Do alignments improve the gaming experience?

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It is your right to have/build such settings as you imply above, but those settings wherein the divine forces/deities are not infallible (cannot err) are not cannon to D&D, even within fiction, mythology & religion from whence Deities/Divine Forces were inspired from.
I don't agree with this.

Tolkien's Iluvatar cannot err. Nor can the divinity worshipped by Arthur and his knights. The religion from which the paladin archetype follows - which is not a polytheist one - holds that the divinity is incapable of error.

As [MENTION=463]S'mon[/MENTION] points out, one way of giving effect to this in D&D is to substitute the cosmological force of LG for the divinity itself.

If you don't want to be a goody two-shoes, DON'T PLAY A PALADIN!
This isn't bad advice, but I don't see how it has any bearing on mechanical alignment. It is possible to play a goody two shoes in a game that does not use an alignment system - I know, because I've seen it done.

The archetypal adventuring paladin is a paragon of virtue who seeks out threats to smite ... they literally go out of their way to cause harm to others that they believe deserve it. A conception of "good" that doesn't at least include the idea that some forms of intentionally causing others harm are acceptable is difficult to reconcile with the genre conceits of heroic warriors
I agree with this. Moral theories of self-defence and of just warfare, and conceptions of murder and assassination which are quite different from modern ones, and include the idea of consent to being killed in an honourable clash of arms, are pretty integral to the paladin archetype.
 

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After reading through this entire thread i believe for me as I have come to the realisation (perhaps a little late), alignment is necessary not for "punishment/judgement", "playing as the DM wants you to play" or exploring the setting or even challenging the PCs - its primarily about MAINTAINING IMMERSION for the setting, a traditional D&D setting.
Immersion in the setting is a pretty important part of my play. For me, at least, mechanical alignment does not facilitate that - in fact it can impede that, by creating jarring clashes of evaluative perspectives.

I'm not saying that it's role in immersion is not important to you. I am saying that it would be a mistake to infer that those who don't use alignment are not therefore interested in immersion in the setting.
 

It seems like they won the skill challenge, which caused the Soul Abattoir to collapse (a new complication of the now complete skill challenge), not like the loss of the familiar somehow related to successes or failures in the skill challenge.
They shut down the final piece of machinery part way through the skill challenge, in the course of the combat that occurred between success 7 and success 8. This caused the Soul Abattoir to commence collapsing. The next five skill checks, including those involving the choice between the Raven Queen and Orcus, led to success in the challenge. One of those checks - a Religion check - began as an attempt to hold back the flow of soul energy. With a successful Insight check, it then became also about allowing Vecna to have that energy, or ensuring its flow to the Raven Queen. A choice was made, and a price paid for that choice. In mechanical terms, I put it in much the same category as spending a healing surge or an action point or a limited-use power as part of making a check in a skill challenge.

you are clearly judging the invoker’s allegiance to Vecna.
No I'm not. I don't think that allegiance has changed from its prior ambiguous status. I'm judging that the PC has pissed Vecna off. That's what the player intended to do. The player didn't think that his PC was somehow furthering Vecna's cause or values by stopping him getting the soul energy.

That's just one reason why this is fundamentally different, by my lights at least, from telling a player who believes that s/he is choosing a proper action that in fact his/her action was improper.

You seem very defensive that the one you chose was the only reasonable approach which could be taken.
I've not asserted that at all. I'm defending it as a reasonable approach.

Anytime you want to post an actual play example and have it subjected to a tenth of the scrutiny my examples are being subjected to, be my guest! But in the meantime, yes, you can be confident that I will defend my GMing against criticism that I see as unwarranted.

So can the Paladin of the Raven Queen, should he choose to do so, on the assumption his choice is a reasonable outgrowth of play, choose to align with the forces of the Undead (or of Orcus) for some reason that he considers is appropriate within his service to the Raven Queen
Why not? He pledged service to the vampire Kas, for example.

You are telling me if you want to play an honourable character, you will do so solely because you want to play an honourable character. Then you are telling me you want mechanics that reward you for playing that honourable character.
Correct. I am sure there are players out there who build rogue PCs whose only mechanical capabilities are Stealth and sneak attack, and then play them as honourable characters who never sneak anywhere and never flank an opponent nor attack a flat-footed one. But I am not such a player. If I am going to play an honourable character, I build a character who will be mechanically effective played in that way. To see what one build might look like, you can read the PC sheet for Thurgon here, at post 6.

So you can decide that Vecna is displeased, but you cannot decide a different deity, or some other cosmological force is displeased.
I'm not sure how I can explain this differently.

