You seem very concerned about these episodes of play that simply don't come up in my games.
Read the topic of the thread. It is “Do alignments improve the gaming experience”. It may surprise you to learn that “your games” or even “your gaming philosophy” falls well short of “the gaming experience”.
You have repeatedly stated the player’s determination of whether the character is following his moral code is inviolate. Are you now saying that extends only to your players, or only to those players who concur with your view of what is plainly and obviously consistent with, or at odds with, the palain’s obligations? If no player at your table would ever violate their alignment/code/morality/whatever you wish to call it to the extent that he would reasonably be penalized under the alignment rules, then
why are they a huge bone of contention?
I don't believe anyone supporting the alignment system is supporting arbitrary GM decisions which split fine hairs, and destroying characters as a consequence. Those DM's are no better than players who think it is OK for the LG paladin to behave in a blatantly non-LG fashion. You are assuming that we will have only good players, who will role play their characters reasonably in line with whatever code of morality they have designed that character to possess, and only horrible GM's who will place the characters in huge moral dilemmas where their principals cannot all be upheld, then beat them down with the penalty stick for "failing to uphold their code" no matter what action they take. Is it possible that there could be a good GM
and good players at the same table, and that alignment is not a stumbling block for such a group? Perhaps it does not add to their game (they would play that moral code anyway), but I fail to see how adding the alignment (most) consistent with their code, and interpreting those alignments within a reasonable range of behaviour, is devastating to the game, as you seem to consider it, either.
I mean, if it's obvioust to everyone that tearing the throat out of the child is at odds with the paladin's obligations, what makes you think the player of a paladin would declare such an action?
It cannot be obvious “to everyone at the table” if the paladin’s player is declaring the action.
I’ve provided the player’s rationale. The child will die horribly either way, at his hands or another’s. The greater good requires he infiltrate this cult, and tearing out the newborn’s throat with his teeth will enable him to build the trust needed to do so. It’s all good, because he will save more than just one newborn in the long run, and exact a horrible bloody vengeance on the cultists later.
So do we assume the Raven Queen is fine with her Paladin tearing out the child’s throat for the greater good, or is there a line beyond which that assumption does not hold true, whether or not that line is eve crossed in your particular game?
I don't see how it makes the game a better experience for the GM to unilaterally change the numbers on a PC sheet such that the player no longer has a mechanically adequate vehicle for engaging with the stakes that are currently at play in the unfolding campaign.
OK, we’re talking about relative power of the characters. Here I can agree – leaving one player unable to meaningfully contribute is problematic. The old “fighter forevermore” rule left the Paladin as able to contribute as any other fighter, but that was back in the day when the Paladin had all the abilities of the fighter, plus some extra added abilies. Hence my comment that a better system might allow the Paladin to replace his Paladin levels with levels in some other martial class.
While he doesn’t lose everything, he is considerably de-powered. Perhaps the player gets the choice – a quest to restore his lost honor and Paladinhood (like the wizard needing to get his spellbook back, or the archer needing to replace his bow) or converting the Paladin levels to Fighter levels (perhaps over a brief timeframe, so he’s lacking some of his punch for a while, much like a spellcaster in a dead magic area or a ranger whose favoured enemy isn’t featured for a while).
He does still have his BAB, save bonuses, weapons, armor, martial feats, skills, etc., so it’s not like he has lost all ability to participate, but I do agree he needs some way to restore mechanical effectiveness. Which reminds me – you still have not answered this:
Is the about actual gaming philosophy and alignments themselves, or about the presence of mechanical drawbacks if one fails to follow alignment as determined and judged by the GM?
The article doesn't work on a theory of moral relativism. It doesn't adopt any meta-ethical theory.
To the extent that D&D's traditional alignment system is itself moral relativist in the way you describe, that is a reason - as I have posted already upthread - that it is an obstacle to my game.
“Whatever the player chooses is deemed morally perfect” seems like a pretty relative determination to me. The player chooses when and where any given principal can morally be compromised (right up to tearing out that newborn’s throat for the greater good), based on the absolute authority of the player which I believe you are supporting.
Arthur's has at least two - god and the devil - and three if you regard Merlin as an otherworldly power distinct from both of those. Aragorn's also has at least two - Iluvitar and the Valar vs Melkor and Sauron.
Two is not numerous, especially not in comparison to the tyical D&D milieu, and I don’t think anyone in Arthurian myth considered the devil (or Merlin) the source of morally correct behaviour. Nor do I believe LoTR ever suggested that Sauron’s path was one of goodness and righteousness.
You seem to insist on importing real world religion, via Arthurian legend. So how consistent are Arthurian (or Roland) ideals with:
- Turn the other cheek
- Vengeance is mine, sayeth the Lord
- Love the sinner, hate the sin
- Forgive us our debts as we forgive our debtors
- Blessed are the meek
I don’t believe Arthur, or any traditional D&D paladin, or any source for same, espouses these very Christian ideals. Do you?
Second, and more significantly, if my players have come to a fundamental disagreement over what their common god requires, why would I, as GM, step in and by stipulation tell them how to resolve their disagreement? This is the crux of playing an RPG. They can sort it out themselves, resorting - in the end, and within the limits of the system - to the action resolution mechanics.
The same thing could happen if the PCs found themselves arguing with the Raven Queen.
Assuming that they can interact in some way with the Raven Queen, how is the question of which approach was considered the more righteous by the Raven Queen resolved? What happens to the character who was wrong, based on this resolution? Both are assumed to follow the code of their deity unfailingly, under your model. Each feels their path was correctly following that code, and that the other compromised it. They cannot both be correct.
But the way 4e is structured, that wouldn't happen until epic levels. At which point the PCs are themselves epic beings - in my game one is a demigod, another a Marshall of Letherna, another a Sage of Ages. If they found themselves turning on the Raven Queen, taking the view that they could better uphold her ideals than she can, that would be the sort of stuff that awesome games are made of. And why would anyone expect them to lose their powers at that point? They would have staked their claim as autonomous epic beings.
If their moral decisions are always deemed to match those of their patron, how can they take the view that they can uphold her ideals better than she can? She always agrees with the manner in which they uphold her ideals, based on your “player determines deity” model, doesn’t she? Or does achievement of epic status make the PC’s unflagging ability to perfectly match the morality of his code somehow fade at those levels?
This is where I feel you are failing to understand the basic reason why I find alignment an obstacle to my desired play experience. You keep positing these scenarios intending to show why the GM has to step in. But I don't play RPGs in order to have the GM step in. I play RPGs in order to have the players make decisions. If the players find themselves bringing their PCs into the sor of conflict you describe, well, c'est la vie. Apart from anything else, it shows they're immersed in and committing themselves to the fiction!
When the players make decisions, does the rest of the world react? It seems like NPC’s also make decisions. The enemies of the PC’s made decisions. The Baron made the decision to spare the prisoner when asked by Derrick, even though Derrick wished he would not agree to this. The enemy made decisions to make her an enemy.
The players can come into conflict with each other, with NPC’s, with the environment, and with untold other matters. Yet, from your reasoning, they can never come into conflict with their own patrons, except you then describe exactly that happening at epic levels (where, presumably, their previous omniscience as to the code prescribed by that patron somehow atrophies).
The player can decide his character will kill the invading army. I expect the invading army to resist the PC’s decision, and I expect that is what happens in your game as well – isn’t it?