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Hambot

First Post
Religion is about following an ideal.

Religious people are forever trying to follow those ideals, but constantly screwing up. What empowers them is that they never give up trying to better themselves.(/evil themselves)

A god who smites you for screwing up once is an idiot who will be one of terry pratchetts small gods in small order (no followers, desperately seeking more, kinda like Banjo in GITP)

A god who warns a PC from straying from the path is providing a path to follow, and is a being worthy of worship.

I agree with the professor on one point - be a jerk too many times and you're out of the faith club. But DM screwing over 1 PC because his single awful action doesn't match your interpretation of 5 lines of alignment text in a book isn't fun, hence why I'm glad the whole framework is watered down.
 

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pemerton

Legend
ProfessorCirno said:
Heh, ironically, this kind of thinking is exactly what I and, I think, a few others are most afraid of. This idea of "My character can and should be able to do EVERYTHING!*"
Why do we need to restrict what PCs do?

Or to put it another way - if the players want to play a certain game, what is the objection to that?

Or to put it yet another way - if the players don't really want to play a game of heroic fantasy, but we make the rules be that you can only get access to Raise Dead if your PC is a hero, then what has been achieved? How has the net amount of pleasure in the world been increased (which surely is part of what playing a game is about!)

Hambot said:
DM screwing over 1 PC because his single awful action doesn't match your interpretation of 5 lines of alignment text in a book isn't fun, hence why I'm glad the whole framework is watered down.
Amen to that!
 

WalterKovacs

First Post
Also, the reason why a god may be lenient with his follower?

Well, the follower is a PC, with class levels.

Having class levels makes that character a "point of light". Clerics, especially one with quite a few levels, isn't exactly common.

Similar to the old "attonement" type rituals ... certain gods will give you a slap on the wrist, and a promise from you not to do it again, should you break the rules. Excommunication would only be in extreme circumstances ... and you could probably find another god that would be glad to catch you on the rebound ;) So instead of a Paladin falling and becoming a Blackguard ... he swaps to an evil diety and perhaps has to swap a couple powers [since it seems that dieties have some powers specific to them for the divine characters to get access to.]
 

ProfessorCirno

Banned
Banned
pemerton said:
Why do we need to restrict what PCs do?

Or to put it another way - if the players want to play a certain game, what is the objection to that?

Or to put it yet another way - if the players don't really want to play a game of heroic fantasy, but we make the rules be that you can only get access to Raise Dead if your PC is a hero, then what has been achieved? How has the net amount of pleasure in the world been increased (which surely is part of what playing a game is about!)

Well, you don't limit the PC on what they can POTENTIALLY do, no, but there needs to be some limitations, otherwise this wouldn't be a class or level based game, it would be a bunch of people with obscene super powers and the ability to do everything they want whenever they want running around having over the top dragonball Z fights. And I don't like Exalted ;p

What I'm getting at is, a PC should be able to do anything, but not EVERYTHING. Choices need consequences, otherwise they're empty, meaningless choices. If you decide to take this class, you don't get the bonuses of the other class. Or if you multiclass, you lose out on something else there, too. So a player can, ideally, choose to be *anything!* But he can't be everything.

Hopefully my 2 am ramblings make sense.
 

ProfessorCirno

Banned
Banned
Hambot said:
Religion is about following an ideal.

Religious people are forever trying to follow those ideals, but constantly screwing up. What empowers them is that they never give up trying to better themselves.(/evil themselves)

A god who smites you for screwing up once is an idiot who will be one of terry pratchetts small gods in small order (no followers, desperately seeking more, kinda like Banjo in GITP)

A god who warns a PC from straying from the path is providing a path to follow, and is a being worthy of worship.

I agree with the professor on one point - be a jerk too many times and you're out of the faith club. But DM screwing over 1 PC because his single awful action doesn't match your interpretation of 5 lines of alignment text in a book isn't fun, hence why I'm glad the whole framework is watered down.

Oh, I'm not trying to say that it's one strike you're out, heh. I'm just saying that the god eventually says "Look you crazy bastard, this has gone on far enough. Gerrout!" In other words, lawful good paladins can't run around eating babies and them scream foul because "That's how I roleplay!"
 

