pemerton said:
4e is set up with multiple barriers to your poison scenario
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The only way I can see this poison issue coming up in any regular way is a paladin being in play alongside an executioner assassin. If a group have worked out how to make that viable for them - along the lines of a superman-batman team-up - then go for it. It shouldn't be any more overpowered than the paladin teaming up with a fighter, so it's not as if the player of the paladin has a reason to angle for a poison-using buddy rather than someone else.
He has access to the poison. He chooses to use it. Does he, or does he not, gain a mechanical action? Is the use of poison deemed "honourable" because the player says it is so, or is it not?
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If my character is an honourable warrior, truly concerned with fighting a fair fight, is that consistent with continuing to work with this poisoner
Neither question makes much sense to me.
If the group has worked out how to make the paladin-assassin team-up viable within their play expectations and campaign set-up, then why am I asking whether honour is consistent with working with the poisoner? I'm already positing that the group has sorted this issue out to their satisfaction. They don't need me, or anyone else as far as I can see, sticking his/her bib in to tell them that in fact they've got things wrong.
As for the paladin's poison use, as I said the scenario you describe is not going to come up in 4e for multiple reasons. How is the paladin going to have access to the poison? Why would s/he spend 250 gp or more buying a poison when s/he has other options? Why would the GM place poison as a treasure for a paladin?
If the player of a paladin, for whatever reason, decides to make poisons part of his/her schtick (perhaps s/he's playing a drow paladin?) then we are back in the territory of asking whose conception of honour is determinative for play purposes. Why wouldn't it be the player's?
Why can’t the player believe that the Paladin honestly believes that the use of poison to facilitate the defeat of an evil opponent is an acceptable and justifiable tactic?
No, he cited an example where the use of a less than honourable tactic by a 4e Paladin would provide him with a mechanical advantage.
Which is it?
If the player sincerely believes that the action declared is honourable, then who is deciding that in fact it is "less than honouable"? And why is that other person's decision authoritative?
It is both. A dishonourable tactic is being employed to achieve a desired end. The desired end is benevolent, the tactics used to achieve it less so.
Who has decided that the tactic is not benevolent, or is dishonourable?
If the player takes the view that his/her PC is being dishonourable,
and the player takes the view that his/her PC must do penance of some sort, or otherwise suffer, for acting dishonourably, then there is no need for GM intervention via mechanical alignment, is there? The player will (presumably, at least in my experience) play out the penance. I gave an actual play example along these lines upthread, in posts 42 and 97.
But if the player does not take the view that the behaviour is "less than honourable" or "less than benevolent", then why must the GM's view prevail? I have stated my reasons for preferring the player's view to prevail in such circumstances.
do the cosmological forces of Good see through such rationalizations and they are not Good, however loud and long they may protest because the character's actions speak louder than the player's words?
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In our world, we can have endless debates, but Good is not a cosmological force which directly influences our world. And if Good is a cosmological force, then it has an answer to these questions.
First, you are making assertions about our world which I believe are not permitted by board rules.
Second, who
at the gaming table decides that these are rationalisations? Presumably the GM. Which takes me back to my core question - why would I, as GM, want to substitute my own judgement (whether real, or imagined for the purposes of gameplay) for that of the players?
pemerton said:
Dannorn said:
And what's the solution for a player consistently playing their character out of alignment?
Who is judging that the character is out of alignment?
The tangible cosmological forces of Law, Chaos, Good and Evil which, as they are not PC's, are managed by the GM.
I would have hoped that the context of my question - in response to [MENTION=6762594]Dannorn[/MENTION] referring to players who consistently play their PCs out of alignment - made it clear that I was not asking who,
in the fiction, makes such a judgement about the PC. I am asking who,
at the gaming table, makes such a judgement about the player's play of his/her PC.
The answer you give is that the GM does (wearing the hat of the "cosmological forces"). I am not interested in doing such a thing in the course of play. It impedes my play experience. Hence mechanical alignment, which - as you state - requires making such judgements as GM, is an impediment to my play experience. For this reason, my game does not include "cosmological forces of Law, Chaos, Good and Evil". It contains gods, demons, devils, primordials, lords of karma, and like cosmological entities, around whom the PCs organise themselves and in relation to whom the players frame their PCs' loyalties and opposition.
In my current game, the player of the chaos sorcerer regards some of the Arcomentals - the so-called Elemental Rulers of Good - as benevolent beings worthy of respect. The player of the Rod of Law-wielding, Erathis-worshipping invoker/wizard takes a more dim view of them. Which of those character is correct?
That is not a question on which I take a view as GM in the course of adjudicating the game. It is a question which is a prime focus of play. The conclusion of the campaign may lead to some resolution - or may not, depending on how things proceed.
Those posters who are indicating that the Paladin would not use a less than honourable tactic such as this in their games appear to be deciding it is less than honourable.
