Do alignments improve the gaming experience?

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I don't understand in what way it is objective, if people within the gameworld can reasonably disagree with it.

ilt around.

Because they are wrong. It exists and is defined a particular way, regardless of what they think. Objective facts exist, and realities exist, yet people in the real world deny them or disagree about them all the time. Unless the god or force is stepping in to correct every minor mistake or error in moral understanding, there is bound to be dispute, and in a world where you can choose from among many different moral positions, there are going to be people who dont fit neatly into one category (someone who is primarily chaotic good for example but has some lawful good tendencies or sentiments). This really has never proved to be an issue for me during play at all. As long as the inhabitants of the setting have free will and they have a limited point of view (because they are finite entities and don't know everything) i dont see why they all have to walk around with perfect inowledge of alignments and behave in ways that reflect the alignments perfectly. There is room for difference of opinion, but there will be times when the gods make their will known (think of the famous scene in Constantine where Gabrial goes to smite someone but god no longer has his back).
 

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They might. That doesn't change the fact that I'm not using mechanical alignment, and hence there is no "cosmological force of good". There are gods in heaven. Whether or not they are a force for good is not a question that the game mechanics themselves establish.

I think the game mechanics establish that they are a force for the brand of Good that they represent (typically, Heavens = LG, not the pure G of NG nor the freedom-loving G of CG). Whether the PC's consider that the most valid form of Good is up to the players.

Yes - but the person making that choice doesn't then form the view that s/he is evil. S/he things that, by protecting his/her friend from an undeserved punishment, s/he is doing something that is morally permissible, perhaps even morally desirable or obligatory.

You cited the character of Magneto upthread. What did he call his little band of followers? "Very well, if you choose to classify the defense of my friend over your petty rules and requirements as 'Evil', then so be it - I am 'Evil'. " However, you keep leaping to Good or Evil - what happened to the middle ground of "Neutral"? What became of the axis of Law and Chaos? In your "Choose my friend or choose the Rules of Heaven" example, it seems like the Heavens value the rules, but the PC's value the individual - their friend. That seems a lot more like Law and Chaos. Especialy when one considers that the Karmic belief system means losing one's self to a new self in reincarnation.

If it is coherent to say that "The Cosmologically Good god/force is wrong", or that "I am choosing well in opposing it", then why are we labelling it Good? Why not just label it Force A? Or, as my players did, "The so-called heavenly realm"?

Because we like labels? Why not refer to some characters as "spellcasters" and some as "swordswingers"? Monk PC's don't wear drab robes, remove themselves to monasteries and chant all day long. The Heavenly Realms are just that. Should we refer to the "so-called United States"? They don't seem to see eye to eye on every issue. They had a civil war years ago. The Heavenly Realms support the rules of Heaven - by definition.

But it also suggests that my character is evil, unless Good is mistaken about what is good. Which strikes me as prima facie incoherent.

Where did that wide middle ground go? That great alignment chart holds vast spaces within each alignment, not a single point for each one. "I am not perfectly 100% consistent with each and every tenet of Good" is not "I am irredeemably Evil". What is "the greatest good for the greatest number"? That seems like the mentality that accommodates "acceptable losses". It seems like the viewpoint that suggests a remorseless murderer be removed from society - capital punishment - for the greater good. Those things compromise Good. They do not mean that the character meting out that justice is Evil.

For all that the anti-alignment group refers to shades of grey, they seem incapable of perceiving those shades within the alignment rules themselves.

More crudely, "worthwhile" = "valuable" = "worthy of being valued" = "good".

OK, let's look at a mercenary. "wealth" = "worthwhile" = "valuable" = "worthy of being valued" = "good". So therefore the greatest good is earning money, right? The ultimate force of good in the Star Trek universe, then, are the Ferengi, right?

Or perhaps "knowledge" = "worthwhile" = "valuable" = "worthy of being valued" = "good", so any sacrifice in pursuit of knowledge (say, medical experiments on the homeless) must be "good" because it pursues something valuable.

Hey, most D&D characters think "power" = "worthwhile" = "valuable" = "worthy of being valued" = "good", so clearly "might makes right" is a tenet of Good, right?

You can rationalize an awful lot. And people certainly do.