"Good" is not a person with desires. "Good" is a value. To say that the force of "good" is displeased by an action doesn't really make sense - but to the extent that the metaphor can be interpreted, what it means is that the action in question is contrary to the requirements of goodness - ie is evil, or at least wrong or inadequate in some fashion.

To suppose that the cosmological force of goodness might be confused about what goodness requires makes no more sense than to say that that cosmological force of gravity might be confused about what is up and what is down. [MENTION=463]S'mon[/MENTION] has made this point well about half-a-dozen posts upthread from this one.

And we’re back to the straightjacket.
How is it a "straitjacket" to quote you the definitions from the rulebooks?

Sometimes, the character compromises Respect for Life (itself not a Good act) for the benefit of other tenets of Good, or perhaps other tenets of Law, or perhaps because he slipped up. The question is not “Did the character maintain the absolute ideals of Good at all times”. No one could. The question is whether the compromises he made are, or are not, acceptable in the eyes of the person or force doing the judging. Did he compromise too much?
I see no textual support for this in any edition of D&D. The question asked is not "Is what was done acceptable to St Cuthbert?" The question asked is "Is what was done willingly evil and/or chaotic?"

To the extent that lawful good is a value permitting a multitude of reasonable actions, then this just makes the answer to that question less likely to be yes than if lawful good were monistic. But it doesn't change the fact that the question being asked is "Was that evil?" or "Was that chaotic?"

To elaborate: my point is that the suggestion that "good" somehow means "St Cuthbert's opinion of what is good" has no support in any rulebook I've ever read. Suppose a paladin of St Cuthbert has to make a choice - say about trading off respect against altruism. A child is about to be struck by a cart, and between the paladin and the child is a muddy puddle. If the paladin runs through the puddle it will splash the ermine of the king, who just happens to be passing by. The player of the paladin declares that his PC runs anyway, thus saving the child but splashing the king in mud. St Cuthbert thinks there was a better way of doing things - perhaps the puddle could have been jumped, or the paladin could have thrown his mace to lodge in the spokes of the cart, which would have stopped it moving. Or whatever.

Does St Cuthbert punish the paladin? The impression I get from you and [MENTION=48965]Imaro[/MENTION], in your reference to various powers' and divinities' conceptions of what is good, is that this question is to be answered by asking what St Cuthbert believes lawful goodness required on that occasion. My preference is to answer by asking what did lawful goodness require and/or permit on that occasion. And when the player is sincere in his/her view about the permissibility of what s/he did, I am not going to second guess. And once the idea of second guessing is off the table, mechanical alignment then turns out to be redundant for my purposes.

Ultimately, the Paladin is very much a character who serves Law and Good, and is rewarded with special abilities for doing so.

<snip>

it’s not lost on me that one use of Paladin (Have Gun, Will Travel; the Marvel comics character; the security company) is paid enforcers/mercenaries. Those don’t fit my conception of D&D Paladins either.
I don't see how these sentences are consistent. If the paladin is a character who is rewarded for service to certain powers, how is that any different from being a paid enforcer? For me, the key to the paladin is that s/he is called to the defence and service of one or more values. Values, not powers and desires, are key.

This is the Euthyphro point. Corellon loves beauty because it is valuable; things don't become valuable just because Corellon deems them to be beautiful. It is the value, not Corellon's desires, that motivate paladins of Corellon, and against which their actions are to be judged. Hence their fundamental difference from warlocks, from mercenaries, and from Faust. Hence, also, the connection between players' declarations of action and players' evaluative judgements: a player playing a paladin of Corellon is sharing with the table his/her conception of beauty, and what it permits, and what it requires, and why it is worth caring about. S/he is probably not doing this with the same skill and style as Nobel-prize winning novelist or poet, but that's not the threshold for playing at my table! Frankly, it's not my place, and none of my business, to second-guess that player's theory of beauty, which has been sincerely shared with the rest of us.

This also explains why it is not my place to second-guess the player's conception of what Corellon desires. If the player has put forward his/her theory of beauty, in play, then that also establishes what it is that Corellon values - because we know Corellon values beauty - and there is no need for me as GM to override or second-guess that.

I could probably also point out that the invoker PC, in thwarting Vecna to support the Raven Queen, is not thereby setting out to, or in any way purporting, to serve the value that Vecna professes, namely, the value of secrecy. Furthermore, I know - from conversation with the player - that the PC regards Vecna as flawed in his understanding of that value, and so even if the player were trying to serve the value of secrecy it would not challenge or invalidate his conception of that value to have Vecna dispute it, because the player already regards Vecna as corrupted in his understanding of that value. (Arguably, this is what characterises the "evil" gods of 4e - they aim at genuine values, but their approach to those values is corrupted, and their understanding of those values distorted.)
 

