If players are playing weapon-dependent PCs, then as a GM I wouldn't severely restrict their access to weapons - whether that be via weaponsmiths, gifts from mentors, loot from enemies, or some other means.IMO, your argument is similar to claiming the creation of weapon shops shouldn't be under DM control because without them a rogue and fighter can't fight
This is not my view. I am overwhelmingly a GM, and my players don't need tools to control me. What I don't want to do, as GM, is to have to evaluate my players' action declarations for their PCs as part of my refereeing role. And I don't want the apprehension of such evaluation to be influencing my players' decisions.the assumption of the opposite side is that all GM's are assumed to be bad and the players (who all altruistically put aside their own self interest in every situation) need tools to counteract GM control
If we have a character who derives his powers from adherence to his moral philosophy, and those powers are granted by an outside force or person in recognition of his adherence, then that philosophy becomes quite relevant and needs definition.
I don't agree with this. In the fantasy world, for the wind to be an objective force, it needn't be defined. I just tell my players the wind is blowing, and they respond by having their PCs cast control winds, or perhaps unfurl the sails on their ships, or something else.In the fantasy world, for Good and Evil to be objective forces, they must in some way be defined.
I have a PC in my game who gains (chaotic) power from Chan, one of the non-evil primordials who is Queen of Good Air Elementals. The PC can be played, and his relationship to Chan can be played, without defining "Queenship" or "Good" in mechanical terms. I know this, because I see it happen every session.
For instance, when the wind blows the PC might look for a sign from Chan (or worry that it is a deception from Chan's nemesis Yan-C-Bin, the Prince of Evil Air Elementals). This does not require an definition of "Princeship" or "Evil" (or "wind", for that matter) in game terms.
I don't know about all the "Expanded Universe" material - but from watching the original Star Wars movie, all my cues about the Dark Side (and anger, hate etc) come from it's playing on broader cultural and mythical tropes which don't rely upon definition in mechanical terms in order to have their literary power.Your choice of Star Wars is an interesting one, as the Dark Side and Light Side of the Force are very much akin to D&D Alignment, and we have a lot more info on them than on the number of dials on the Falcon’s dash.
Gandalf in The Lord of the Rings counsels Frodo against hubris (particularly in the conversation about Bilbo not having killed Gollum; and not also Aragorn's lack of hubris upon his arrival at Minas Tirith). I don't need a mechanical definition of "hubris" in order to make sense of these passages, and achieve similar episodes in RPG play.
And so what point is being served by the use of mechanical alignment?I agree that not every action can be simply classified as “good” or “evil”. Perhaps more accurately, the precepts of Good or Evil may sometimes require compromise, as they come into conflict with one another
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The character has no easy, obvious choice. Whatever choice he makes compromises a precept of Good. To me, this means either choice must be accepted as consistent with the ideals of Good.
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Both Thor and Aphrodite have been defined as CG. I would expect their followers to have very different problem solving techniques and perspectives on the world. However, both would value freedom and protection of the innocent, and neither would think it appropriate that their followers rip out the throats of babies to show their devotion to their religion.
I think this is obvious. I don't see what bearing it has on the question, though, of whether or not I want the GM to impose his/her judgement on a player's action declaration for a PC.I am not my character.
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“My character” can readily espouse views that I myself do not hold, or even violently disagree with.
For instance, I once had a player who played his PC's collapse into degradation and addiction. It would have added nothing to those episodes of play for me to be hovering over him telling him whether or not his PC had become chaotic, evil etc. The play of the character is the player's business. He is trying to achieve some aesthetic goal, or make some point, or just enjoy trying out some particular storyline for his character. I don't see what would be added by me overlaying some stipulated moral characterisation.
The description of the Raven Queen states that she hates undead and those who create them. So when - as I did - I tell my players that we are playing a game in the default 4e world, I trust that they will not disregard these elements of the setting description.Should a player be able to decide that the Raven Queen [note: I am not a 4e player, so I am, not familiar with the entity – substitute a Good deity of peaceful repose if that better suits the scenario] will be OK with him animating a horde of undead to turn back the Orcish hordes?
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Perhaps my character believes, with all his heart, that sending his victims to the Goddess of Death is their rightful fate in her eyes.
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Since the morality of my PC is not yours to command, and as my choice of the Raven Queen as patron makes her my resource or a shared resource.
If they want to play a necromancer - putting to one side the difficulties of mechanical implementation of the necromancer in 4e - there are other entities to serve, such as Vecna or Orcus.
I wouldn't play with HERO/GURPS style "disadvantages", for similar reasons to alignment.“should there be any mechanic to guide PC behaviour?” Hero has psychological disadvantages/complications, Fate has aspects, etc. Certainly, some games lack these entirely, and I believe that is the model pemerton supports.
FATE aspects, BW beliefs etc have very little in common in play with those other mechanics, though. In particular, they are not mechanical constraints on player action declaration.
With alignment or HERO/GURPS disadvantages, a player has no incentive to have regard to the constraint except as a boundary upon behaviour; and when that boundary is drawing near, the player has a reason to hope the GM overlooks it. (Because crossing the boundary causes the GM to inflict penalties.)
Whereas with aspects, beliefs etc the player has an incentive to pursue/activate the belief/aspect, and want the GM to keep it constantly in mind in framing situations and resolving conflicts. In my D&D game, I asked each player to indicate one loyalty for his/her PC as part of PC building. Although these don't have any mechanical role like aspects or beliefs, they have helped play the same "hook the GM" role.
I thought I'd answered this multiple times. I've given multiple actual play examples in this thread (and I believe I am the only person besides [MENTION=4937]Celebrim[/MENTION] to have done so).You have still not directly answered the question of how much control devolves to the player versus the GM, by the way. Instead, you continue to evade the question asking instead why a player might make this choice. It seems you hold a preconceived notion that no reasonable player could ever make such a choice, contrary to your stated assertion that we should have no preconceived notions, but let matters develop in the fiction through play.
I don't have any "preconceived notions". I have experiences and knowledge. You are, in effect, asking "What would I do if a player disregarded agreed elements of the fiction, such as the Raven Queen's hatred of undead?" Or "What would I do if a player built his/her PC as an honourable warrior, and then set about having his/her PC torture peasants?" Because I've never had these issues come up, I don't know how I'd respond. If you're suggesting that alignment mechanics would help, I've got no real reason to believe that's so. If a player isn't interested in taking the shared fiction seriously, or their own PC build seriously, why would I expect them to take a GM's stipulations in relation to alignment seriously?