Who said that the powers of the paladins and clerics in that game came from the heavens? They came from higher beings, who have realised enlightenment. The gods might have created the world, and govern it according to natural law and the laws of karma, but they are not themselves truly enlightened.

So who does power the paladins and clerics? Some nameless force with whose goals these few people (the PC's) are somehow fully in tune with, when no one else is? Sounds like they have also fully realised enlightenment. Why aren't they also higher beings? And when did withdrawal from the world and all its concerns, leaving behind those lesser, unenlightended beings, become "Good"? "I made it - pull up the ladder" is the hallmark of "Good"?

As for verisimilitude, though, I find that very flexible for any god but the most petty. So even were it the case that a cleric or paladin was spurning his/her own god, a wise and merciful god might (i) know that a temporary rejection or repudiation by a favoured servant is all part of the providential plan, and hence (ii) continue to grant miracles. Is not the continued granting of miracles a sign to the wayward servant that s/he has made a mistake in judging his/her god as wrong?

And is the God of Blind Justice wise and merciful? Is continuing to grant those miracles to further the ability of the recipient to do wrong in the world wise and merciful? Why is it only the PC's that count, and not the NPC's they wrong with their misuse of power?

Because they are wrong. It exists and is defined a particular way, regardless of what they think. Objective facts exist, and realities exist, yet people in the real world deny them or disagree about them all the time. Unless the god or force is stepping in to correct every minor mistake or error in moral understanding, there is bound to be dispute, and in a world where you can choose from among many different moral positions, there are going to be people who dont fit neatly into one category (someone who is primarily chaotic good for example but has some lawful good tendencies or sentiments).

Perhaps that Paladin whose tenets are Justice, but who just can't get beyond his loyalty to a black sheep sibling, or an NG priest who just can't get over the slaughter of his village by Goblins when he was young? Newsflash: few, if any, people are perfect, and most of those who can claim to have always lived up to their principals 100% have, I suspect, pretty weak principals, or pretty skewed perceptions.

This really has never proved to be an issue for me during play at all. As long as the inhabitants of the setting have free will and they have a limited point of view (because they are finite entities and don't know everything) i dont see why they all have to walk around with perfect inowledge of alignments and behave in ways that reflect the alignments perfectly. There is room for difference of opinion, but there will be times when the gods make their will known (think of the famous scene in Constantine where Gabrial goes to smite someone but god no longer has his back).

Limited to NPCs or PCs whose players sell them out in the [MENTION=42582]pemerton[/MENTION] model.


A few recent posts asked for occurences where alignment has been enforced. I think examples (hypothetical or otherwise) have been given a few times in the thread, but they get dismissed with "oh, that would never happen in our games". Alignment can be policed at a pretty high level. It seems the anti-alignment team sees alignment as valid only if we enforce it in a manner similar to enforcing real world laws by executing jaywalkers and litterbugs, rather than recognizing wide scope between minor and more serious infractions.
 

I don't see Alignment as judging player behavior, but simply a statistic that represents the current behavior of a game element, a construct within the game.

Then what is the point of mechanical alignment? Descriptive alignment, sans any sort of mechanical effect achieves this perfectly well. It's not like 4e doesn't have aligment, it certainly does. What you are describing here is descriptive, not mechanical, alignment.

Everything in D&D has an Alignment. Most everything in D&D has lots of the other common D&D statistics too (strength, intelligence, hit points, saving throws scores, and so on). All of these scores can change depending upon what happens in the game. That's a good thing. Same with alignment. It determines certain behaviors and can change depending on results.

But this is inconsistent. If alignment cannot judge player behavior, and is simply a statistic, then it cannot determine anything. Stats don't determine anything, they simply describe. A strong character is one with a high Str score. That doesn't determine anything about the character though, other than a few basic elements. I can have a high strength wizard for example.

Scores in relation to game mechanics tell the referee how any particular game element interacts with other game elements. That means Alignments when dealing with the Alignment system.

Player Characters as game constructs haven Alignments too. They also have scores like wisdom, intelligence, charisma, and slew of other stats, but only in so much as what a Player does not play in the game.

All the things a player actually does in place of a PC must be determined by the player. That means things like Morale, how much they remember of their past, what strategies they've developed, their loyalty to other characters (not just players), and so on. Everything in the Alignment system that is not defined for a PC, but is for an NPC or other game element, must be done by a player.