I don't see how these sentences are consistent. If the paladin is a character who is rewarded for service to certain powers, how is that any different from being a paid enforcer? For me, the key to the paladin is that s/he is called to the defence and service of one or more values. Values, not powers and desires, are key.

And to us on the alignment side, the specific values a paladin defends and promotes (ones consistent with LG) make all the difference between a paladin and a paid enforcer.

This is the Euthyphro point. Corellon loves beauty because it is valuable; things don't become valuable just because Corellon deems them to be beautiful. It is the value, not Corellon's desires, that motivate paladins of Corellon, and against which their actions are to be judged. Hence their fundamental difference from warlocks, from mercenaries, and from Faust. Hence, also, the connection between players' declarations of action and players' evaluative judgements: a player playing a paladin of Corellon is sharing with the table his/her conception of beauty, and what it permits, and what it requires, and why it is worth caring about. S/he is probably not doing this with the same skill and style as Nobel-prize winning novelist or poet, but that's not the threshold for playing at my table! Frankly, it's not my place, and none of my business, to second-guess that player's theory of beauty, which has been sincerely shared with the rest of us.

This also explains why it is not my place to second-guess the player's conception of what Corellon desires. If the player has put forward his/her theory of beauty, in play, then that also establishes what it is that Corellon values - because we know Corellon values beauty - and there is no need for me as GM to override or second-guess that.

What if the player put a decidedly Melnibonean slant on beauty such as a choir of singers all tortured and mutilated to be able to produce one note each? Would you second guess that and decide that wasn't a very Corellonesque version of beauty? That the player clearly didn't understand the setting and what sort of deity Corellon was?
 

What if the player put a decidedly Melnibonean slant on beauty such as a choir of singers all tortured and mutilated to be able to produce one note each? Would you second guess that and decide that wasn't a very Corellonesque version of beauty? That the player clearly didn't understand the setting and what sort of deity Corellon was?

From what I've read so far, the response is going to be along the lines of
1) all that would have been hashed out at character creation.
2) that they don't have such players in their games and wouldn't play with them if they discovered they had such notions of play.
3) if alignment is used it forces them to micro manage the players so that even less extreme situations would require telling the players what to do.
 

The premise being explored is "alignment is neither superfluous nor subtractive, it is additive." So my response is on context with that premise.

The ruleset mandates that it it is the GM's duty to adjudicate shifts along the L <=> C continuum and the G <=> E continuum. It is especially important in the case of the Paladin. So my response is in context with that mandate.

So given that premise and that mandate, below is my response. You've expressed dismay at my being verbose, I hope this is sufficient. Best I've got.

They can also differ on expectations of how the game world will react to the actions they have their character take - so aren't all decisions on such reactions rife with fallibility?
It seems here you are making an equivalence on the subjective interpretation (and therefore an equivalence in interpretive margin of error) of the physical fallout of moral decisions in the mortal realm with the metaphysical interpretation of moral decisions by the power brokers in the cosmological realm. Is that correct?

I don't see how those two could be found remotely equivalent. I mean not even int he same stratosphere of equivalency. Figuring out cause and effect (physical falllout of moral decisions in the mortal realm) is pretty trivial and intuitive. Players and GMs should have no trouble getting together on that (unless they inhabit utterly alien world experiences or someone is being a pedantic post-modernist). The top-down view by historians (much closer to a GM trying to perform an examination of ethos fallout by a cosmological entity) of the moral quality of a nation's policy decisions in the recent past (take the deployment of the nuke to end the Pacific War in WWII for example) diverges wildly.

What does this have to do with using alignment in the game? Unless you are suggesting that if it is used there can only ever be one right answer to a situation for a PC/NPC to take based on its alignment. In which case it's the "straight-jacket" view all over again that none of the pro-alignment crowd are advocating.

Don't game with jerks is universal so it makes no difference whether or not you use alignment. There are threads on these boards with people asking what they should to curb "naughty" players. People respond with actions the NPCs should take to punish the player's character so they "get the point".

It seems, to me at least, you are going out of your way to make alignment as difficult as possible to use. If you have a "There can be only one" mentality with how it applies to character actions - yeah, it's going to be a headache. I find it pretty easy to adjudicate because it's not some grand universal truth - it's what works for my gaming table. This will differ from table to table, just like reasonable game world reactions to player chosen character actions will.

