How can there be a coherent and consistent adjudication of alignment if the DM refuses to decide if something is good or evil?
Everything need not be specifically “good” or specifically “evil” for the system to function. Tying one’s shoes and brushing one’s teeth are neither good nor evil. Injuring a man to prevent him beating a child includes elements of evil (intentionally inflicting harm on another person) and good (protection of the innocent).
This can also be viewed as the GM deciding that something is neither good nor evil. Kind of like the alignment rules themselves note for animals.
Another common misconception the anti-alignment team clings to is that alignment can either be eliminated entirely or must permeate every moment of the game. This makes about as much sense as suggesting we must either remove combat entirely or we can never have a game session that focuses on problem solving by other means, such as social interaction.
First, how is the player of a fighter free to form his/her own ideas about alignment? Won't a quick Detect Evil or Holy Word set him/her straight?
If you read the 3e alignment descriptions, each ends with the reason that this is the best alignment – that is, the morally right choice. Society calls this “good”, the spells even call this “good”, but my character knows with certainty that HIS WAY is truly “good” regardless of the labels others attach. That 25+ INT and WIS deity of Law and Goodness? He’s wrong! My 25+ INT and WIS CE patron has the right of it!
The point I took away is that alignment has nothing to contribute to running that scenario.
And combat rules have nothing to contribute to running a scenario where the solutions are negotiation, not violence. Should we remove the combat rules? Or, since a battle against an undead horde cannot be won by negotiation, should we remove all of the interaction rules?
If alignment doesn't provide any answers, then it is not doing its job of providing guidelines. Hence on that assumption it is redundant, and those who use alignment would play through the scenario no differently from those who don't use it.
I agree if the scenario plays no differently, alignment is not adding anything to this specific scenario. But it is also not detracting from it, as you claim it would from your games.
Conversely, if answers to the scenario are simply read of alignment descriptors as interpreted by the GM, then the GM has resolved the scenario before the players even engage it. Hence, on this alternative assumption, alignment makes the scenario pointless from @Herschel's point of view.
A simplistic and, in my view, misguided or wrong, approach to applying alignment in game in no way makes it a poor rule system. We could also assert the players can resolve everything by just making Diplomacy rolls (one for each group) to convince them to mend their ways and be one big happy family. Given all we do is read the diplomacy rules and roll a few d20’s with no actual lay, it seems clear the skill rules make the scenario pointless, so they have to go, right?
If alignment makes no difference to the players' choices for their PCs in engaging the scenario, then it is redundant.
I do not expect any other aspect of the game to be the focus in each and every scene throughout the course of a campaign. Why would I expect this of alignment? Maybe every scene in your game is resolved by rote in exactly the same way, but I don’t believe that is true of many games.
If alignment does make a difference - if the GM has to give the player of the paladin advice on how his/her PC should or should not engage the scenario - then the scenario itself fails to serve the point that I think @Herschel intended, namely, of forcing the players to make certain sorts of evaluative choices.
To me, the answer to that guidance depends on the options being considered. “Perhaps we should slay everyone in the nation, burn all structures, leave not one stone standing upon another and salt the earth” is probably something inappropriate to a Paladin, and the GM might want to suggest that (I would hope he does not need to). But a number of different choices which are no more or less plainly and obviously consistent seem to exist, and there the answer would be “there’s no compelling answer in the scriptures/dogma/holy teachings/whatever”. Again, we are back to the straw man that alignment means the GM dictates every choice to be made by the characters.
Not really, no. I don't really accept that someone can understand my claim that alignment is an impediment to my play experience yet disagree with it. Because how would you know better than me what I enjoy in RPGing? How would you know better than me what is the nature of my experience? How would you know better than me whether or not it is a burden on my enjoyment of the game to use a mechanic that obliges me to judge whether or not my players' play of their PCs adheres to some evaluative standards that I am stipulating and applying?
What I see is that alignment as you (mis)interpret and (mis)apply it would certainly be an impediment, but that the great scenes you highlight would be just as likely to occur, and just as great, in a game where alignment is used, rather than misused or abused. And your claim certainly puzzles me viewed in that light. So I continue to disagree with your contention that alignment would, without a doubt, detract from or even prevent entirely those great gaming moments. Or that they could come about only through
an extreme railroad, for instance, the GM might simply bring them all about via fiat and dominant narration.