Player actions change their character. That's every score and resource, not just Alignment. When players take actions that would shift their Alignment score, then they are informed of that. I include a Saving Throw on an Alignment shifting action so they are informed before they even take the action. This way they can feel out the edges of where their current alignment stands in particular situations within the game.

Not really though. Very, very few of my stats on my character sheet change according to my behavior. I can fight hundreds of fights and my character does not get physically stronger. I can solve a thousand riddles and my Int score remains unchanged. 3e and 4e allow stat bonuses based on level, but, no penalties. I can kill a hundred orcs and get smarter. I can solve a hundred riddles and get stronger. I can unlock a hundred doors and somehow that makes me more charismatic. There is no connection between your actions and any statistical change on your character sheet.

Players do not need to play to a particular alignment just like no one ever needs to play Ability Scores as attributes. But just like any score in the game Alignment affects how other elements in the game will interact with their game construct, the PC.

Some classes are more difficult to play because they lose abilities when their Alignment shifts. The Alignment system is the core system for the cleric class to master and get XP within (otherwise it becomes a poor substitute for gish class). And clerics who change Alignment often change significantly when that happens.

Cleric subclasses (and other subclasses like Rangers and Paladins tied heavily to the cleric sphere of play) are usually the Alignment-specific classes. Stop being Neutral and your Druid becomes a standard Cleric losing all their specialty Druidic abilities. Like any Ranger or Paladin who becomes a Fighter the Druid becomes the same level of Cleric and may find more clerical abilities in another religion/deity.

Paladins are a special case, yes. If they shift Alignment, they can never rejoin the ranks of Paladins in that campaign again. (Or you could just roll up another Paladin) But that challenge is what the Paladin class offers to players of it. Other Alignment-specific classes don't have this limitation.

Alignment in D&D is based off the three basic ways of playing a game. Cooperatively (together), Competitively (at odds), and Solo (each their own way). D&D is a cooperative game because the balance of the game tilts towards cooperation as the effective means of achieving mastery of the game for any individual. This mastery must still come individually for a player (not a character power), but the capabilities of a group as a team counts largely too.

Cooperation is not a rule of the game players must solely follow. It is defined as certain operations within the game where game elements work in conjunction with each other rather than, well, the other two alignment behaviors.

Alignment in no way promotes cooperation.

D&D is unique as a cooperative game (actually, it's incredibly unique in many ways) as it offers multiple systems for player to explore, each one selected prior to play according to the class they pick to focus on. Combat system. Magic system. The alignment system is one of the core designs of the game. What D&D does is make play of these roles complementary to each other with both niches and overlaps within the game construct which is the fantasy game world. Most cooperative games, and even 20 years ago there were few, make every game piece the same with only varying stats. However, this last difference is what makes D&D a role playing game.

So, before playing the game Players select an Alignment to start their PC in. They play the game and learn what those actions mean in relation to the Alignment system, or ignore it if they wish, and go about their business of achieving objectives within the game. But the DM still tracks their Alignment. Just as the DM tracks the changes to their age, location, what equipment they have, what scores their PCs have, and all the rest. These will change and its up to them to tell the Players when they do.

What DM tracks any of those things. In no version of D&D am I aware of that a DM tracks equipment, player scores or anything like that. I've yet to see a game where age plays any significant role.

While hopefully this generally covers character behavior and alignment it doesn't really get into judging Players and how they behave. A referee running a game of Monopoly, a DM running D&D isn't judging the players as good or bad people, but rather keeping track of how their PCs' scores change throughout the game. That's not ever bad DMing IMO, but necessary to even be a referee.

No, it absolutely is not. Not in the slightest is it required for the DM to track PC score changes. This is a view of gaming that I completely and utterly reject.
 

Then what is the point of mechanical alignment? Descriptive alignment, sans any sort of mechanical effect achieves this perfectly well. It's not like 4e doesn't have aligment, it certainly does. What you are describing here is descriptive, not mechanical, alignment.
Alignment as a system, not just a mechanic, is used for the same reason every game uses game mechanics: to make the content playable. If it's non-referential, than you're dealing with fluff.