Hambot

First Post
ProfessorCirno said:
Oh, I'm not trying to say that it's one strike you're out, heh. I'm just saying that the god eventually says "Look you crazy bastard, this has gone on far enough. Gerrout!" In other words, lawful good paladins can't run around eating babies and them scream foul because "That's how I roleplay!"


Sounds like the "Lawful good" racist nazi elf in my DragonLance group.

Also the DM's girlfriend.

But it was the Druid who got nailed for "breaking alignment"

Alignment - ruining your game, if you can't all agree on what the 9 boxes represent.

With only 5 boxes there should only be HALF as many arguments.
 
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muffin_of_chaos

First Post
ProfessorCirno said:
Well, you don't limit the PC on what they can POTENTIALLY do, no, but there needs to be some limitations, otherwise this wouldn't be a class or level based game, it would be a bunch of people with obscene super powers and the ability to do everything they want whenever they want running around having over the top dragonball Z fights. And I don't like Exalted ;p
What I'm getting at is, a PC should be able to do anything, but not EVERYTHING. Choices need consequences, otherwise they're empty, meaningless choices. If you decide to take this class, you don't get the bonuses of the other class. Or if you multiclass, you lose out on something else there, too. So a player can, ideally, choose to be *anything!* But he can't be everything.
Limitations on the character's actual moral code, imposed by a strict alignment system, in a Role Playing Game, have always been hard for me to swallow.
There are a literally infinite number of ways to restrict PC powers without modifying their own independent thought processes.
 

ProfessorCirno

Banned
Banned
Hambot said:
Sounds like the "Lawful good" racist nazi elf in my DragonLance group.

Also the DM's girlfriend.

But it was the Druid who got nailed for "breaking alignment"

Alignment - ruining your game, if you can't all agree on what the 9 boxes represent.

With only 5 boxes there should only be HALF as many arguments.

There will be just as many arguments, they will just be about different parts of alignment ;p

muffin_of_chaos said:
Limitations on the character's actual moral code, imposed by a strict alignment system, in a Role Playing Game, have always been hard for me to swallow.
There are a literally infinite number of ways to restrict PC powers without modifying their own independent thought processes.

Nobody's limiting the character's moral code. The character is allowed to feel and act however they so desire, and they can change this however many times they desire.

Consequently, their god is equally allowed to say "We used to be cool, now you're a bad word. I warned you. Now say goodbye to your powers."

Again, choices have consequences. Nobody is stopping you from being a murderous bastage who omnomnoms on children. But don't be surprised when people start trying to kill you for being a murderous bastage who omnomnoms on children. I know things being like the real world is totally uncool, but the basic principals of law and order aren't going to suddenly be completely out of whack just because some humans have pointy ears.

...Hell, if anything, this should be even MORE strongly enforced in a points of light setting. With the breakdown of big kingdoms and general Do Not Leave the Village dangers, it's doubtful that, say, thievery, will get you anything lighter then your hand chopped off. After all, the purpose of the punishment is to prevent the crime from occuring again.

That's if your lucky. Other villages will be more hardlined. There, the purpose of the punishment is to prevent you from thinking about committing the crime again.
 
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pemerton

Legend
Celebrim said:
The American constitutional document is an attempt to enshrine values that are in D&D terms enherently chaotic and born in large part out of a generation of radicalism and rebellion. Of course, the framer's themselves would not have for the most part used the term 'enshrine' as I have, as the never intended or expected the document to be enduring and socially protected in quite the context 'enshrine' implies. So what you have in America is something of an apparant contridiction, in that for example 'conservative' economic values in America are what in most parts of the world are called 'liberal'. In America we have an essentially Libertarian system which is codified in an increasingly baroque system of laws. For example, you won't find hardly anywhere that has quite the same values of 'Freedom of Speach' as the American system, nor will you find hardly anywhere that has quite the same commitment to individual gun rights as America. Likewise, the United States isn't a single unified government, but a patchwork quilt of governments and laws with degrees of sovereignty going all the way down to the local level. It is almost unique in this. A person from France would probably be shocked to learn that local elected officials - Sheriffs - with a constuiency of a few thousands in some cases can in practice and theory excercise soveriegn jurisdiction rights within thier county. France, for those that don't know, has a single national police system.
This doesn't answer the question - is constitutionalism a chaotic or a lawful value? My own view is that this question has no answer - that constitutionalism (one of the most important of modern political ideals) cannot be adequately described within the D&D framework.

