Do alignments improve the gaming experience?

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If the positive role of alignment does not extend beyond what @Sadras and @Bedrockgames have offered, then it should be clear why I don't use it and why it would be an impediment to my play: because I am not interested (as either player or GM) in exploring the GM's conception of the morality of the gameworld; and nor am I interested in adherence to alignment being part of the roleplaying challenge.

As I have said, it depends how you view it. If I am not mistaken I view the term "player entitlement" as a pejorative, you do not. You view Alignment as a pejorative, I do not. I'd like to reiterate that if and when a discussion regarding a PCs actions come up, its usually myself or some other player who is trying to gain a better understanding of a character's motives, it's discussed openly at the table. I imagine similarly so if Alignment ever had to come up (which it never has), the table would discuss it. We do the same when we want to implement a house rule.

With regards using Alignment as a roleplaying challenge. If it weren't, there would be no difference in playing a Paladin or a Fighter except the class abilities which is kinda lame. This is not to say you could not play a "LG" Fighter - only in that with the Paladin its built into the class and the challenge is roleplaying in a world and with companions which are not LG. It makes for interesting conflicts and scenarios and so far despite your impressions of how I might DM alignment, I have never needed to exercise any moral/ethical authority on the actions of the PC. Although now this is going to become a moot point in our campaign since our Paladin was killed in the last session.
 

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You view Alignment as a pejorative, I do not.
I wouldn't say I view it as a pejorative. I just view it as a mechanic that I don't really like.

With regards using Alignment as a roleplaying challenge. If it weren't, there would be no difference in playing a Paladin or a Fighter except the class abilities which is kinda lame.
What's the difference between playing a fighter and a wizard? Nothing but the class abilities - but that's a pretty big "nothing but".

If a paladin is meant to play differently from a fighter, I want it to have different class abilities too. And I can happily say that 4e delivers on that score.

I also think the different fictional positioning of a paladin from a fighter - only one is so obviously touched by divine grace - should make a difference to the game. It certainly does in my campaign, and I don't need alignment to express or give effect to that.
 

@pemerton

If a paladin is meant to play differently from a fighter, I want it to have different class abilities too. And I can happily say that 4e delivers on that score.

Agreed.

I also think the different fictional positioning of a paladin from a fighter - only one is so obviously touched by divine grace - should make a difference to the game. It certainly does in my campaign, and I don't need alignment to express or give effect to that.

Well it's because 'touched by divine grace' in your campaign, is represented by a set of mechanics, special abilities which requires no 'LG' roleplay on the part of the player. The PC is 'blessed' no matter how he/she behaves, even if contrary to the divine source that provides him/her those abilities.

In my campaign's narrative one becomes a paladin and remains one due to their lifestyle, the code they follow - evident through roleplay. So playing a Paladin has a greater roleplaying significance/responsibility in my campaign than playing a Fighter, it doesn't boil down to mechanics only and its tacitly enforced.

The difference between us, is that you would prefer your paladin to "judge" himself and imply he has some say over his deity, while in my campaign the PC is not all-knowing and behaves according to a code which is aligned with the deity he serves and provides him/her with divine power.

Living by the code is not an easy task due to the difficult choices the paladin might face which gives rise to an actual conflict with real measurable consequences and not, IMO, a "psuedo-conflict" as in your instance where the paladin is consequence-free since he can never lose ones divine abilities no matter what action/s he/she performs.

Apologies if it comes across very blunt and mean-spirited, I do not intend it that way, but in essence that is the way I see it. We could be having similar conversations about topics such as healing, resurrection...etc regarding pseudo-conflicts and measurable or lasting consequences.
 
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Apologies if it comes across very blunt and mean-spirited
Not at all - and no apologies required for any of your posts in the thread, at least as far as I'm concerned.

The difference between us, is that you would prefer your paladin to "judge" himself and imply he has some say over his deity
I would say: the player of the paladin.