But this is inconsistent. If alignment cannot judge player behavior, and is simply a statistic, then it cannot determine anything. Stats don't determine anything, they simply describe. A strong character is one with a high Str score. That doesn't determine anything about the character though, other than a few basic elements. I can have a high strength wizard for example.
The Alignment system doesn't determine a player's actions. A player's actions in a game change their character's alignment. Just like any other score can be changed by them.

Statistics are scores representing a specific situation within a game construct. You are within the Neutral alignment range. You have prepared 3 first level spells. You have 8 hit points. They aren't non-referential descriptors like in 4e. Alignments are references to the state of game mechanics.

Not really though. Very, very few of my stats on my character sheet change according to my behavior. I can fight hundreds of fights and my character does not get physically stronger. I can solve a thousand riddles and my Int score remains unchanged. 3e and 4e allow stat bonuses based on level, but, no penalties. I can kill a hundred orcs and get smarter. I can solve a hundred riddles and get stronger. I can unlock a hundred doors and somehow that makes me more charismatic. There is no connection between your actions and any statistical change on your character sheet.
Magical items change Ability Scores. So do age penalties. Plenty of house rules for these things can be implemented too. The game isn't focused on players maxing out their Ability Scores though. It's about gaining abilities within the role they've chosen.

I can't account myself for 3e and 4e Ability Score increases. I don't intend to keep them for 5th if I run it.

Alignment in no way promotes cooperation.
Alignment is the state of how game elements in the world are operating with other game elements. Study most any cooperative boardgame and you'll see they don't have rules "to cooperate", but are designed to make cooperation the best long term strategy. This is what Alignment does in D&D.

What DM tracks any of those things. In no version of D&D am I aware of that a DM tracks equipment, player scores or anything like that. I've yet to see a game where age plays any significant role.
You never had a DM track what was on the map behind the screen? What monsters were in what room? What equipment they had? What stats made up the monsters? Tons of DMs have character logs aggregating stats for the PCs in their games. It's mind boggling to hear that someone has never even met a DM who does that.

No, it absolutely is not. Not in the slightest is it required for the DM to track PC score changes. This is a view of gaming that I completely and utterly reject.
When you DM you don't track the PCs' XP? You don't know what equipment the party has? How much gold? Where they are on the dang map? What their positions are in combat? How do you manage to pull off a balanced game when you use an adventure? That's core to DMing IME.
 

Alignment as a system, not just a mechanic, is used for the same reason every game uses game mechanics: to make the content playable. If it's non-referential, than you're dealing with fluff.

The Alignment system doesn't determine a player's actions. A player's actions in a game change their character's alignment. Just like any other score can be changed by them.

What stats can a player change through the player's actions in DnD?

Statistics are scores representing a specific situation within a game construct. You are within the Neutral alignment range. You have prepared 3 first level spells. You have 8 hit points. They aren't non-referential descriptors like in 4e. Alignments are references to the state of game mechanics.

None of these things change from player behaviour. And unless you are using alignment to judge player actions then they have no relation to anything.

Magical items change Ability Scores. So do age penalties. Plenty of house rules for these things can be implemented too. The game isn't focused on players maxing out their Ability Scores though. It's about gaining abilities within the role they've chosen.

I can't account myself for 3e and 4e Ability Score increases. I don't intend to keep them for 5th if I run it.

None of these things have the slightest bearing on player actions.

Alignment is the state of how game elements in the world are operating with other game elements. Study most any cooperative boardgame and you'll see they don't have rules "to cooperate", but are designed to make cooperation the best long term strategy. This is what Alignment does in D&D.

In what way? Alignment in no way promotes cooperative behaviour and you have offered no evidence for how it can.

You never had a DM track what was on the map behind the screen? What monsters were in what room? What equipment they had? What stats made up the monsters? Tons of DMs have character logs aggregating stats for the PCs in their games. It's mind boggling to hear that someone has never even met a DM who does that.

When you DM you don't track the PCs' XP? You don't know what equipment the party has? How much gold? Where they are on the dang map? What their positions are in combat? How do you manage to pull off a balanced game when you use an adventure? That's core to DMing IME.

Most of that has nothing to do with tracking the pc's in the slightest. As far as equipment and xp goes, other than a pretty broad view, no I don't track this. Why bother?