Celebrim said:
Lawful minded individuals always favor government by the few, by the able, or by the elect. Rule by the mob is always feared by the lawful minded.
And, given that it is an express feature of the US system of government to avoid rule by the mob (hence, for example, the presidential electoral college) does it therefore follow that the US system of government is lawful?

Celebrim said:
I think you get a good contrast in how a chaotic system views the law when you notice that the Constitution is subject to ammendment, and not just ammendment by anyone or someone, but by everyone. Contrast that with the account of the government of Persia recorded in the Book of Daniel, where it reports that the law 'of the Medes and Persians' was by inflexible custom not even overturnable by the sovereign ruler who excercised by todays standards virtually unlimited autocratic authority. I think it is pretty easy to see which system holds the law and which individuality on the higher platform. We have no notions of irrevocable law. We largely take for granted that all customs are overturnable. We even have a word 'fashion' which refers to the customs that change with the seasons according to whim.
In which case every post-enlightenment system of government is chaotic, as they all have methods whereby the law can be lawfully ammended.

Celebrim said:
I would strongly agree that the leadership of the Nazi party were highly 'chaotic' individuals for the most part who governed not through laws but rather through personal relationships and decrees. However, this core 'chaotic evil' leadership harnessed the naturally highly organized culture of the German people which on the whole was lawful in inclination to set up a very efficient police state. So again, you have a tension in that you can't easily classify the whole system, but bits and peices of it are quite clear.
Again, I point out that this claim depends upon assuming (without argument, as far as I can see) that Lon Fuller was wrong and Hart right.

Furthermore, the National Socialist "legal system" had a wide range of methods of ammending its "laws" (indeed, this is part of what Fuller has in mind when he denies that it was not a system of law at all). Does this make it Chaotic rather than Lawful?

Celebrim said:
The traditional D&D alignment rules make no argument that good and law are independent notions. In fact, if anything traditionally, D&D has had as its implied assumption - perhaps in error and perhaps not - that 'lawful good' is more good than other sorts of good. D&D has traditionally reserved its most saintly and virtuous descriptions for the followers of 'lawful good'. So I don't think you can argue that at all.
Fuller's point is not that Lawfulness is the best Good, as D&D sometimes seems to have it, but rather that Law of necessity tends towards Good, which D&D denies.

Celebrim said:
Of course, this originally vibrant and Libertarian system is increasingly ossifying, but that doesn't change its original character - minimalist, individualist, and populist.
And committed to the Rule of Law. Is that a lawful or a chaotic commitment?

Celebrim said:
on the whole, the country was founded by a bunch of radical firebrands.
But if the correct conclusion, then, is that the Rule of Law is a Chaotic value, I rest my case that the D&D alignment system has been refuted as an adequate framework for moral description - in this case, the refutation is by reductio ad absurdum.

Celebrim said:
Protestantism broke to a certain extent from traditional Christianity by denying the inherent moral value of poverty, reading for example the beautitudes as 'blessed are the poor in spirit' rather than 'blessed are the poor', but it did not in doing so claim that charity to strangers was rendered less good than miserliness. Rather it moved prosperity up into the virtuous category without displacing charity as a value.
Again, this is a controversial claim about economic and social history. I'm not persuaded it is true. There is at least a strand in Calvinist thought that holds that "charity" is wrong as it encourages the indolence of the poor. This thought also takes on Social Darwinist aspects in the second half of the nineteenth century.

Whatever the better view, I contend that it is a weakness of traditional D&D alignment that, if those at the table have different view on such matters then the game cannot proceed smoothly.