I'm accepting the premise that alignment is no straight-jacket. I'm accepting the premise that it is not a stick used to curb cynical or insincere players. I'm proposing (and obviously accepting...which it appears that you and everyone else are as well) that there is no "one true answer" to the myriad situations where hard/final moral judgement (by a cosmological entity) of PC action (and subsequent alignment fallout) is reasonable. I'm suggesting that these complex moral conundrums (the ones where neither "straight jacket" nor "stick" need/should apply) are embedded with so much noise versus signal that they cannot possibly serve as a means to reasonably shift alignment.

So then we're left only with the gross, wildly spectacular violations (the throat-tearing, baby killing paladin) as the only true signal that could reasonably shift alignment. And if we're left only with that, and its not willful, cynical, insincere, Machievelaian behavior (which should be resolved at the social contract level), then its a level of incompetence or moral confusion that probably requires a proper psych eval rather than another roll of the d20. If, on the other hand, it is an abberant, intentional, telegraphed effort to play out a Paladin fall, then what is the point of GM as cosmic overseer of a mechanical ethos shift? The judge, jury and executioner (the player) has already rendered a verdict. How is the GM's handling of alignment adjudication not superfluous there?

So, back to the premise: "Alignment is neither superfluous nor subtractive, it is additive." I'm not seeing the additive except for players who like the alignment-corresponding Divinations, Abjurations, Evocations and Conjuration Rules. If that is the totality of the additive...then ok.
 

I don't agree with this.Tolkien's Iluvatar cannot err. Nor can the divinity worshipped by Arthur and his knights. The religion from which the paladin archetype follows - which is not a polytheist one - holds that the divinity is incapable of error. As @S'mon points out, one way of giving effect to this in D&D is to substitute the cosmological force of LG for the divinity itself.

I conceded that point to @S'mon and do not mind substituting the cosmological force of LG for the divinity itself, Tolkien's deity or whichever else, but my reply still stands

Fair enough, but just as a DM npcs LG deities I would imagine this LG cosmic force would indeed be treated in the same way by the DM (how it acts, how it communicates if at all). And so if the agent (paladin/cleric) of the divine force on the material plane became soiled/stained - he/she would no longer be worthy to channel such divine gift, for if anyone could do it no matter what personal creed they followed, then you would be reducing the channeling of divine powers to a teachable skill like 'climb walls' with no sense of narrative interplay. That sounds terribly awful to me.

The character is not infallible just because his deity/cosmological force is or might be, not that you in any way implied that - but refer to my example below.


Immersion in the setting is a pretty important part of my play. For me, at least, mechanical alignment does not facilitate that - in fact it can impede that, by creating jarring clashes of evaluative perspectives.

A paladin of Moradin (Rohgar) has had his lover kidnapped by a band of banished dwarves. The leader of the banished dwarves (Baern), is the firstborn son of the High Priest of Moradin and also an old friend of the Paladin. Baern finally had a major falling out with his father, after a series of very difficult years, whom he considers too old school, too placid in the political affairs and threats to the dwarvern nation and thereby incapable to hold the position he currently possess in his opinion. Unable to exact vengeance himself directly on his father for his banishment, he seeks to get to his father through Roghar - and manages to kidnap Roghar's wife on one of her diplomatic missions abroad.
A message is delivered to Roghar as well as a poison potion. The message states that if he wishes to see his wife alive again, he must lace the High Priest's food with the accompanied poison and he has three days in which to do it otherwise he threatens to slay Roghar's wife. Its far too little time to plan a rescue operation. Roghar's wife is pregnant with their first kid. And here is the twist the High Priest son, Baern, is too a Paladin of Moradin, who lost his own wife due to, in his opinion, poor decision making and the foolhardy trust of others by his father. He believes his father's policies led to the death of his wife and that his friend who supported his father, will now have to account for that death in one way or another. So the threat is real, backed by belief for justice.
Further, Baern believes he will save many more dwarves if his father is ousted from his position and his archaic policies overturned. The old dwarf (High Priest) is not looking to step down anytime soon.

Roghar (a PC) assassinates the High Priest as instructed by Baern to save his wife and unborn child? What do you do as DM with regards to his powers. I believe we can all agree assassination is an evil act in terms of the paladin code.

Baern (a PC) slays the pregnant wife of Roghar because Roghar disobeyed him and in his mind will be causing further harm by keeping the policies of the old High Priest alive? What do you do as DM with regards to is divine powers. I believe we can all agree murdering an innocent and the unborn child in cold blood is an evil act.