I would hope that any DM
I play with has far better things to do with his time than amass statistics. Good grief our current 4e game hasn't bothered tracking nearly anything. I could not actually tell you how much gold the party has.
 

What stats can a player change through the player's actions in DnD?
Drop an item. Now your PC's equipment list has changed.

This seems trivially easy. I'm guessing you're kidding me here for some reason. That's up to you. It seems blindly obvious that most DMs through D&D's history have tracked PC scores and stats and all that is entailed when implementing adventures when running campaigns.

None of these things change from player behaviour. And unless you are using alignment to judge player actions then they have no relation to anything.

None of these things have the slightest bearing on player actions.

In what way? Alignment in no way promotes cooperative behaviour and you have offered no evidence for how it can.

Most of that has nothing to do with tracking the pc's in the slightest. As far as equipment and xp goes, other than a pretty broad view, no I don't track this. Why bother?

I would hope that any DM
I play with has far better things to do with his time than amass statistics. Good grief our current 4e game hasn't bothered tracking nearly anything. I could not actually tell you how much gold the party has.
Yeah. this feels like you're trying to be surreal.

Good luck with your game. I'd suggest not even using the rules of 4e, which is a pretty rules heavy game, if you don't even bother keeping track of anything in it.
 
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pemerton said:
I don't understand in what way it is objective, if people within the gameworld can reasonably disagree with it.
Because they are wrong. It exists and is defined a particular way, regardless of what they think. Objective facts exist, and realities exist, yet people in the real world deny them or disagree about them all the time. Unless the god or force is stepping in to correct every minor mistake or error in moral understanding, there is bound to be dispute
I am losing track of the example, so I'll have another go.

A player reads a rulebook and reads a definition of the alignment "lawful good" - let's say, as in Gygax's book, it says "greatest happiness of the greatest number". That player is playing a paladin. The PC find him-/herself in a situation where s/he must choose - shut the gate to the Abyss, or save his/her mother. The player, for whatever reason, decides that the PC chooses to save mum, so the gate remains open, and demons gradually conquere the world. The GM strips the player of paladinhood (temporarily or permanently - at the moment I'm not worrying about the degree of severity of consequence) for violating the tenets of lawful good.

In these circumstances, how would it make any sense for the PC, in the gameworld, to contest the moral judgement of the "cosmological forces of law and good"? How does it even make sense to suppose that the cosmological forces have made a mistake about the moral requirements of which they are the objective exemplars?




, and in a world where you can choose from among many different moral positions, there are going to be people who dont fit neatly into one category (someone who is primarily chaotic good for example but has some lawful good tendencies or sentiments). This really has never proved to be an issue for me during play at all. As long as the inhabitants of the setting have free will and they have a limited point of view (because they are finite entities and don't know everything) i dont see why they all have to walk around with perfect inowledge of alignments and behave in ways that reflect the alignments perfectly. There is room for difference of opinion, but there will be times when the gods make their will known (think of the famous scene in Constantine where Gabrial goes to smite someone but god no longer has his back).[/QUOTE]
 

I think the game mechanics establish that they are a force for the brand of Good that they represent (typically, Heavens = LG, not the pure G of NG nor the freedom-loving G of CG).
Which game mechanics? I AM NOT USING MECHANICAL ALIGNMENT. Hence, the game mechanics do not establish that anyone is a force for any particular moral goal or value or failing. The heavens are not LG, nor NG, no CG. Those designations are part of the mechanical alignment system that I AM NOT USING.

You cited the character of Magneto upthread. What did he call his little band of followers? "Very well, if you choose to classify the defense of my friend over your petty rules and requirements as 'Evil', then so be it - I am 'Evil'. "
I discussed the ironic use of "evil" - Satan's "Evil, be thou my good" - about 1000 posts upthread. D&D's alignment mechanics, in labelling certain actions and beings "evil", is clearly not using the word ironically (for instance, the remarks in the 3E PHB about why evil alignments are dangerous are clearly not intended ironically).

However, you keep leaping to Good or Evil - what happened to the middle ground of "Neutral"?

<snip>

Where did that wide middle ground go?