Well it's because 'touched by divine grace' in your campaign, is represented by a set of mechanics, special abilities which requires no 'LG' roleplay on the part of the player.
I wasn't meaning just the mechanics. The NPCs in general know that the PC is a paladin who is wielding the power of his/her god (eg they see the symbol emblazoned on his shield and note that his sword glows when it strikes - dealing radiant damage). So they react to the PC not just as if s/he were a devout person, but as someone who is in communion with, and a type of exemplar of, the god.

That has significant consequences in the fiction - for instance, tieflings are already treated with some trepidation by ordinary people in default 4e, and then for one of them to dedicate himself to the Raven Queen suggests that he is even more disturbing (and disturbed) than an ordinary tiefling. In peaceful human settlements, therefore, the dwarf fighter tends to be the default party leader even though his CHA and social skills are quite weak. The paladin (who is CHA based and so has a CHA somewhere around 27 and Diplomacy and Intimidate in the neighbourhood of +30) steps in when persuasion is really required - and will more often take the lead when dealing with non-human or non-standard NPCs, especially diabolists and other cultists for whom he tends to have a particular disdain (or, more occasionally, an odd kinship, as with the kuo-toa).
 

Because I value coherence and consistency in backstory? I mean, you could suggest as your PC a bookish nerd who can barely see even when wearing glasses, who honours Kord by sneezing in even the gentlest breeze. I don't see how that PC fits into the gameworld, though.

D&D is a game that is often played by bookish nerds who pretend to be Conan in our universe; I am not sure why it is difficult to envision that character existing in a fictional universe. Maybe the player is interested in playing a pre-Super-Soldier serum Steve Rogers? Maybe the player is interested in the zero-to-hero journey?
 

You're confused. I haven't imposed my vision on anyone. No one has tried to create a character for my game since 2010 unless you count the rebuild of the invoker/wizard in 2012 - and on no occasion did I "impose my vision". I talked to the player about the character and where it fitted into the existing backstory. The most challenging of these was in fact the rebuild, because (i) there was a lot more established backstory by then and (ii) it was an elaborate character with an elaborate backstory.

I’m afraid that some hypotheticals are needed to advance the discussion. You have said that it is “player’s choice” when it comes to their PC’s beliefs, and that their veracity should be determined only of Fate on behalf of the RQ in ending people’s lives. That is, you have pre-decided that the character is wrong from the start in his belief that he is cutting off those threads at precisely the fated time in his service to the Raven Queen, and instead the player should accept a patron more clearly aligned with evil forces. I would have thought that you would be open to that character being played, and we can determine in play whether he is truly the Hand of Fate, acting on behalf of the Raven Queen, rather than the murdering lunatic you have pre-judged him to be.

Just in case there is any doubt: you are not proposing a PC for my campaign. You have not asked to join my campaign, and I am not inviting you to do so. (I think you're on the wrong continent, before we get to any other relevant considerations.)

I do not believe we can discuss the issue in a vacuum, which leads to a need to assess the manner in which you would approach such a character proposal. For all your protests, you seem to have made it very clear how such a character proposal would be addressed in your game. The character does not match your vision of a reasonable devotee of the Raven Queen, and as such you would reject such a character. If, in my game, I had a similar view of such a deity, I would reject the character as well. However, this seems inconsistent of your mantra of the GM not judging the rightness or wrongness of the character’s beliefs, but rather allowing their truth to emerge through play.

You assert this stuff as if you know me, but you're just making it up! You have no idea what sort of PC you, or anyone else, might play in my game, because we haven't talked about what the possibilities are. All I've done is point out the received view of the Raven Queen derived by my group from the default 4e material.

Why would a challenge to that received view be so unacceptable to you in play? You have stated that my character concept would be steered away from the Raven Queen, yet it seems like a divergent view of the Raven Queen would place further pressure on the beliefs of her other devotees in your game. It’s OK for a Vampire to be accepted as her servant when you assert she detests undeath – that’s just expedient. Why isn’t a Hand of Fate who ensures each thread is cut at its proper time beyond belief?