What you sneeringly dismiss as my "great moments in roleplaying" are fond memories for me not simply because of the fiction that was created but because of the manner, the dynamics, the experience of its creation. The surprise. The shock. The tension. The horror. And all those things - the emotional response that make roleplaying a pleasure for me - would be different were mechanical alignment in play.
First off, I do not “sneeringly dismiss” the play experiences themselves. I DO sneeringly dismiss [pauses to sneer at computer screen and make dismissive hand gesture] the contention that they would be utterly ruined or impossible if a game included alignment.
You keep using this term “mechanical alignment”. If that means “alignment which is used as a straightjacket, such that the GM dictates every decision made by the characters”, then I agree this would detract from the game. But no one supporting alignment is asserting such a use of alignment, so might we agree that this would, indeed, be bad for the game and end that aspect of the discussion once and for all?
As you yourself indicated upthread, I would have to do things like decide whether or not the PC who sacrificed his friend and companion was evil.
Actually, no you would not. You would have t assess whether the sacrifice of his friend and companion was an evil act, but a single evil act does not make a person evil. No one is “without sin”. Even the Paladin is cast down only if he knowingly commits an evil act.
And I've told you that having to make that judgement as part of refereeing the game undermines my pleasure in the game. So unless you think I'm lying about that, you yourself have to concede that, for me, the use of mechanical alignment would be an impediment to my play experience.
OK, I’ll stop short of “you’re lying”. I will, however, state that I believe you have an opinion of whether or not the action in question was, in fact, evil. In other words, you made that judgment. Apparently, sharing your opinion with your group would make the game less enjoyable for you, so I will accept that you do not want a system where your opinion would have any meaning on the game, or even mandate being expressed in the course of the game. However, having alignment in the game would not in any way have prevented the PC who sacrificed his friend and companion, so the gaming moment would not have been prevented.
Or are you telling me that, had you paused and said “Gosh that sounds like an evil action”, the player would have stopped, then announced his character was releasing his friend, and they would have hugged and gone home?
As I have mentioned several times, although you have not really acknowledged let alone engaged with it, one major pleasure for me in playing RPGs is seeing the players play their characters. This includes expressing and acting upon their evaluative conceptions of what it is fitting for their characters to do. I don't want to interfere with that. Hence I don't use mechanical alignment, which mandates that I interfere, by forming a view on whether or not the actions of the PCs are fitting from an evaluative point of view.
Again, the only ways I see alignment interfering with players laying their characters is when someone(s) applies alignment as a straightjacket. For me, if my character’s personality, views and beliefs suggest actions contrary to the usual mores of his alignment, then those are the actions he will take. This may not be extreme enough to be more than a “bad thing done by a good person” – one deviation does not mean alignment has changed, nor does a single belief out of step with the norms of the alignment. Perhaps that means the wrong alignment has been reflected on the sheet, and it should be changed. Perhaps it indicates that his own beliefs have changed to the extent his alignment has changed. So what? I’m playing my character – if his alignment has changed, so be it. Why is this such a huge impediment, in your eyes, to role playing?
I don't accept the premise of the question, because when I play D&D the moral evaluation of the conduct of a cleric or paladin PC does not carry a significant mechanical implication. That's a huge part, though not all of, not using mechanical alignment!
So, again, is your contention that alignment itself is problematic, or only to the extent it is used to de-power characters? If we accept [MENTION=22779]Hussar[/MENTION]’s proposition that every character has a network he can leverage for support, then any time that network decides they are displeased by the character’s actions, the character loses leverage in the fiction – does he also get to define their responses to his actions? When gear is destroyed, stolen, or otherwise unavailable, this also depowers characters – should that possibility also be removed? Ultimately, however, if we can remove every mechanic that could impede the character’s power or progress, would this make a better game?
So asking whether Rick's conduct is honourable or not is no different from asking whether the paladin PC's conduct is honourable or not. Everyone can have an opinion; the player - as author of the PC - gets to actually write the character, though.
Sure. But he does not get to unilaterally decide whether the character’s conduct was, in fact, honourable, does he? The character certainly does not – he gets to define only what the character himself perceives as appropriate behaviour, honourable or otherwise. The author does not – he will, of course, have an opinion, but he cannot impose it upon his audience. It is, in fact, the audience who draws the conclusion. And whether or not George Lucas thinks Han Solo should, or should not, have fired first, it’s the audience that ultimately assesses whether George was right about his own character. George certainly gets to decide whether Han shot first – it’s his character, after all. He does not, however, get to tell the audience (other players and the GM in a game setting) whether Han was right to do so.