Perhaps that Paladin whose tenets are Justice, but who just can't get beyond his loyalty to a black sheep sibling, or an NG priest who just can't get over the slaughter of his village by Goblins when he was young?
I'm not talking about the middle ground. Presumably we are all agreed that if mechanical alignment is being used then some behaviour is not neutral but evil. That's what I want to talk about. (Although presumably a paladin who does enough middle ground stuff rather than good stuff will change alignment from LG to something neutral, and hence lose his/her class.)

My contention is this: in a game using mechanical alignment in the way [MENTION=85555]Bedrockgames[/MENTION] has described upthread, in which there are, therefore, objective cosmological forces of good and evil, a PC who does stuff that the force of good says is not good has no rational basis on which to disupte that judgement. The paladin who can't get beyond loyalty to his/her sibling, for instance, would have to recognise that in behaving that way s/he was falling short of his/her ideals. The priest who harbours vengeful hatred for goblins would have to recognise that that was a moral failing on his/her part. (This is hardly an unusual thing, either - most people recognise that they have emotions or inclinations that don't live up to their own ideals.) If, in the end/ that character was punished by the forces of cosmological good for those inclinations, the character could not rationally contest that punishment, as it is objectively correct and the character knows that to be so.

Related to my contention is a question - echoing [MENTION=22779]Hussar[/MENTION]: what would count as an example of permissible GM enforcement of alignment change in a game using mechanical alignment? For instance, how many times is the paladin allowed to sacrifice the requirements of justice in favour of his/her brother before being punished?

A few recent posts asked for occurences where alignment has been enforced. I think examples (hypothetical or otherwise) have been given a few times in the thread, but they get dismissed with "oh, that would never happen in our games".
So the paladin can help his/her brother at the expense of justice as much as s/he likes without falling? And will only fall when s/he rips out a baby's throat?

So who does power the paladins and clerics? Some nameless force with whose goals these few people (the PC's) are somehow fully in tune with, when no one else is?
I answered this question already - beings of true enlightenment. One of them lives in a western paradise. Others are truly beyond time and space (and they are noted on the relationship chart on the far right, towards the top).

And the PCs were not the only ones revering these beings (and I don't understand what makes you think otherwise).

Sounds like they have also fully realised enlightenment.
In what way?

And when did withdrawal from the world and all its concerns, leaving behind those lesser, unenlightended beings, become "Good"? "I made it - pull up the ladder" is the hallmark of "Good"?
This is a major topic of discussion in the real world among those interested in the religion that my campaign was drawing upon. The enlightened being who lives in the western paradise, at least, experiences compassion for all living things, and hence has not left behind unenlightened beings.
 

I am losing track of the example, so I'll have another go.

A player reads a rulebook and reads a definition of the alignment "lawful good" - let's say, as in Gygax's book, it says "greatest happiness of the greatest number". That player is playing a paladin. The PC find him-/herself in a situation where s/he must choose - shut the gate to the Abyss, or save his/her mother. The player, for whatever reason, decides that the PC chooses to save mum, so the gate remains open, and demons gradually conquere the world. The GM strips the player of paladinhood (temporarily or permanently - at the moment I'm not worrying about the degree of severity of consequence) for violating the tenets of lawful good.

In these circumstances, how would it make any sense for the PC, in the gameworld, to contest the moral judgement of the "cosmological forces of law and good"? How does it even make sense to suppose that the cosmological forces have made a mistake about the moral requirements of which they are the objective exemplar).

i am not really seeing the problem. The character simply feels the god is incorrect or simply disagrees with his god because he has some minor chaotic tendancies. Remember, the Paladin doesn't have the PHB, he doesn't have access to the alignment description, all he has is his experiences in the game world. There are other faiths out there, some that are good and would argue that saving your mother was the right thing to do. Can't he just be a Paladin that agrees with 90 percent of what his god says, but feels in the specific case where family is involved, things are different. All he knows is his god is powerful, and can strip him of his powers...it is still possible for a paladin to think the god was mistaken to take his powers away. I just do not see the issue. It certainly has occured in my games, and i dont slap the player down for having a character that disagrees with divine decree.
 