I'm not sure what the "still" is doing here.

Take a look at the length of the thread!

Yes, I am assessing the coherence of your proposed PC with the received backstory: for instance, is it consistent with the received backstory for the Raven Queen that someone might show their devotion to her by murdering random people in her name?

As I said, he is cutting the threads at their appointed time. As the Chosen of the Raven Queen, he can perceive which lives must be cut short in accordance with the dictates of Fate. These are not “random people”, but those who Fate has decreed should die at this time, and in this manner. Stand not between the Right Hand of the Raven Queen and his appointed duty! Why is the question of whether he is a true Chosen Servant of Fate (and the RQ) or a murderous psychopath to be decided by nixing the character concept before it is even slightly developed, rather than being answered in play? I submit it is because you do, indeed, judge the characters. You simply do not judge them through the lens of alignment.

I don't see what that has to do with judging your PC. You seem to think that random murder is evil. It would be evil, then, wouldn't it, whether you did it in the name of the Raven Queen or in the name of Demogorgon. If you personally judge a certain sort of behaviour (say, wanton murder) as evil; and if you want to play a PC who is devoted to such behaviour; but want to refrain from judging your PC evil - I am curious as to why? It sounds like a request for a type of exoneration - a pardon granted by the GM and/or the game system - but I don't really get it.

What I also don't understand, and what you've not explained, is how and why this wanton murder would be a mode of honouring the Raven Queen, as she is described in the default 4e campaign world.

Often, Fate is seen as evil. Why does that mother die in childbirth, or that small child perish in his first year? My character conception is simply meting out the Fates that have been decreed, in the name of the Goddess of Fate. And, if you do not judge characters, why does the word “evil” appear so frequently in your discussion of the character’s morality? Why does it matter whether either you as the GM or I as the player think he is “evil”? If he is, in fact, meting out the Fates in the name of the Raven Queen (which seems like something we should be establishing in play), then he is neither Good nor Evil, just as the Raven Queen is neither Good nor Evil. Or he is holy and righteous and Good – just as the Raven Queen is Good. Or he is a ruthless, evil enforcer of Fate – just as the Raven Queen herself is. If there is no alignment, then why are we asserting such judgement is so easily undertaken?

Because I value coherence and consistency in backstory? I mean, you could suggest as your PC a bookish nerd who can barely see even when wearing glasses, who honours Kord by sneezing in even the gentlest breeze. I don't see how that PC fits into the gameworld, though.

D&D is a game that is often played by bookish nerds who pretend to be Conan in our universe; I am not sure why it is difficult to envision that character existing in a fictional universe. Maybe the player is interested in playing a pre-Super-Soldier serum Steve Rogers? Maybe the player is interested in the zero-to-hero journey?

We seem to be getting at the crux of the issue. The question is whether the PC meets your vision of what fits into your gameworld. That is, as GM, you are judging the morals and beliefs of your gameworld, contrary to your consistent and repetitive claims that you do not judge the appropriateness of the players’ play of their own PC’s. You claim some huge difference between your approach and that of a GM using alignment, but you are passing judgment on the consistency of the concept of each PC with your own game world the same as any other GM addressing alignment.

You seem to have mistaken me for someone who is using an alignment mechanic!

You seem to assume only a GM who frames his judgment in terms of an alignment mechanic judges the appropriateness of PC morals and beliefs.

Of course most NPCs in the gameworld are going to have a dim view of the demon princes such as Orcus and Demogorgon. But then most NPCs in the gameworld are going to have a dim view of a person - such as the PC you propose - who honours his/her patron via murder and the animation of the dead. But on its own that doesn't settle the evaluative question - that's the whole point of what I've been saying.

Yet you are stating the evaluative question is settled – that the character is not a viable one in your game world as a devotee of the Raven Queen.

