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ProfessorCirno

Banned
Banned
Mustrum_Ridcully said:
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)...

Well, roleplaying XP is a hard one to go by, since literally every single group in existance had its own way of doling that out.

I think one of the conflicts there is between class identity and character identity. For the swashbuckler example, a class that emphasises high dexterity, intellect, and charisma doesn't lend itself well to a reluctant hero type. I'm not saying it's not doable, but it's stretchy. Now, if the reluctant hero type in question was more "I perfer NOT to be in damp, miserable caves where one stupid rock can fall and kill us, I perfer being at my nice home surrounded by women," rather then the somewhat stock "I am Villager #827, and I apparently have to go save the world," then that's definately swashbuckler material ;p

Side note - my spelling is seriously plummeting as it gets later (or earlier, if you want) in the night (or morning)
 

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ProfessorCirno said:
Well, roleplaying XP is a hard one to go by, since literally every single group in existance had its own way of doling that out.
It was an excerpt from an actual rulebook on the topic, that's why I thought it might give us some more insight in the "thought processes" of EGG and his original intentions or understanding.

I think one of the conflicts there is between class identity and character identity. For the swashbuckler example, a class that emphasises high dexterity, intellect, and charisma doesn't lend itself well to a reluctant hero type. I'm not saying it's not doable, but it's stretchy. Now, if the reluctant hero type in question was more "I perfer NOT to be in damp, miserable caves where one stupid rock can fall and kill us, I perfer being at my nice home surrounded by women," rather then the somewhat stock "I am Villager #827, and I apparently have to go save the world," then that's definately swashbuckler material ;p
You can take this as two examples, if you prefer. A Fighter trying to be a Swashbuckler, and a Lawful Good character trying to play the reluctant hero (well, if anyone would actually try this with Lawful Good, I think my description might have been unsatisfying.)

Side note - my spelling is seriously plummeting as it gets later (or earlier, if you want) in the night (or morning)
I have the feeling mine is getting worse with every day and every message I post... A continual decline. It won't take long, and I will write in l33t and similar net-speak abominations of language!
 

muffin_of_chaos

First Post
ProfessorCirno said:
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."
All right, so you think that alignment under the old system doesn't prescribe a moral code. You also believe that alignment exists in order to enable gods and other people to determine how they should react to any given follower/person.
Of course, people have no way of knowing the alignment of others, as perception is flawed. So it's only gods...and gods will probably only care about the followers that they give power, in PC terms generally only Clerics and Paladins.
So, with the premise that alignment is a fundamental part of a person, it serves only to address whether or not Clerics and Paladins should be god-smacked. And therefore, it's prescriptive of behavior if not actual morality; if Clerics and Paladins don't act in this way, they stop being paladins.
This doesn't seem useful, but I don't think it's your point.

I think what you're actually saying is that alignment is fluid, based on any given action rather than being a fundamental part of a person.
I respect that...but it seems to conflict with the idea of writing down an alignment in the first place. The DM will just be determining whether any given action taken is Chaotic, Good, whatever anyway.

I think the alignment statistic should be descriptive, defining how someone will actually act; if they aren't set in their moral code, there should be an option such as Unaligned, and there is in 4E fortunately.
 

Celebrim

Legend
pemerton said:
This doesn't answer the question - is constitutionalism a chaotic or a lawful value?

Allow me to begin the answer to that question with a question, "Is courage a chaotic or a lawful virtue? Is it a virtue of evil or good?" Various fantasy writers have claimed in a weak way that it was a virtue pertaining to good. But no fantasy writer has claimed that it is a virtue wholly pertaining to good or evil or law or chaos or however they split the system.

Am I to conclude that because courage cannot be described as morally good or morally evil, that this failure to adequately describe a key virtue means that the concepts of good and evil have no moral or ethical 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.