A player reads a rulebook and reads a definition of the alignment "lawful good" - let's say, as in Gygax's book, it says "greatest happiness of the greatest number". That player is playing a paladin. The PC find him-/herself in a situation where s/he must choose - shut the gate to the Abyss, or save his/her mother. The player, for whatever reason, decides that the PC chooses to save mum, so the gate remains open, and demons gradually conquere the world. The GM strips the player of paladinhood (temporarily or permanently - at the moment I'm not worrying about the degree of severity of consequence) for violating the tenets of lawful good.

On what basis does the GM strip the Paladin of his Paladinhood for a single act? Are you asserting this was an evil act? If so, please tell us in what way it was evil. It does not even appear to be a non-good act - he has saved a life, which seems quite consistent with both "respect for life" and "defense of the innocent". He has not pursued the greatest good for the greatest number, but that seems to me to be the Lawful aspect of LG, not the Good aspect. A Chaotic Good, or even Neutral Good, viewpoint could well be we save the mother now, then we stop the demons from endangering anyone else.

"Acceptable losses" strikes me as a Lawful compromise of pure Good.

In these circumstances, how would it make any sense for the PC, in the gameworld, to contest the moral judgement of the "cosmological forces of law and good"? How does it even make sense to suppose that the cosmological forces have made a mistake about the moral requirements of which they are the objective exemplars?

Forces of Law and Good. Perhaps the forces of Chaos and Good, or the forces of pure Good, or both, feel differently about the issue. So who is right, the Exemplar of Law and Good, the Exemplar of
Chaos and Good, or the Exemplar of Uncompromising Good? Or could it be there is no definitive perfect alignment? Your obsession with "there can be only one right choice" is the problem here, not any form of alignment, mechanical or otherwise.

Which game mechanics? I AM NOT USING MECHANICAL ALIGNMENT. Hence, the game mechanics do not establish that anyone is a force for any particular moral goal or value or failing. The heavens are not LG, nor NG, no CG. Those designations are part of the mechanical alignment system that I AM NOT USING.

Your statement that
Pemerton said:
Whether or not they are a force for good is not a question that the game mechanics themselves establish.
suggests that, in a game with mechanical alignment, the Heavens are "a force for pure good" and thus the PC's cannot rationally question their inherent Goodnes. I disagree with your interpretation of those mechanics. I believe that, if we are using mechanical alignment, the Heavens are a force for one viewpoint of Good, typically that of Lawful Good. A NG or CG character might very well disagree with the manner in which the Heavens view Good. In the game you described, it is my view that characters in a mechanical alignment game choosing to defend their friend over the dictates of Heaven chosen their friend over the rules, an act more Chaotic than Lawful, but still quite consistent with the ideals of Good.

I'm not talking about the middle ground. Presumably we are all agreed that if mechanical alignment is being used then some behaviour is not neutral but evil. That's what I want to talk about. (Although presumably a paladin who does enough middle ground stuff rather than good stuff will change alignment from LG to something neutral, and hence lose his/her class.)

It seems like every "not middle ground" example which has been raised is dismissed by you as something "reasonable players would never do", so the issue "would never come up" in your game. Maybe that means well-implemented mechanical alignment would not become a bone of contention in your game.

My contention is this: in a game using mechanical alignment in the way @Bedrockgames has described upthread, in which there are, therefore, objective cosmological forces of good and evil, a PC who does stuff that the force of good says is not good has no rational basis on which to disupte that judgement. The paladin who can't get beyond loyalty to his/her sibling, for instance, would have to recognise that in behaving that way s/he was falling short of his/her ideals.

Yes, he is. He is falling short of his Lawful ideals. Now, if he facilitates his brother taking evil acts, I would say he is falling short of his Good ideals. And I would go further to say it makes no difference whatsoever if he, or the player playing him, believes he is not falling short of those ideals. He is giving his brother special treatment, departing from his ideals. Maybe he can rationalize it, but that rationalization still leaves him failing to live up to his ideals when it comes to his brother. And if he commits an evil act* in defense of his brother, then he will lose his Paladinhood.

* not a Chaotic act. Not a Non-Good act. An actual EVIL act.