Whether those inclinations make them evil isn't something I need to judge to run the game; whether your PC being devoted to them makes him/her evil likewise isn't something I need to judge to run the game. If you have a conception of your PC which explains how, in fact, in behaving in these ways s/he is doing the right thing, then maybe the same can be said for Demogorgon or Orcus.

But not, it seems, of the Raven Queen. And, once again, you ARE evaluating these actions as evil, despite your ongoing protests to the contrary. I’m curious if anyone else is still reading our exchanges, and whether they perceive your comments as being indicative of your “not judging” the “evaluative question” in advance of any play.

Now if you think that the Raven Queen, as described in the 4e PHB, would be honoured by the sacrifice to her of random murder victims and their animation as undead, explain away. But I'm not seeing it in the description of her (p 22):
She marks the end of each mortal life, and mourners call upon her during funeral rites, in the hope that she will guard the departed from the curse of undeath.​

"Guarding the departed from the curse of undeath" does not generally entail that you are an inflictor of undeath. Being a "marker of the end of lives" does not generally entail that you are a bringer of the end of those lives.

It is the mourners, not the Raven Queen, who are cited as viewing undeath as a curse. And, again, why is my devotee ensuring that each mortal meets his death at the Fated time, in the Fated manner, not a devoted follower of the Goddess of Fate? Sorry, but when I read the descriptions you cite from the PHB over and over again, I see her no more as a benevolent force than I did the first time. If you choose to make her a benevolent force in your game, rather than let the question be decided in play, then that is your prerogative – but it is a judgment you have made.

If you want to serve a god rather than a demon, here are some other possibilities that strike me as better suited than the Raven Queen (PHB p 23):
* Gruumsh . . . exhorts his followers to slaughter and pillage.

* Vecna is . . . god of undead, necromancy, and secrets. He rules that which is not meant to be known and that which people wish to keep secret.

* Zehir is . . . god of darkness, poison, and assassins.​

And, once again, we discover this by GM imposition, and not by discovery through play. Why? You are quite insistent that all of these forces, all of whom I agree are much more clearly and explicitly linked to evil and darkness than the Raven Queen, are more appropriate for my character than the Raven Queen. Her description is much more neutral – neither good nor evil – as I read it.

But why? I suggest it is because you have judged my character, judged these deities and judged the Raven Queen in advance of any play, contrary to your expressed desire to avoid any such evaluation by the GM.

What you believe is your business. But I do think there may be more to the heaven and earth of RPGing than is dreamed of in your philosophy! For example, it seems to me that you underestimate the importance of actual play and the context that it provides for (nearly? - I'm not sure that I need the qualifier) every element of the fiction.

Better keep “nearly”, since you clearly don’t believe the morality of the Raven Queen is an element of the fiction which will be discovered through play, rather than set by the GM. That can’t be the only element which would fall into that category.

My goal is to show what I said I was showing - episodes of play to which alignment would be an impediment. The impediment, as I have repeatedly stated, would consist in me having to judge the moral character of the choices made by my players in the course of playing their PCs.

I don't know - I'm the one who doesn't use alignment, remember! I'm aware, however, of multiple editions of the Monster Manual that label ogres as evil. What is the point of that labelling if I'm meant to ignore it? Is there a passage I missed in the 3E PHB that explains how otherwise evil people who play dice suddenly cease to be evil?

Someone else cited the fact that the MM provides a general inclination. Perhaps, in your play of these Ogres, you have made them “not evil”. Did the Samurai have to ignore their depredations? Was he, in fact, looking the other way from that heap of childrens’ skulls? Or was the only evidence that the Ogres were vile and evil the tales he has heard – myths and rumours – and he was open minded enough to discover for himself that the Ogres are not the evil monsters they have been painted as?

Did the Samurai face a true moral dilemma, or would we have been adding labels, rather than setting alignments consistent with the in-game behaviour of the creatures themselves? Truly Evil ogres would presumably have had that pile of skulls, perhaps offered their new gaming companion some of their feast, or maybe have been dicing with him long enough for him to fall asleep and become fodder for the stewpot himself. But they don’t appear to have taken any actual Evil actions.