The player has his PC flatter a dragon; it turns out that the dragon is pleased. That is an example of the player's decision for his PC fitting into the broader gameworld. It is determined by way of the action resolution mechanics.
Who determined how susceptible the Dragon is to flattery (did the player set the DC, or did the GM)? Who determined whether the Dragon would listen to the attempt at flattery, or immediately attack (probably not the player…). Who determines whether the Dragon’s pleasure translates to “The Dragon leaves and lets you take his hoard”, “I will give you a reward from my horde and safe passage out”, “You amuse me – I shall keep you as a pet”, or “Your appreciation of my Dragonly virtue pleases me so much that I shall eat you last of all your comrades”?
But whether it was good or bad, fitting or improper that the player flatter the dragon; that is a metagame matter. It is something on which each particpant is free to form a view, and to which each participant is free to respond. Including the GM, of course: perhaps the next time the PC meets an angel, it chides him or her for flatterig the dragon! And of course, if the player remains confident that his/her PC did the right thing, s/he can choose to have his/her PC chide the angel back. That flows from the fact that each participant is free to evaluate and respond.
So that Deity of Law and Good forming and expressing an opinion is a gamewrecker, but it’s OK for the angel, a being of Light and Good, to have and express an opinion? I’m seeing a less and less bright line to your evaluative criteria for who in the game gets to apply evaluative criteria.
Of course I've evaluated it, in the sense of forming an opinion! But not in my role as referee. Not as part of the mechanical adjudication of the player's action. An onlooker might evaluate it to, but that wouldn't have any meaning from the point of view of the game rules.
Nor is anyone suggesting, I believe, that the character may not take whatever action the player sees fit. Only that the player does not also get free rein to determine the results of that action within the game.
I think you intend the question to be rhetorical, but my response is Why not? If a player wants to play a paladin with the conviction that capital punishment must be stamped out because it's an evil, why would I want to stop that?
Why not, indeed. Most D&D paladins not only reside in a state where capital punishment is the norm, they commonly mete it out themselves as judge, jury and executioner. Is the taking of life inconsistent with the ideals of Good? Sure. But the ideals and the reality are not always consistent, and the character has room to maneuver within them. Just as we might regret the need for capital punishment, yet still consider it a necessary “evil” for the greater Good.
It doesn't strike me as obvious that the character thinks what s/he did is justified. But that's probably a tangential point.
I thought we relied on player integrity – if the player says he thinks it was justified, then it must be so. The character took the action – that seems to make it pretty obvious the player thought it was justified, even if the player says “I as a player think it was not justified and was a moral failing on the part of the character”.
The puzzle for me is why you think my opinion as GM is more important than that of the player. You seem to suppose that the player thinks what was done might have been unjustified. If that's so, why not let the player play out the consequences?
First, as I said, I am a fan of discussion around the table, so everyone’s opinion is heard. Why? Because everyone’s opinion is important. Second, the loss of favour is just one more possible consequence of the actions of the character. It is a consequence you are quite insistent should not be played out unless the player wishes to do so. Why can’t the same player exert his will on the Duke, the Church or anything else in the game setting, as you insist he should be able to do on the deity or forces that grant him their power. “The cosmos” has enough of an opinion to grant powers to clerics and Paladins – how can it reasonably follow it has no opinion on who should receive those powers, or whether they should continue to be granted?
Tolkien gets to decide what counts as admirable for Aragorn, and gets to make his case.
And the player gets, or should get, to make his case as well. He does not, however, get to decide whether his case is successful. In Tolkein’s case, the audience makes that decision. BTW, where in LoTR does Tolkein state his opinion of whether Aragorn is admirable or reprehensible? He writes the actions of Aragorn (player roe) and the reactions of the rest of the world (other players and GM role). He does not, however, evaluate whether Aragorn is, in fact, admirable. Mechanically, he only sets what the others in the story believe. Since Aragorn does not derive any special powers from the deities of the LoTR world, or cosmic forces, etc., he stands no risk of losing those powers if these forces disapprove of his actions, and/or the use of the powers they have granted.
The bookclub example screams out for the simple rejoinder that books are books, and games are games. You insist on bringing in comparisons that are not truly comparable. The book club doesn’t get to decide that Aragiorn is not restored to the throne after all, even if they reach a consensus that he’s really not admirable at all. By the way, is Aragorn a PC, or just an NPC in our game of Hobbits on the Road?
