or great sacrifice as compensation
The purpose of asking for a wish from the Glabrezu also seems to be adjusting, as you originally presented it as an example of the trivial ease with which a spellcaster could access unlimited wishes, a purpose which seems much more akin to an effort to play on God Mode than to create an interesting narrative. The thread in question asserted that the non-spellcasters were shut out of the game because the spellcasters took over the narrative, so it was not presented as a means of creating an interesting narrative for everyone, but of the specific player taking over the game. The wish itself kept changing, trying to find something sufficiently evil to be granted, so it did not seem to fit into any kind of narrative. I recall killing a high priest, killing a King and destroying an orphanage. I'm sure there were a few others. I don't believe we ever addressed whether the character was an exemplar of LG beliefs throughout his demon summoning and Evil wish-making, but I suppose if the player wants t claim that, it furthers a narrative just as coherent.
3. The Narativists.
The goal for Nar play is to create an interesting story through the collaboration of the entire table. This isn't simply collective story telling though since we also have the additional random element of the mechanics. N'raac brings up the idea of the two paladins, with one deciding to torture a prisoner and justifying it through the idea of the "greater good". He talks about how it would be a great game for a player, knowing that it was evil, to still choose to fall. And, yeah, that could be great.
But, the problem for me, is that's the DM's story, not the player's. The DM is telling the player, "That is an evil act, if you do that, you will violate your paladin's oath". The player can then choose to follow the DM's story or not, but, at no point can he tell his own story.
OK, you lost me. Are we telling a collaborative story, or this one player's own story which no one else at the table has any right to interfere with?
For me, the cooler story would be for the player to choose to go through with it. As a DM, you can bet that I'm going to run with that. What can be justified for the greater good? How far will this character go? What about the next time? What about the other character? What if he sees that the ends actually do justify the means and chooses to change his character. This just adds all sorts of conflicts into the party and I'm going to be in the corner giggling like a concussed monkey on peyote.
Well, given there are no consequences, I guess Player 1 does whatever he sees fit, and Player 2 can either continue role playing his vision of his character, becoming an opponent of Player 1, or toss his own morals out the window as well. Apparently, the Gods are all concussed monkeys on peyote anyway.
Play style will certainly enter into the matter - it permeates the game - but I don't see how "do whatever you want and the higher powers will be presumed to agree with you" falls inside any specific playstyle.
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