NOTE: Detection of alignment is not a hallmark of all D&D settings – Ravenloft removes it, for example – so if it is simple eae of detection that concerns you, remove those spells. Other posters have.

Of course. But the PC can plead his case, and try to make the angel change her mind from an initial judgement. As happened here. If someone casts Know Alignment and you ping as CN, I don't think there's going to be much pleading and persuading. The spell already processes all the arguments and reaches the true conclusion, doesn't it?

It registers the character’s true alignment, assuming we accept it as such. That knowledge may well render the Angel resistant to persuasion. How does it make the Angel any less willing to listen to arguments that the instructions it has been given are wrong? Just as it can detect alignment, can it not detect Truth and assess whether this servant of Chaos does, at least in this one instance, speak the truth?

You seem to have mistaken me for someone who uses alignment. This angel is who she is. The module describes her personality - I can't remember the details, but it includes the standard stuff about resolute guardian etc etc. The point of the episode of play, as I experienced it, was that a player gave an impassioned argument, in character and drawing upon much of what had hitherto unfolded in the game, that the values to which the angel herself was committed required her to change her mind and let him kill her. And using the action resolution mechanics of the system in question (Rolemaster), he persuaded her.

How is it any more difficult to interpret “Resolute Guardian” as “will not deviate from her orders” than to interpret “Lawful Good” as having the same meaning? In my view, then impassioned argument drawing on what has unfolded already is no more, or less, likely to persuade the “Resolute Guardian Angel” than to persuade an Angel which is “Lawful Good”.

If you would, in fact, interpret alignment as such a straightjacket on play, then I agree you are right to remove it from your games. But not because it could add nothing, but because your interpretation of alignment clearly cannot move beyond “straightjacket”.

It is not only orthogonal to that play and it's point to spend even a moment's thought on whether the angel is really CN (or has been persuaded to change her alignment by the PC), it is actively antithetical, because it shifts attention and effort from what matters - this moving moment at the table that produces this amazing event in the fiction - to something that is utterly pointless and irrelevant as far as I am concerned - namely, which of some bundle of judgemental labels is now the best one to stick on this NPC.

Nor do I think anyone suggests the Angel must change its alignment to be persuaded in this instance. Did the Angel cease to be a “resolute guardian”, or did it assess the arguments placed before it and conclude that the Greater Good required it deviate from its instructions, in this instance, even at the sacrifice of its own life (personal sacrifice for the greater good – gee, what alignment does that sound like?)

Given that I play a game with a whole PC race dedicated to addressing this question - namely, the tieflings - and given that I have a tiefling PC in my game, the answer is that of course devil worship raises moral issues. I even indicated some in the post to which you are replying: namely, that the tiefling expressed the view that the fall of the duergar was foretold, much as it was for the duergar the moment they made a pact with such treacherous beings.

Are all the references to “duergar” correct? Your statement doesn’t parse out. You have, it appears, judged devils as evil, and as such their worship as evil, contrary to your claim you do not pass such judgments in your game.

You seem to be insisting that an answer be worked out in advance. I am trying to explain that I would regard that as defeating the main purpose of play.

An answer to what? Whether devil worship is wrong, whether it is possible to redeem the devil worshippers, or whether the more moral action is to hasten their downfall or to aid in their redemption? Did the PC’s approach the situation with an objective, unbiased eye to determine whether they too should become devil worshippers?

The very word “devil” carries connotations of evil. Perhaps we should return to the less loaded “Baatazu”.

Sure, if the player rejects the compel the player hands the GM a token.

How was the compel determined to be valid? If it is not a valid compel, or there is no need to make that determination, then the system is merely a bidding war, as the player can be compelled to spend Fate points to avoid actions he considers inconsistent with his aspects.

Actually, the dice didn't fall. The GM compelled a scene resolution before the player could even engage the scene via his/her PC.