For a PC to remain true to his/her principals may often have a cost, yes. This is a staple of drama. But it doesn't follow that playing a PC who remains true to his/her principles should be more costly (= less fun?
It does not strike me that having a cost of adhering to a character’s principals automatically makes the game “less fun” for the player. A lot of the fun is in playing out the challenges. Do your players get to individually dictate the resolution of all challenges in your game, or only the moral ones?
I also don't see why predestination can't be a very important part of an RPG plot. It seems likely, in my current 4e game, that the whole raison d'etre of the deva/invoker's long existence is to do something significant with the Rod of Seven Parts. Of course, what exactly that might be isn't clear yet because the game is still going, but that doesn't mean that whatever it ends up being wasn't, within the fiction, predestined!
Fiction is predestined in that the author knows, at least in broad strokes, precisely what will happen and how we will get there. There is no possibility that Siegfried will not take precisely the correct actions desired by Wagner to bring the story to its desired conclusion. Simply calling it “predestined” after the fact does not make it predestined. Can Siegfried say “A frickin’ DRAGON? To hell with the Rhinegold – I’m going after easier prey?” Your players can, or I assume they can, decide to chuck the whole Rod of Seven Parts aspect of their quest. The fact that this will make it predestined that they did so, retroactively, is not even comparable.
Shrug, I've seen some similar (though not as extreme) examples of this general behavior when playing in pick-up games or with people I don't know... I'm curious, how long have you gamed with your particular group, and how often do you game with others outside of it?
I second this question. Clearly, [MENTION=42582]pemerton[/MENTION], you are aware of lots of games and gamers that play differently than you and your group.
No, that's all trickery and mumbo jumbo to the fighter... how does the fighter know it was really detect good or detect evil cast on him? How does he know it wasn't a trick? How does he know the spell granted by this particular deity isn't biased, or the magical formulae on that scroll isn't flawed?
Or the caster simply lied. Charlatan!
In fact, just as you have told us you have no interest in playing in the style we like for D&D when it comes to alignment, let me say I don't care if it's an impediment to your style, especially since in this very thread you commented on how people have been removing it and getting on with their games for decades. I'm not trying to convince you of anything anymore, you've made it clear that your argument boils down to I don't like it and nothing you say can convince me to... so really at this point I find it an interesting enough discussion... for now... but I am really not trying to convince you to see things my way anymore...
Ditto.
And this assumption is based on what exactly? For a paladin the broad guidelines of alignment could help him deal with the situation while for a sellsword with no allegiances alignment might contribute very little to the scenario... In other words only play with and without alignment would actually show us what the differences would be. I'm curious though, since you don't use alignment are you basing your assumptions on?
This is a good point – a group of LG characters (whether by name in a game with alignment or by personality and principal, and the latter is more important than the former, IMO) will struggle with the right thing to do. Where the Sellsword, morally ambivalent, doesn’t give a damn. The Ruler said Kill the bandits. He’s handing out the gold. He calls the shots. Kill the bandits. If the villagers have to be tortured to find the bandits, it’s torch to the groin time. Screw the villagers – the ruler’s not paying us to look after them.
Which group will create a better story out of the scenario [MENTION=78357]Herschel[/MENTION] has painted?
Or do you believe that two paladins can never be in conflict?
No. Only someone who (mis)interprets alignment as a straightjacket would come to that conclusion. And that (mis)interpretation and erroneous conclusion seems to be shared by most, if not all, those who find alignment is an impediment, based on the posts on this thread.
Seriously, have you ever worked in an organization? People with common goals and objectives disagree ALL THE TIME. It doesn’t mean that any co-worker who disagrees with me is Chaotic or Evil (or Lawful or Good if I’m CE.
To those who "don't apply moral judgment in their games", it seems strange to me that you then tell us that you have never seen a player suggest some extreme action (the baby-killing Paladin, say) taken because you game with reasonable players. By extension, you seem to be saying no one reasonable could envision a Good person carrying out such an action. Thus, you have already made a moral judgment about the action in question, have you not? Your suggestion that you don't. and won't, game with unreasonable players further suggests that this moral judgment does, in fact, make its way to your game, not in the form of judgment at the table, but in the form of who even receives an invitation to sit at that table.