Do alignments improve the gaming experience?

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Well, that's not true at all. But I understand for you it is. Why do a small group of individuals dogpile those who disagree with their pet philosophy? I don't know, maybe people don't accept change easily?

The fact is, games and puzzles have been designed as codes since games and puzzles have existed. You might disagree, but a single philosophy doesn't disprove hundreds of years of practice. The same goes with the thousands of games in our hobby which are balanced to be games for players to succeed at. Many might be called incoherent, but that's only for a lack of understanding for several years. And look at what even that wrought: D20 is still one of the most popular systems in gaming.

I'd really wish you and Cadence didn't try and close off other people's ideas when they disagree your own. It's possible you might actually be able to learn something about games and game design.

I'd agree with you except for the fact that you are insisting that anyone who disagrees with you "lacks understanding" in how games work. That's not how it works. You have your theory, I have mine. We can use your theory to explain why something works (or doesn't) or we can use my theory, depending on which fits the situation better.

The reason you have a problem with removing mechanical alignment is because you are insistent on a style of gaming which prioritises mechanics over all other considerations. You play to decode the code or solve the puzzle. By removing mechanical alignment, I am removing an element of the puzzle which would make the game less fun for you. And I totally get that. Solving the game is important to you. It's closer to a Gygaxian approach to gaming where the players are there to overcome the scenario.

Totally get that.

The problem is, for me, that approach leads to games that I do not enjoy very much. I'm not interested in "solving the riddle" or overcoming the scenario. I'm just as happy when the group fails as when it succeeds. My goal is to create, through the medium of the mechanics, a story that the entire group contributes to. It's a very different approach.

Where I get off your train though is when you're telling me that I'm not really playing a game anymore. Sorry, but, I'm not interested in that sort of taxonomy.
 
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What I like about this statement is how succinctly it sums up how I feel about the traditional alignments:

I do not feel Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil as labels offer any insight into my or my players' characters. I do not find them useful as categories.

Now, to be fair, I would actually disagree with this. I have no real problems with alignment as descriptors. By and large, they do cover things pretty well. Good people do generally good things, which, by and large, most of us can agree on. Evil people do evil things and again, we can probably agree more often than not.

My beef comes with trying to tie those descriptors into game mechanics. As I said, for one, the primary purpose of those mechanics is to enforce player behaviour which creates a table dynamic i do not enjoy and for two, because we're talking about morality, the idea that you can have mechanics which actually do a better job of covering morality than a live person is, IMO, ludicrous.
 

Now, to be fair, I would actually disagree with this. I have no real problems with alignment as descriptors. By and large, they do cover things pretty well. Good people do generally good things, which, by and large, most of us can agree on. Evil people do evil things and again, we can probably agree more often than not.

My beef comes with trying to tie those descriptors into game mechanics. As I said, for one, the primary purpose of those mechanics is to enforce player behaviour which creates a table dynamic i do not enjoy and for two, because we're talking about morality, the idea that you can have mechanics which actually do a better job of covering morality than a live person is, IMO, ludicrous.

So, by disagreeing, are you saying that I in fact do feel they offer insight into my characters and that I do find them useful as categories? Because I didn't really say anything about whether they are useful or meaningful to you or anyone else. If you find them to be so, that's fine with me ... but it doesn't change that I don't.

:p

I think there's more widespread disagreement about what is good and what is evil than your post suggests, including areas where some people's definitions of evil include things that other people would consider good. And while good people might generally do good things, and evil people might generally do evil things, that certainly allows for the possibility of good people doing evil things and evil people doing good things.

And note that I didn't reject the labels 'good' and 'evil', I rejected the Lawful, Neutral, and Chaotic variations on those (along with Neutrality in all its variations), and only in the sense that I reject them as being useful for me.
 

What I like about this statement is how succinctly it sums up how I feel about the traditional alignments:

I do not feel Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, or Chaotic Evil as labels offer any insight into my or my players' characters. I do not find them useful as categories.

Fair enough, but I do think there is a huge difference between GNS categories and alignments. Alignments are constructs that simply reflect the cosmology of default D&D settings, they are not intended to apply to players, play styles or to creative agendas. They are specific to D&D and RPGs can easily exist without them. GNS makes a universal claim through its categories about how people approach RPGS.
 