The dice fell in some manner to leave the player bereft of Fate points as he entered the scene, which prevented him paying one to avoid the Compel.

There may well be reasons why I find Fate unsatisfactory, but I doubt that your scenario ist one of them. A GM compelling a scene resolution the moment the scene is framed strikes me as a mistake by a bad or a rookie GM, made in disregard of the book's advice that a scene involves "the players try[ing] to achieve a goal." In what you described the player had no opportunity to try.

He has no resources to try, as I see it. That seems to mean he used up too much of his resources against earlier challenges to his success. The game is a series of scenes, and those scenes impact one upon another to create a narrative.

OK. I don't know anyone - poster or game designer - who disagrees with you. That seems irrelevant to compelling the end of a scene, though, which has no bearing on fail forward. "Fail forward" is a technique for adjudicating action declarations which result in mechanical failure. In the scene you described there has been no action declaration by the player, hence no adjudication, hence no fail forward.

The player has, I assume, declared several actions to date which resulted in the utilization of all of his Fate points. The consequence of that use of all of his Fate points is the lack of any resource to resist his fear of snakes at this critical juncture, and as such his failure to protect these innocents.

An aspect is a statement of a point on which a player wishes to be challenged. You are implying here that it is bad play for a player to buy off a compel and therefore act contrary to what an aspect might otherwise dictate. That is contrary to the whole spirit of a game like Fate, where choosing whether or not to accept the compel is the prerogative of the player.

To me, playing a character consistent to his Aspects would mandate following the Compel, except where there are competing Aspects which would mandate a departure from this specific aspect. In my example, if he just came across an enormous snake, flight seems the appropriate response. However, the Innocents placed two aspects in conflict. Much like a LG Angel might find compliance with its orders to conflict with bringing the greatest good to the greatest number.

Burning Wheel, in its design, actively encourages players to seek out and/or create situations in which they cannot honour all their beliefs at once, so they can earn higher-grade fate points for roleplaying out the agony of choosing which belief to honour.

If all that means is a series of angsty “Woe betide me” speeches at the table, let the wheel burn, as I have no interest in such play.
 

What if Alignment meant: Oppressors, Freedom Fighters, and people who don't care much either way? Freedom and oppression are as illusory as good and evil, right? So a triptych mechanic rating game elements on this spectrum is as incoherent and incomprehensible as, say, using OD&D's Law and Chaos mechanic. It's not to do with one's own certainties of the world. Just as there is no such thing as free will or conflict, we needn't include this spectrum in the game.
 

What if Alignment meant: Oppressors, Freedom Fighters, and people who don't care much either way?
From my point of view the same issue would remain: I'm not intersted in judging whether or not the PCs my players are playing are really oppressors or really liberators. That just doesn't conduce to my idea of fun RPGing.
 

I don't have enough of a handle on standard Fate procedures, nor on what @N'raac intended by his example, to fully respond to this. Here are some thoughts:
If the player's goal is to rescue the innocents; and if, as a result of the compel to flee, the innocents get eaten; then that is not a complication. It is a failure, and furthermore a failure which is resolved, at the final moment, without the player actually engaging the action resolution mechanics. If I knew nothing more of an episode of play than my preceding two sentences, my default assumption would be that it was somewhat unsatisfactory.​

I disagree here. The compel doesn't determine whether the innocents get eaten or not, the compel is specifically about the character having to flee from the snake. It is not incumbent upon the GM to make sure the player succeeds in their goals, it is up to the player. I see no reason why the player couldn't, especially now empowered with a Fate point (If he doesn't use it he is choosing not to engage the action resolution mechanics), think of a way for the innocents to survive. In the same way that [MENTION=177]Umbran[/MENTION] made the suggestions about still finding a way to attack the snake when a melee attack was disallowed, a clever player can find a way to save the innocents if he wants to. That said I also see nothing inherently wrong with a scene that does end in failure for the player/character... especially if they choose not to use the resources at their disposal.