I would tend to agree that the question has no answer, but not for the reason you assert. The codification of ideas into formal social structures is weakly lawful in as much as it encourages the rule of law, but that value is I think utterly overwhelmed by the ethical value of the ideas that those laws represent. In other words, a law is just an idea. A constitution is ultimately just some of those ideas written down. Ideas themselves are lawful compared to irrationality just as a universe by its mere existance is more lawful than a chaotic soup without physical laws, but we would not expect to be able to say that because something is an idea that lies wholly on the lawful end of the spectrum. Likewise, just because in theory a Constitution creates rule of law (assuming that it is a document that isn't merely for show and breached more than honored), doesn't mean that the social order it creates is on the more lawful end of the specturm.

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?

No, it follows that it is a system of comprimises. Everyone that has taken as much as high school civics knows that. Comprimises are weakly chaotic in as much as the idea of a comprimise is that there isn't one perfect truth that must be absolutely upheld, but given that we both agree that the comprimises of the US constitution are between mob rule and aristocratic rule, between democratic idealism and fear of the public, I would say that what you have is a system which is in that aspect somewhat 'nuetral'.

In which case every post-enlightenment system of government is chaotic, as they all have methods whereby the law can be lawfully ammended.

The English/American value system is rather widespread at this point, yes.

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.

It was offered without argument because the number of things that we are debating is exponentially expanding without any real pattern or approach except to find something however tangential to argue about.

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?

Ammending laws is weakly Chaotic. I don't think you can answer where the Nazi State lies on the spectrum as a whole except by extensive analysis of its various features. I don't think you can precisely answer it at all, because these things are by thier nature abstractions. That's hardly surprising nor does it render the system valueless, as no other moral and ethical system however sophisticated classifies all actions in a way that finds universal agreement either.

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.

But someone who is Lawful Good within the D&D system would not deny it. However, there Libertarian moral philosophers out there that believe law tends toward evil and that the is states use of force to impose order on the individual is inherently undesirable even if and when it is strictly necessary. Should the D&D system take sides?

And committed to the Rule of Law. Is that a lawful or a chaotic commitment?

Rule of law is lawful in as much as further out on the chaotic end of the continium you have things like anarchy where there are no laws at all, but we would have more to say on the matter if we knew what sort of law ruled. Unless the law itself encodes a comparitively lawful mindset the system is complex. There is a continuium between law and chaos. Any real world system is likely to not lie on either end, and unless you believe that humanity has a strong prediliction toward either law or chaos (most assume humanity is nuetral) you would not expect a system on either extreme to last long.

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.

Well, sure. But no one has argued that rule of law is a chaotic value. I've merely suggested that in some cases the rule of law enshrines values which are on the whole more 'chaotic' in nature in the sense of believing in change, individual preference, diversity, and so forth than not.

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.

So you would say that at present Social Darwinism is mainstream Western thought? Good luck, for example, running for President on those values.

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.

This is true of any ethical system. The 'weakness' you describe would be enherent in any system that required we classify individuals, actions, and social systems. One could well argue though, that since the conflict between good and evil is a principle feature of fantasy, that even if we avoid classifying things mechanically as being this or that, that conflict at the table of some sort is inevitable if the players conceptions of what constitutes good and evil differ significantly from the referees. A referee/storytellers understanding of good and evil generally creates some expectation of how the players are going to respond to thier 'heroic' role in the story. If the players understanding of good and evil is sufficiently different (or they feel more 'heroic' being something other than 'heroic' in the DMs mind), this is going to create friction.

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.

I'm not sure agreement on any given controversial matters of history, politics, sociology, and morality are strictly necessary conditions of this debate. They have been brought in largely because they are presumed by the person who brought them in to be easier and more concrete arguments than the difficult and abstract question ('Does Chaotic Good really exist, can it really be differentiated from Nuetral Good?') that we would really like to answer.

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.

This is precisely why I think it less useful for the purposes of heroic fantasy. Not only does the new system not describe as interesting of a cosmology, but it doesn't seem to provide a coherent cosmology at all. As someone else had said, it would have been better off with either no system or else with two alignments 'Things to kill' and 'Things not to kill'.