So, by disagreeing, are you saying that I in fact do feel they offer insight into my characters and that I do find them useful as categories? Because I didn't really say anything about whether they are useful or meaningful to you or anyone else. If you find them to be so, that's fine with me ... but it doesn't change that I don't.

:p

I think there's more widespread disagreement about what is good and what is evil than your post suggests, including areas where some people's definitions of evil include things that other people would consider good. And while good people might generally do good things, and evil people might generally do evil things, that certainly allows for the possibility of good people doing evil things and evil people doing good things.

And note that I didn't reject the labels 'good' and 'evil', I rejected the Lawful, Neutral, and Chaotic variations on those (along with Neutrality in all its variations), and only in the sense that I reject them as being useful for me.

Oh totally agree. I was commenting that I find the labels fairly useful, not that you should.
 

Fair enough, but I do think there is a huge difference between GNS categories and alignments. Alignments are constructs that simply reflect the cosmology of default D&D settings, they are not intended to apply to players, play styles or to creative agendas. They are specific to D&D and RPGs can easily exist without them. GNS makes a universal claim through its categories about how people approach RPGS.

To be fair here I was using the GNS labels as fairly convenient labels. I didn't mean them to be the main part of my idea. The meat of my theory is that there are (at least) three pretty strongly held goals being espoused here and that the criteria surrounding these goals means that we are arguing past each other.

For example you make "a believable world separate from the PC's" an important goal. I can honestly say that this is not really a considers action for me. So while this makes mechanical alignment important to you, for me, it does not do anything. My basic reaction is "so what?"
 

Wow, so not getting back into this rules wank with you. You and I interpret rules very, very differently. I know that you would interpret "friendly" in the most restrictive means possible. Thus, even if the player succeeded, you would simply interpret the rules so that they failed instead. You have repeatedly demonstrated that this is how you DM.

But, please, this is a play style thing. Do not presume that all DM's interpret the rules the way that you do. The fact that you are incapable of extrapolating the mechanics to include torture does not mean that it cannot be done. It apparently cannot be done at your table, but, then, I'm not playing at your table. Take it as a given that some of us interpret things differently.

There are very different interpretations of "friendly", as past discussions have shown. The rules provide a handy chart:

Hostile
Will take risks to hurt you
Attack, interfere, berate, flee
Unfriendly
Wishes you ill
Mislead, gossip, avoid, watch suspiciously, insult
Indifferent
Doesn’t much care
Socially expected interaction
Friendly
Wishes you well
Chat, advise, offer limited help, advocate
Helpful
Will take risks to help you
Protect, back up, heal, aid
[TD="align: left"]Attitude
[/TD][TD="align: left"]Means
[/TD][TD="align: left"]Possible Actions
[/TD]

Which will probably unformat as soon as I hit reply. Yet we have very different interpretations of what these words mean from different GM's and players. When we have valid interpretations of alignments that differ, you consider that makes alignment a bad rule which should be removed. Why does the vastly different interpretations of "friendly" versus "helpful" not mean those rules should be removed? It seems like, if the Intimidated target is Helpful to the bomber, and you have Intimidated her into being Friendly toward you, we need to resolve the "chat/advise/offer limited help" she will offer you with her "willingness to take risk to help, protect, and aid" the bomber. That doesn't mean the PC should gain no benefit. It does mean that the intimidated (or diplomacy'd) target should not lose all her prior allegiances.

You have trimmed enough of my response that it is no longer clear that I asked you to cite the rules, after you indicated use of torture to intimidate would be:

Governed by the mechanics. Again, Intimidate rules apply. The players know that and would act appropriately

So the players would know how this specific GM interprets Friendly, its interaction with Intimidate and its interaction with other attitudes and allegiances of the target, despite the fact we have established different GM's interpret this very differently. They would also somehow know how the GM has extrapolated the Intimidate rules to incorporate both the effectiveness and the time requirement of torture, which is not, contrary to the implication of your response above, contained in the rules for the Intimidate skill.

