Bedrockgames
I post in the voice of Christopher Walken
Absolutely debating mechanics is half the fun. I just think there is a tendancy for people to equate controvertial mechanic with bad mechanic.
Absolutely debating mechanics is half the fun. I just think there is a tendancy for people to equate controvertial mechanic with bad mechanic.
For an RPG that printed up 1,000 copies, maybe not. For an RPG that has million copy print runs, that's aiming for most of the market, controversial mechanics can very well be bad mechanics.
Absolutely debating mechanics is half the fun. I just think there is a tendancy for people to equate controvertial mechanic with bad mechanic.
But, back to the OP, my basic beef with alignment as a character building tool is that if you ask five people what Chaotic Good means, you'd get six different and often mutually exclusive answers.
I think that where they went wrong was adding the second axis. If you just have:
Chaotic<->Neutral(or Unaligned)<->Lawful
then alignment is just that: alignment. It's which cosmic force with which you are aligned, with very little in out-of-setting moral judgements involved unless one of your players is a comitted anarchist or something like that.
I honestly don't know why this was ever changed. Maybe it's that Gary Gygax had players who equated "chaos" with "evil" and he wanted to make it clear that wasn't the case. That's the only thing I can think of that doesn't involve some game designer doing something I consider to be incredibly stupid for no good reason.
That's why I like the 4E Alignment scale. You have the 2 extremes (Lawful Good and Chaotic Evil) that are the epitomes of their sides and then those who are merely Good or Evil, not devoted to the extreme. Then you have all those people in the middle who are Unaligned and free to chart their own course.
Two wrongs don't make a right. You can't control the actions of others, but you can control your own. That humans will not trade with them is no excuse. If they cannot settle near or trade with humans, the moral answer is to find another place to live and/or someone they can trade with, not to raid the settlements of those blinded by "speciesism."
(To quote Sam Kinneson, "Move to where the food is!")
I can think of very few places and times in history when that was seriously a viable option. Reason is that if there's food somewhere then people are already there. It's only worthless land that's unclaimed most of the time. So if you follow the "Move to where the food is!" rule then what you are essentially playing is orcs.