If he hides his brother from the City Guard, unwilling to believe his guilt and/or hoping to reform him, that is not a Good act, and it is a Chaotic act, but it is not an Evil act. If, having been discovered, he creates a distraction for his brother to escape, or stands in the path of the Guard to delay him so his brother can escape, again, he has not committed an Evil act. But if the Paladin decides that he will kill the guard rather than let his brother be taken to face justice for his crimes, then I would certainly consider that an evil act. Is he sure he wishes to kill a man innocently endeavouring to carry out his non-Evil job? Then he has not honoured Respect for Life. He has not compromised that respect to adhere to someone other principal of Good, or even of Law. He has deliberately committed an evil act. Now, perhaps that would never happen in your game, because any reasonable player would recognize that killing a man for going about his non-Evil duties is an Evil act that no one sworn to good and sincerely honouring those principals would ever commit.


The priest who harbours vengeful hatred for goblins would have to recognise that that was a moral failing on his/her part. (This is hardly an unusual thing, either - most people recognise that they have emotions or inclinations that don't live up to their own ideals.) If, in the end/ that character was punished by the forces of cosmological good for those inclinations, the character could not rationally contest that punishment, as it is objectively correct and the character knows that to be so.

Or it may be objectively correct, but the character cannot see beyond his own prejudices to acknowledge that it is so. Bigotry is not a rational trait.

Related to my contention is a question - echoing @Hussar: what would count as an example of permissible GM enforcement of alignment change in a game using mechanical alignment? For instance, how many times is the paladin allowed to sacrifice the requirements of justice in favour of his/her brother before being punished?

"How many times" seems very much an example of mechanistic, rather than mechanical, alignment. Is his protection of his brother the sole failing in his otherwise unflagging devotion to Law and Good? Then I would consider him LG. Is that Cleric's sole deviation from his NG alignment an inability to overcome his distaste for Goblins? Then he is NG with a failing. He's not at the very top of the page on the alignment graph. If he is plotting or implementing genocide of the Goblin race, he's probably slipped below the top third of the page into Neutral, if not evil. But if he's an otherwise good man who just can't get along with goblins, I'd classify him as a good man with a single failing.

So the paladin can help his/her brother at the expense of justice as much as s/he likes without falling? And will only fall when s/he rips out a baby's throat?

That seems quite consistent with your "the player may define any action he wishes to be in keeping with his code" lack of any mechanical alignment game - and even there it seems inconsistent not to accept the player's rationalization that he is STILL working actively to the greatest good for the greatest number, with the infant in question being a regrettable, but unavoidable, and thus acceptable, loss in that pursuit.

And yes, he has a single blind spot for his brother (or his family?), which does not make him "non-lawful". It does mean he is not at the absolute left of the alignment chart, flat against the leftmost line on the page, the absolute pinnacle of Lawfulness. Perfection is not required. If it were, Neutral would fill virtually all of the page, with tiny little spots representing the other eight alignments. It is unclear to me why you have such difficulty grasping this concept.

I answered this question already - beings of true enlightenment. One of them lives in a western paradise. Others are truly beyond time and space (and they are noted on the relationship chart on the far right, towards the top).

And the PCs were not the only ones revering these beings (and I don't understand what makes you think otherwise).

In what way?

Whatever they decide is deemed to be perfectly in keeping with these beings of True Enlightenment, as we can never judge them to fall short of their ideals in any way. As such, they too must be fully enlightened, as they unfailingly select the choices in keeping with perfect enlightenment. Clearly, their conception is that they are perfectly enlightened, and thus it must be so, for no one may judge their enlightenment.

This is a major topic of discussion in the real world among those interested in the religion that my campaign was drawing upon. The enlightened being who lives in the western paradise, at least, experiences compassion for all living things, and hence has not left behind unenlightened beings.

"What a shame that people go hungry", he said, between mouthfuls. "If only some less enlightened beings, not removed from the world, would take some action in that regard. Why, I would go myself, but then the next course would get cold." It must be right to feel compassion and do nothing, for he has been defined as fully enlightened and of the highest moral standard, because the character who venerates him believes it to be so, and his judgment may never be questioned.

Perhaps Beings of True Enlightenment follow the principal of the Ascended in Stargate, refusing to involve themselves in mortal affairs. And perhaps, despite believing, fervently and sincerely, that they are Good, they are Lawful Neutral, as they lack altruism and refuse to use a tiny fraction of their power to aid those less fortunate than themselves. That they perceive themselves to be good (small g, not Alignment Mechanic Good) does not make it so.
 

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