Now, a player who has gamed with you for many years may have a pretty good idea how you will interpret Friendly, Helpful, Intimidate, torture, etc. But he should also have an equally "pretty good" idea of how you interpret alignment, were you using it. So it seems no more unreasonable to delegate the decision of how the NPC victim reacts to the character's use of Intimidate and Torture than to delegate the decision of how the NPC Forces of Good reacts to his tactics in this regard. Both require significant interpretations of the rules at a minimum, perhaps exrapolation from, or addenda to, the rules as well.

Telling someone I don't want to play with them is not telling them how to play. Telling someone I don't want to go to the movies with them is not telling them what movie to watch. The equivalences that you are drawing are spurious, almost comically so.

I'd say it pretty clearly says you don't like their play style.

I don't see what this has to do with anything I said, other than that you are once again positing that you know me, my friends and my game better than I do. Are you suggesting that my friend is a liar? Are you suggesting that I'm a liar?

I'm not sure why the issue becomes such a personal one to you. I am saying you can sincerely believe that your co-opting of the familiar fell within the rules of the game while others can sincerely believe it was not. That was the crux of the discussion on this issue - whether the activation and use of the familiar by the GM was within the rules of the game.

To clarify, we (or at least I) were not debating whether it was, or was not, accepted by or acceptable to the player. Nor was my disagreement whether, if the rules were altered, they were altered in a good way or a bad way. It was not whether you were a good GM or a bad GM, nor whether he was a good player or a bad player, nor whether it made the game better or worse. To the extent those issues were discussed, my sense was that those who felt it was a violation of the rules of the game felt that it was a positive move for all involved in the game.

That does not change the fact that it constituted the GM taking control of a player resource in a manner not provided for in the rules, at least in the opinion of several posters, most of which have a better grasp of the 4e rules than I do, and whose quotes were sufficient to persuade me they were correct. Although my initial comments on the issue were not directed to rules legality anyway, but to the fact that you had removed a PC resource unilaterally, rather than requiring the choice of whether to remove that resource to the player.

But since the issue has been brought up:

My friend lurks on this site from time-to-time, and at our last session commented that he had looked at this thread and seen you and @Imaro white-knighting on his behalf. He found it quite amusing. He also made the point to me, that I had already made on this thread and thought was obvious, that part of the reason that he put the Eye in his imp rather than himself was so that he was free to conflict with Vecna without suffering personal blowback, and that - had he had the Eye in himself - he would not have crossed Vecna.

and to return to the context of the discussion, the player was OK with you removing a character resource based on his behaviour. He chose to create a situation of conflict with Vecna which placed that character resource at risk. I wonder whether, had you been playing a traditional mechanical alignment game, he might not be OK with you removing a character resource which was contingent on maintaining a specific alignment, given his choice of character, and his choice of actions, placed his character in a moral or behavioural conflict. Tough to say, of course. While I continue to find the two similar, I certainly agree that a Paladin falling from grace is greater in significance by several orders of magnitude. I rather suspect, however, that he would either be similarly accepting, or that he would not have placed his character in that conflict in the first place, as many players choose not to, by choosing a character not so beholden to alignment.
 
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To be fair here I was using the GNS labels as fairly convenient labels. I didn't mean them to be the main part of my idea. The meat of my theory is that there are (at least) three pretty strongly held goals being espoused here and that the criteria surrounding these goals means that we are arguing past each other.

For example you make "a believable world separate from the PC's" an important goal. I can honestly say that this is not really a considers action for me. So while this makes mechanical alignment important to you, for me, it does not do anything. My basic reaction is "so what?"

What i dislike is being put into a category that has a lot of other assumptions imbedded in it because of one important goal that has been identified. I have several importsnt goals during play. Experiencing a living and believable world is just one (and possibly not the most important one). I di understand you were just trying to make sense of the different positions. I think once you start thinking "i am a simulationsist, or my player is a gamist" you begin to limit yourself.