If the player's goal is to please NPC X, and the rescuing of the innocents is simply a means to pleasing NPC X (let's suppose they are X's wife and daughter), then the scene-ending compel is a complication, because while a setback to the PC's goal - the wife and daughter get eaten, which presumably won't please X - the PC can always find another way to please X. (This would be fail forward at work).

I'm not sure there's a real point in addressing this as it is not what was stated as the goal of the character...

If the player's goal is to rescue the innocents; and the scene-ending compel is used; but the snake doesn't eat the mother and daughter - some other twist is introduced - then that would be another example of fail forward which would make the compel count as a complication by my lights, rather than an anti-climactic failure.

Yes but you seem to be making the assumption that the GM must somehow allow the player to "fail forward" when in fact by giving the player the Fate point, the GM has given him the opportunity and means to succeed at this task. I am personally not a big fan of fail forward in an instance like this since I am already giving the player meta-currency and narrative control by giving him the Fate point... why should I then also make his failure a non-failure if he chooses not to use his resources?? I'm sorry but, IMO, sometimes it's ok for a player or their character to actually fail at something.​

These thoughts are influenced (probably obviously) by familiarity with default procedures and expectations for HeroQuest revised, Marvel Heroic RP and Burning Wheel. I don't know precisely how they translate to Fate, but I'd be surprised if it was wildly different. They all seem to be games which are pretty similar in their goals as far as the basic purposes and structure of play are concerned.

I think you'll find Fate a much more traditional roleplaying game than the ones you list above... Not sure if that's enough to give it different purposes and structure of play from those games but the one's I am familiar with MHRP and HQ... seem to have a much more meta-game and artificial setup in their play structure than Fate but that's just my opinion.

EDIT to respond to something from an earlier post that I had overlooked:

I was looking at in the reverse way: not that "where you are in the story" constrains expenditure of fate points, but rather that expenditure of fate points tells you where you are in the story. If the fate points are flying thick and fast, and the player ends up out of them, that seems a marker of (i) a high degree of player investment in the outcome of whatever just happened, and (ii) that the PC succeeded by the skin of his/her teeth, or perhaps failed despite giving it his/her very best shot (hence no fate points left). These both seem like signs of a climax to me.

The thing is... the spending of Fate points is a tool that is totally under the control of the player... and while the DM is supposed to keep the flow of Fate points going it is still possible for a player to nova with FP's and I don't know if it's necessarily the responsibility of the GM to auto-refill whenever they do that. In some games the FP currency is used to balance out more powerful and less powerful characters, like in the Dresden Files... but if the GM just auto-refills whenever you use them, well it becomes a pretty poor balancing mechanism. I just think you are drawing a connection that isn't implicitly or explicitly there.
 

I also hope it's clear why I think that playing in one of those styles means that the player is doing something, in playing his/her PC, other than simply "playing it according to his/her conception". In the "explore the GM's world" style, the player has to take on board the moral framework of the GM's world in forming a conception of his/her PC - eg in this GM's world, being good means refraining from XYZ. In the "roleplaying your alignment is part of the challenge" style, a player who simply plays according to his/her conception of the PC is not taking the challenge seriously. Part of the challenge is developing that conception within the alignment framework as it will be adjudicated by the GM, and then playing accordingly.

That paragraph helps a lot. I think almost all the games I've been in as a GM or player have had Good be a pretty big tent of divergent views. So the players might be exploring a lot about what the gods want, but not so much what the alignment demanded. (They would have played them as doing all of the things that would stereotypically be good without serious debate -- if they didn't want that they'd be neutral, and if they wanted to do bad things regularly they'd be evil).