Celebrim said:
It's hard to make a claim that isn't controversial, but I'm prepared to defend them.
But agreement on controversial matters of history, politics, sociology and morality should not be a necessary condition of smooth gameplay. It is disruptive and adds nothing.

Celebrim said:
I think primarily, the traditional D&D alignment system makes no argument about which moral philosophy is the 'right' one.
There is at least a mild implication that Good is good and Evil evil. More seriously, however, it presupposes that certain matters are true which are in fact controversial (eg that law does not tend towards good) and is unable adequately to encompass certain fundamental political ideals (like the Rule of Law and constitutionalism).

Celebrim said:
It is merely suggesting that for the purposes of fantasy, these are useful philosophical groupings
And I happen to think that the 4e system, from what I understand of it, is more useful for the purposes of heroic fantasy, as (as far as I can tell) it does not purport to offer a total framework for all moral thought. It hives off a few categories of outlook that the genre itself defines, and leaves everyone else in the "unaligned" basket.

Celebrim said:
there is nothing within the D&D system which suggests that the adherents of the various philosophies with in the game universe admit the truth of say 'Nuetral Good' as the highest good if they themselves believe something different. Perhaps it could be that real goodness as you define it is found by embracing the tenents of law and evil, and not the one conventionally labeled 'good' at all.
This notion of Good as purely inverted-commas good runs into its own problems in the semantics of moral argument and moral disagreement, but I'm not sure that this thread is the place for it.

Celebrim said:
It is obviously true to me that the particulars of the US culture and government are extremely particular. In fact, I dare say that I believe them to be more particular than you do unless you are a particularly 'extremist' sort of person yourself.
I wouldn't know. I'm an academic lawyer and philosopher who teaches (among other things) social theory. D&D's alignment system is of no use, as far as I can see, for understanding any actual system of moral or political thought that humans have created and acted upon, nor for understanding any actual moral or political conflict or transition that humans have experienced. It can't even tell me whether one of the greatest theorists of US political ideals, John Rawls, is Lawful (because he believes in order and an important role for government) or Chaotic (because he believes in individual rights).

Celebrim said:
But it is not at all obviously true to me that any argument I'm making depends on these particulars, and I've repeatedly made reference to other systems and cultures separated from modern America in both time and space.
I don't think I asserted that it does. I do think your arguments rest on controversial premises. And I do think that a game should not depend, for its playability, upon these beliefs being shared by the participants.

Celebrim said:
Even to the extent that I agree with you, I don't see how that follows from what you've said. More ancient systems are actually typically easier to classify than more recent ones by the virtue of the fact that they are generally much simplier, much less internally diverse, much smaller, and so forth.
I think that the endless disputes over the 1st DDG classification of pre-modern religious sytems, or the endless debates about Aztecs, are a sufficient refutation of this. Also, I don't know if you've read Inga Clendinnen's well-regarded book on the Aztecs, or Mary Midgley's writings on cultural relativism and morality, or Bernard Williams on the "relativism of distance", but the lesson I draw from these sorts of writings is that understanding and classifying cuturally and historically diverse forms of life is actually quite difficult.
 

muffin_of_chaos said:
Limitations on the character's actual moral code, imposed by a strict alignment system, in a Role Playing Game, have always been hard for me to swallow.
There are a literally infinite number of ways to restrict PC powers without modifying their own independent thought processes.

After having read the small article on roleplaying XP awards, I begin to believe that role playing was originally a lot more ... constrained by D&D or Gary Gygax then we see it now.
A Fighter not only fights, he is there to defend his comrades and lead them in combat. Clerics heals and act according to their gods teachings. Lawful Good characters never lie and fight evil. The "wishy-washy" middle ground like "I am playing a cool swashbuckler wearing light armor and a rapier, but I am a reluctant hero who is not sure if he really wants to fight evil" was not on the agenda. Combat roles were defined by your class, your personality was defined by your alignment. Good roleplaying meant doing exactly what your alignment and your class defined, nothing more fancy.

That's not exactly how we do it today, though it can be refreshing and helping to still do it from time to time... But a "True Roleplayer"/"Thespian" might sneer at such a simply structure (and, off course, forgetting his origins)...
 

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