And I do understand the value of models (my father made a living teaching a social styles program that divided people into four basic types to help maximize sales). The problem with models like that, is you start seeing things through the model and stop taking people on an individual basis (for example, because i grew up around the social styles model, i find myself wanting to group posters into categories like Driving Analytical or Amiable Expressive. This is just a habit i have developed being around that model my whole life. but in actuality, i dont really understand peoples' positions until i let those categories go). My attutide toward things like GNS is the same (and i do understand that it isnt supposed to categorize people, just agendas). I think these sorts of models will distort your perception if you are not cautious in your application of them. I also personally feel it is a biased and not very good model. So when people try to pin it to me, naturally i am resistant.
 

Well, that's not true at all. But I understand for you it is. Why do a small group of individuals dogpile those who disagree with their pet philosophy? I don't know, maybe people don't accept change easily?

The fact is, games and puzzles have been designed as codes since games and puzzles have existed. You might disagree, but a single philosophy doesn't disprove hundreds of years of practice. The same goes with the thousands of games in our hobby which are balanced to be games for players to succeed at. Many might be called incoherent, but that's only for a lack of understanding for several years. And look at what even that wrought: D20 is still one of the most popular systems in gaming.

I'd really wish you and Cadence didn't try and close off other people's ideas when they disagree your own. It's possible you might actually be able to learn something about games and game design.

I'm happy to admit that "pattern recognition" is a big part of how RPGs can be played and often are played, and is certainly fundamental to many (most?) things called games. And it is certainly true that:

howandwhy99 said:
I'm not being absolutist when I deny absolutist ideologies like "all games are stories" and "playing a game is telling a story".

But the content of many of your posts don't just deny those absolute ideologies. Instead they regularly involve claims that RPGs don't involve stories at all, that anyone who thinks story is important to the way RPGs are often played is a forge-acolyte, that no one used to think about RPGs that way pre-forge (despite 1e and Moldvay quotes and personal anecdotes to the contrary), and that many of us have no clue what we've been doing since the early 80s (even earlier in some cases, a bit later in others).

howandwhy said:
Cherrypicking quotes from early texts of D&D isn't going to help you relegate D&D to the Forge model of gaming or any attempt to define gaming or roleplaying as storytelling. Those are ideas invented less than 20 years ago. D&D is 40 years old.

howandwhy99 said:
There is no shared fiction being created in D&D.

howandwhy99 said:
Role playing isn't creating a story. It isn't "creating" anything.

howandwhy99 said:
No games have resolution systems (as storygames aren't really games).

howandwhy99 said:
A referee has no story to tell of his or her own and is never to make decisions within a game.

howandwhy99 said:
Except it isn't. No fiction is created when role playing.

howandwhy99 said:
Guess what? Game play is about addressing the math, the patterns we are deciphering in the game.

I think it's great that you'll...

howandwhy99 said:
keep on denying storygames when held as some absolutist ideology only weirdos would deny when in comes to role playing and role playing games.

and I've certainly learned things from some of your posts and have been inspired to think about things in different ways. But I think your presentation is the thing that's "closing off other people's ideas" and at least gives me the impression that you have no desire to "learn something about games and game design" because you are already _the_ expert.

I wonder if more profitable discussions would result from posts starting from things like "But viewing RPGs as 'pattern recognition games' would say...." rather than
"Since RPGs are pattern recognition and not storytelling, we know that..." ? (It might even get people to think about the posts long enough to internalize the point that not everyone plays RPGs for the story creation.)
 
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I wonder if more profitable discussions would result from posts starting from things like "But viewing RPGs as 'pattern recognition games' would say...." rather than "Since RPGs are pattern recognition and not storytelling, we know that..." ? (It might even get people to think about the posts long enough to internalize the point that not everyone plays RPGs for the story creation.)
I understand that's what you're asking. Be accepting of different opinions (I am) and be the one oddball who won't accept the Big Model. That's not how change works or the opening to new ideas. I want games like older games promised to be and the narrative theory masquerading as game theory has removed even the imagination of those from conversation. The main issue is the default understanding of what people are actually doing at the game table is completely different. Beginning conversations with the idea that games include narratives ends the discussion, not grows it. There is no place to go from there just as if I were to try and help storygame designers make better games so players can game them rather than use them to tell stories with. They don't want to be playing the game at all. At best its a nuisance to get to the story. But who else around here is thinking outside that box? I post my opinion as what I believe because I currently do. I don't see anyone else don't much different.
 
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