There was one I played in where I think it could be viewed as a conflict over alignment. My NG Gnome illusionist from the underdark had actually started to veer towards lawful because he was convinced the LG creator god was who he should be supporting to stave off the end of the world, and he thought becoming a Paladin was the best way to serve hm. Then he found out a few more details about how the creator god had set the universe up. Failing to get answers to his theological question about (iirc) how allowing all those souls to be damned could possibly be good, he went back to working for what he thought was good in his own mind and iirc would have lost quite a bit of support from the literal side of angels if the campaign hadn't ended around then for other reasons. Would it have been dodging a challenge for someone who could see their character going along with the LG creater god no matter what to just follow orders and not question?

In another one the DM set it up up front that we could put things in about the backstory, including the religions of the land. It ended up basically being Norse with all of the divergence of opinion about how they acted like is found in the variety of real world writings. In contrast to what you discuss further down in your response, we didn't have any real control of it after those inputs though, and so my fighter-thief (on a quest to redeem his cleric of Odin father) was exploring the DM's conception of how those religions worked. If having the cleric of Frigg hang me on the spear didn't work the way I thought it would... well, I'd have rolled up another character and the rest of the party would have had some of their suspicions about Odin confirmed. (I think the GM waited to see how we spun the story of the hanging and justified it to each other before deciding what Odin would have done). At another point, we had the choice of which one person we would save, and we argued about which of several people who'd committed crimes against either the gods or against men should be that one. I think we all thought the gods we worshiped didn't particularly care one way or another about which one it was.

Were we failing to take the challenges seriously in these cases because we were exploring what the gods wanted, or how the characters viewed themselves, and not what the world's rules of alignments were?

Is one not taking it seriously if they have a cleric who doesn't find their main challenge in exploring either the limits of their alignment or their religion?

What was the neutral priestess of Badb's responsibility to the 5 year old she bought from slavery because she reminded her of a long ago butchered relative? Should she turn the girl over to the priestesses of the peaceful god who would protect her but also teach her to loathe her adoptive mother? Should she pay the NPCs that the party trusted to come from base city to base city with them to watch after her? Should she tell them what she was before they found out (since magic weilders outside the allowed faiths were definitely not generally approved of)?

My character didn't care what the world though of who she was in terms of alignment, she was who she was. Badb's concern was for a longer term mission of war and that everyone who was asking for it got what they had coming - the goddess didn't care about how this small personal issue got resolved. So I only played the character as having the struggle against her memories, loneliness, and desire for revenge.

The game world has lots of things to explore in it, including a lot with mechanics. I don't think its possible or necessary to explore all of them, or even all aspects of all of them.

The fact that it's not really a big deal is actually quite important, too:

I can understand why that could be appealing and would make a big difference.

A further technique, that @N'raac alluded to upthread, is my preference for not resolving actions by reference to "hidden backstory" ie backstory that the players don't have access to, and hence can't anticipate the consequences of when they make choices for their PCs. In the sorts of situations we're looking at in this thread (fidelity, betrayal, honour etc) I have NPCs, artefacts, imp familiars, the general back and forth of table talk, all as devices to let the players know what I think the stakes are before they commit.

Couldn't that be brought to bear on issues of alignment threshold crossing?

@N'raac upthread posited the possibility of these players finding out, 5 years into the campaign, that in fact only one of them was right about their god, and that the others were wrong all along. As I said in reply, I don't feel that this is a genuine danger, because it seems to posit a type of "bolt from the blue" adjudication or scene-resolution which simply wouldn't fit with the sorts of techniques I've just discussed for helping keep everyone on the same page during action resolution and the determination of consequences.

I'm picturing possibility of the problem that happens in comic books when the author forgets something and you end up with a continuity conflict. Of course that can happen with all kinds of in game details (wait, that inn was in that other town, not this one!).

Given my goals, I'm just not seeing what value this is adding to my game.

More generally, this feels like it ties into at least two other threads where an answer to several problems with specific RPGs has been "Fate does that". Sometimes I like the game where I'm exploring the world and dealing with what my character has at hand (in the classic keep track of all the resources D&D type thing), and not helping to directly create the world on the fly by more than what the character is doing.
 
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