To a certain extent, the fact that the older system provokes arguments is a feature and not a bug. Real world ethical systems invariably provoke lots of arguments too. If the system isn't sophisticated enough to argue about, its not a very good system.

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.

If agreement without contriversy is a necessary condition for describing any actual sytem of moral or political thought that humans have created and acted upon, then no system so far devised is of any use for understanding any actual moral or political conflict.

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).

No, but it can make you ask the question. And despite all your protests, you seem quite capable of figuring out how the buckets are labeled.

Rawls, by the way, is Chaotic. This can be seen in his movement away from the more lawful/collectivist minded political and legal theories that had arose from the Hegelian school of thought. Legal positivism in general is 'chaotic' since it makes law a human construct rather than a universal absolute, and it generally denies that there is a single system of laws which can be rationally discovered. There are however philosophers more chaotic (more 'liberal' if you will) in thier outlook than Rawls, so maybe he's all and all neutral on the axis.

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.

I would agree. I don't think this refutes my claim that modernity is more complicated than antiquity, nor do I think I have to believe that the people of antiquity were in any way simple minded to hold that.
 
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Storm-Bringer

First Post
Mustrum_Ridcully said:
You can take this as two examples, if you prefer. A Fighter trying to be a Swashbuckler, and a Lawful Good character trying to play the reluctant hero (well, if anyone would actually try this with Lawful Good, I think my description might have been unsatisfying.)
Easy Peasy.

Character serves in the Imperial Army for a few years, learning how to use a sword and fight the barbarians. After the term of service, they return home, and being from a family of no small means, secures a place in the Senate. After a year or two, the hidden corruption in the government is made manifest, as the outlier colonies rebel, the barbarians are at the gate, and the small kingdom is over-run. Our PC fights their way through the streets, finds their family slaughtered by the orcs/goblins/whatever, and turns to deal with the rabble that has destroyed everything they held dear. Nothing further binds them to this place, and even though our 1st level fighter never wanted to leave the city, nor do anything but serve the Lawful Good government by eventually leading the Senate, they are now forced to make their way in the larger world, and perhaps spreading the spark of justice that is left of his home to others who are in need of it.

A Paladin is a particular expression of 'Lawful Good', not everyone who is Lawful Good rides into town on a white charger, pearly teeth gleaming, flashing their sword and shouting "I am here to kick evil and chew bubblegum, and I am all out of bubblegum!" That isn't even an accurate description of all Paladins.

I think the stumbling block is in trying to define 'law', 'chaos', 'good' and 'evil' as philosophical ideas within the D&D structure. In fact, they are entirely real forces. Every bit as much as electricity is for modern people. There is still quite a bit of leeway, but 'law' is not some philosophical construct for farmers to discuss at the pub after a hard day in the fields. It is a living force that informs a part of the universe. A force that is marshaled by certain deities, and enforced through their mortal agents by investing them with a portion of deific power. How that particular power is defined at any given table is something for that group to discuss. It adds an extra dimension to the characters and the game that is lacking because, seemingly, the designers didn't want to think too hard about fantasy.

I agree with the Professor. Alignment is an extremely useful guide for character creation and expression. The game is poorer without it.
 

ProfessorCirno

Banned
Banned
muffin_of_chaos said:
All right, so you think that alignment under the old system doesn't prescribe a moral code. You also believe that alignment exists in order to enable gods and other people to determine how they should react to any given follower/person.

No, I'm saying it's both. It's a moral code that exists as a representation of how your character acts. I've always said that the player decides the alignment, not the other way around. The gods literally see your alignment because 1) magic is involved, and 2) Law and Chaos, Good and Evil, as the poster above stated, these aren't just philisophical terms. "Law" is a very literal power in the world, just as real as UV rays. You don't SEE the law in someone, but it's there. That's why gods that are lawful good have to act and only approve their followers acting in a lawful good manner; they're quite literally POWERED by the forces of "Law" and "Good."