IMO, you could not fault either for roleplaying out of his character no matter what the decision, so they would both most definitely be allowed to sit @Hussar's table. But at what point do you as DM start npcing Moradin and whether his divine gifts are not fit for either mortal vessel to channel or dont you at all, and rather set a new precedent that the killing of innocents and/or unborn children, use of poison, the act of assassination, murdering of dwarves/high priests even of ones own faith...etc are all acceptable by Paladins of Moradin. Truthfully, if I was a player at that table, and the DM did nothing while all this madness took place, that would break my immersion. Earnestly, how can it not affect you?
 
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It seems here you are making an equivalence on the subjective interpretation (and therefore an equivalence in interpretive margin of error) of the physical fallout of moral decisions in the mortal realm with the metaphysical interpretation of moral decisions by the power brokers in the cosmological realm. Is that correct?

I don't see how those two could be found remotely equivalent. I mean not even int he same stratosphere of equivalency. Figuring out cause and effect (physical falllout of moral decisions in the mortal realm) is pretty trivial and intuitive. Players and GMs should have no trouble getting together on that (unless they inhabit utterly alien world experiences or someone is being a pedantic post-modernist). The top-down view by historians (much closer to a GM trying to perform an examination of ethos fallout by a cosmological entity) of the moral quality of a nation's policy decisions in the recent past (take the deployment of the nuke to end the Pacific War in WWII for example) diverges wildly.
This explains your preference to me much better than the rest of this entire thread. It is also where are preferences are significantly different. Given that it's a game, I don't have any problem making the equivalence suggested.

Thanks for keeping it more or less concise.
 

I'm accepting the premise that alignment is no straight-jacket. I'm accepting the premise that it is not a stick used to curb cynical or insincere players. I'm proposing (and obviously accepting...which it appears that you and everyone else are as well) that there is no "one true answer" to the myriad situations where hard/final moral judgement (by a cosmological entity) of PC action (and subsequent alignment fallout) is reasonable. I'm suggesting that these complex moral conundrums (the ones where neither "straight jacket" nor "stick" need/should apply) are embedded with so much noise versus signal that they cannot possibly serve as a means to reasonably shift alignment.

Just because there is no 'one true answer' does not mean that there is a constant absence of consequences relative to the actions taken by the character considering all the inter-narrative relationships within the setting. If the actions from characters of non cynical or sincere players had no consequences what exactly would such players be doing - just enjoy rolling dice? Perhaps and IMO, you equate an interactive world with interactive relationships among its creatures/entities/cosmological forces as a straight jacket for roleplaying. IMO, you might also equate 'negative' consequences to character actions as 'stick' by the DM.

If a Paladin does a good deed and is rewarded by his deity (and thereby judged by the DM) why isn't that admonished? Why is the good deed not a problem for the anti-alignment crowd? Is it easier to evaluate a good or lawful deed? Or is the only safe or acceptable approach a fail-forward approach?
 
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1) Good, informed, educated, smart people can, and inevitably will, differ on trappings of moral evaluation. As such, any top-down view by a mediator attempting to wear multiple hats at once, many of those hats multiple times removed from first party insight, is rife with fallibility. Interestingly, there is another Paladin thread that just popped up on 3.x. There they are debating the nature of "willful evil" versus "duped evil" (with the intent for good ends and buy-in due to that intent) and if a Paladin should fall for the latter. Good, informed, eductated, smart people. Differing.

So a DM can roleplay thousands of creatures, demeanor, wants, dislikes, actions, dialogue, making decisions about the success or failure of PC plans, but moral evaluation is the final straw because that is where he will be fallible? As for intelligent people differing, it happens all the time, it doesn't have to be moral evaluations, even during the party decision making process - players/characters argue/debate, but they don't do nothing because they cannot agree - they compromise, they call a vote. Good, informed, educated, smart people also reach acceptable resolutions.

2) Evaluative judgements often fail the test of time.

Evaluative judgments during roleplay do not have to 'pass' the test of time, just for the historical period in which they occur.

3) And finally, if the usage of alignment is a stick for curbing the behavior of potential insincere, Machiavellian players, then the answer is "I don't play with insincere, Machiavellian players" or "that sort of caustic behavior is best handled at the social contract level...if that social contract is not observed, then, just as you would with any other willful toxicity, I will excise it." I have no problem making judgements in my micro-ecosystem of a gaming table. It is a trivial thing and everyone does it every day (as they should). That is a far, far, far cry from adjudicating the pratfalls of macro-cosmological alignment with all of the varying players, 2nd and 3rd order interactions, and perceptions twice removed.

As you make social contracts that you will be playing your character with sincerity so you make social contracts of the DM being the adjudicator of all things setting relative and that would include negative and positive consequences as a result of the roleplay in the particular setting.
 
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