Of course, people have no way of knowing the alignment of others, as perception is flawed. So it's only gods...and gods will probably only care about the followers that they give power, in PC terms generally only Clerics and Paladins.

Again, people don't literally SEE your alignment (until magic gets involved), but they can get glimpses of someone else's alignment in the way they act. If you watch a paladin for awhile, you're going to figure out he's lawful good. You might not USE the phrase "lawful good," but you hopefully get what I'm saying.

So, with the premise that alignment is a fundamental part of a person, it serves only to address whether or not Clerics and Paladins should be god-smacked. And therefore, it's prescriptive of behavior if not actual morality; if Clerics and Paladins don't act in this way, they stop being paladins.
This doesn't seem useful, but I don't think it's your point.

For *most* classes, alignment is just a description on how you act. It changes if you begin acting differently, such as a neutral thief who goes through something horrible and decides to mend his ways. For *some* classes, the actual powers of Chaos, Law, Good, etc, work to empower them, either through the powers themselves, or by proxy through their god. And lastly, some classes are expected to act a certain way, otherwise they no longer fit they type of class (which is why you don't get a lawful barbarian, because a lawful person wouldn't run around RAAAAGGGGIIIING at people; if they did, their alignment would change more chaotic).

I think what you're actually saying is that alignment is fluid, based on any given action rather than being a fundamental part of a person.
I respect that...but it seems to conflict with the idea of writing down an alignment in the first place. The DM will just be determining whether any given action taken is Chaotic, Good, whatever anyway.

Oh, I dunno. I wrote down my place of living when I got my ID how many years ago, but that's changed. ;)

I think the alignment statistic should be descriptive, defining how someone will actually act; if they aren't set in their moral code, there should be an option such as Unaligned, and there is in 4E fortunately.

My problem with 4e alignment isn't Unaligned, which I think is really a GREAT addition. My problem is that they cut of lot of stuff that was a neccesary part of how alignment worked, and they did it seemingly for no visible reason. Furthermore, I have no issues with alignment being only a part of fluff now. Again, my problem is that things like Lawful Evil were cut out with nothing to replace them.

The problem with saying "You can still be Lawful Evil, just take EVIL!" is that it doesn't answer the question of "why was this change made?" Honestly, as much as people like to argue over chaotic good, I think lawful evil is the far better example, as it's STRONGLY unique amongst the other alignments. I suppose the big issue is, there's no nothing that differentiates between Darth Vader or a lawyer and a gangbanger who does a drive-by. Just forcing less choices doesn't make a system less cumbersome by default, especially if the problem with the system was never "There's too many alignment choices."
 

pemerton

Legend
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.
I don't follow. Rolemaster is a class and level based game, but has no alignments. Many many people have played alignment-free D&D. Arcana Unearthed and OGL Conan are both alignment-free class and level based games.

It is possible to play a game in which PCs respond to moral imperatives without an alignment system. For example, moral evaluation and responsibility can be built into the gameworld (eg RQ, Pendragon) or it can be built into the character description (eg TRoS, HeroWars).

ProfessorCirno said:
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.
But alignment is mostly irrelevant to the mechanical aspects of multi-classing, power availability etc.

You seem to suggest that it should be impossible for PCs to be both heroes and murderers. But we don't need an alignment system to achieve that result. The English language (less flippantly, some basic moral analysis) does the work for us.
 

pemerton

Legend
muffin_of_chaos said:
All right, so you think that alignment under the old system doesn't prescribe a moral code. You also believe that alignment exists in order to enable gods and other people to determine how they should react to any given follower/person.
Of course, people have no way of knowing the alignment of others, as perception is flawed. So it's only gods...and gods will probably only care about the followers that they give power, in PC terms generally only Clerics and Paladins.
So, with the premise that alignment is a fundamental part of a person, it serves only to address whether or not Clerics and Paladins should be god-smacked. And therefore, it's prescriptive of behavior if not actual morality; if Clerics and Paladins don't act in this way, they stop being paladins.
You forgot the best bit: it is the GM who gets to decide what the gods think, so alignment rules immediately place players of Clerics and Paladins into an adversarial position with the GM if they differ in their moral opinions.

Other than that, a good post!

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

pemerton

Legend
ProfessorCirno said:
I suppose the big issue is, there's no nothing that differentiates between Darth Vader or a lawyer and a gangbanger who does a drive-by.
Does this imply that Darth Vader is LE? I just ask, because on another of the current bundle of alignment threads a post confidently asserted that whereas the Emperor is LE, Darth is CE.
 

muffin_of_chaos

First Post
ProfessorCirno said:
No, I'm saying it's both. It's a moral code that exists as a representation of how your character acts. I've always said that the player decides the alignment, not the other way around.
Moral codes aren't meant to change based on each action, however. That's why they're codes.
I don't believe that if people actually have a moral code, they can act contrarily to it. If they can, it wasn't really their moral code to begin with, just some set of ideals.

Again, people don't literally SEE your alignment (until magic gets involved), but they can get glimpses of someone else's alignment in the way they act. If you watch a paladin for awhile, you're going to figure out he's lawful good. You might not USE the phrase "lawful good," but you hopefully get what I'm saying.
Can literal alignment be based on what others think your alignment is? There seems to be no reason to write it down, then.
In 4E alignment seems to specifically define whether or not you fundamentally align with good and evil, and has no bearing on how any individual other perceives you. They can still perceive your alignment and act accordingly, as they could before, but they can't change your fundamental beliefs for you.

For *most* classes, alignment is just a description on how you act. It changes if you begin acting differently, such as a neutral thief who goes through something horrible and decides to mend his ways. For *some* classes, the actual powers of Chaos, Law, Good, etc, work to empower them, either through the powers themselves, or by proxy through their god. And lastly, some classes are expected to act a certain way, otherwise they no longer fit they type of class (which is why you don't get a lawful barbarian, because a lawful person wouldn't run around RAAAAGGGGIIIING at people; if they did, their alignment would change more chaotic).
When others are dictating your alignment (the DM, perhaps) in any given moment, you can't know what your own alignment actually is. The only thing writing it down can do is remind you of how you supposedly want others to perceive you. Which may be what you're aiming for, but in such case of representation I think the character's own personality is much more than his/her alignment, and perhaps in spite of it; thus, writing it down and having it stare you in the face is more likely to derail your expression of yourself in favor of conforming to two letters which really hold no depth of explanation.

Oh, I dunno. I wrote down my place of living when I got my ID how many years ago, but that's changed. ;)
Yeah...I consider alignment more like your birth date. Static.

My problem with 4e alignment isn't Unaligned, which I think is really a GREAT addition. My problem is that they cut of lot of stuff that was a neccesary part of how alignment worked, and they did it seemingly for no visible reason. Furthermore, I have no issues with alignment being only a part of fluff now. Again, my problem is that things like Lawful Evil were cut out with nothing to replace them.
I'd contend that you cannot be devoted to doing evil and following the law at the same time.
If you're more interested in upholding the law than anything else, and will do evil to accomplish that, I'd say you're Unaligned to the good/evil axis. If you believe that by upholding the law you will promote the greatest good, perhaps you are in fact Lawful Good.
If you want the law/chaos axis back, I guess I can't help you. I think that there are so many different kinds of Lawful and Chaotic, and being truly Lawful or Chaotic is so rare, that labeling yourself as either was and is meaningless, and is best served by allowing your actions to represent how you react to specific and different laws and codes.
I also don't believe that Law and Chaos can fight in a war devoid of morality...Good and Evil would always be defining the reasoning behind the war.
But I think that's been gone over.
 

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