I have personal views about the morality of warfare and related matters. They are available in print for anyone who is interested in them. But they are not part of my adjudication of the game. If a player plays his PC according to a moral conception that I personally do not share, I - along with anyone else at the table who takes a different view - might say as much. As I said upthread in post 97, I might express my shock. But that has nothing to do with adjudicating the game, whether it comes from me or another player.
The point that [MENTION=22779]Hussar[/MENTION] and I are trying to convey is that,
if a player agrees that the tactic in question is less than honourable, then in our experience there is no reason to suppose that he will declare it as an action for his/her PC - or, if s/he does do so, then presumably s/he is ready to do whatever penance or endure whatever punishments might follow.
But our other point is that, if the player does not agree that the tactic is dishonourable, then as GMs we are not going to intervene to impose our evaluation (be that real or imagined) upon the character.
Two issues seem juxtaposed here.
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Second is whether the characters are decent people - ie of Good alignment - because the players say they are. That is, they routinely kill the prisoners, torture townsfolk for information, etc., rationalizing that it is all for the Greater Good - do they get to declare they are still Good, and we all accept that because this is the player's character, so the player gets to dictate whether they are good?
Why not?
If this is the players' sincere belief, within the context of the game, how would it improve my play experience, as GM, to second-guess them?
Of course, I personally doubt that there are many people in the world, or at least that part of it that I interact with for RPGing purposes, who would sincerely take that view - who would sincerely put forward, as decent people, murderers and torturers. So I don't think the example really has much bite. It's like asking what would I do if the player of a paladin wanted to play his/her PC as a white supremacist - I don't need to form an opinion on that because I'm pretty sure it's not going to happen to me.
I actually don't think the two issues are as distinct as you think they are. My view is that one reason why players who are otherwise decent might tend to have their characters resort to the sort of behaviour you describe is because the GM routinely adjudicates and frames them into "no win" scenarios, where being decent is an obstacle to success. Hence my point about prisoners who break their word when released on parole - if the GM routinely has prisoners keep their word when paroled, or exchange information for release on parole, than the players have considerably less incentive, from the point of view of succeeding at the game, to play their PCs as vicious.
both you and Hussar have repeatedly claimed that no sincere player, and no player you game with, has ever, or would ever, play their character in a manner remotely similar to the examples raised where mechanical alignment would come into play.
That's because I don't think many such players exist in my gaming circles. Presumably you agree with us, because (as far as I know) you have never seen such players either, and hence (as far as I have followed your posts) do not need to use mechanical alignment to keep them in line.
If I have misunderstood, and if in fact you do play with (or have played with) such players, and you did use mechanical alignment to keep them in line, then I would be very interested in reading a post about how that worked.
They keep telling us that examples posted of alignment issues would never happen in their games, not because the actions can be justified as being within the parameters of Lawful or Good behaviour by a sincere player, but because their players would never stoop to such machinations, and would never claim a character taking such actions is honourable, good, etc.
Frankly, this is because the examples you keep coming up with are contrived and have - as best I can tell - no basis in actual play. Where, for instance, is the player who regards eating babies in sacrifice to Orcus as justifiable for a paladin who is ostensibly implacably opposed to that demon lord; or who regards poisoning foes, or slaughtering and torturing prisoners, as honourable tactics? Perhaps such players are out there, but I personally have not met them. Hence, whatever stress they might place on a gaming table, I have not had to deal with it. Does mechanical alignment help cope with or defuse such stresses? (The poster who has come closest to answering this question, I think, is [MENTION=128]Mishihari Lord[/MENTION], but s/he did not indicate precisely what sorts of moral disagreements among posters s/he was using mechanical alignment to sidestep.)
The closest I have come, in play, to what you describe is a player who played a character who would lure men into compromising positions, then murder and mutilate them. The idea was that the PC was a type of avenger against men who subordinate women by soliciting prostitutes. Whatever the deeper moral merits (or otherwise) of the position expressed by that PC (and her player), there was no doubt that it pushed some other players' buttons as far as good taste in gaming is concerned. When the player in question realised this, the PC was retired and a new one, more conventional in outlook and activities, was introduced. For me, this therefore counts as an example of [MENTION=22779]Hussar[/MENTION]'s suggestion upthread that out-of-character, metagame-level communication is the more useful way to try and deal with these issues of value disagreement, rather than the ingame, in-play method of mechanical alignment.
Anyway, I have given some examples upthread that illustrate real moral differences among participants that did not need to be resolved out of game, because they provided excellent material to be the focus of play. For instance, there was the player of the paladin who regarded inadvertent killing in defence of others as a great wrong although I as GM did not. And I think I also mentioned the PC who slew unconscious hobgoblins on the battlefield, to the cheers of liberated villagers but the shock of his fellow PCs, who had become used to paroling prisoners. And I don't think this is the first post in this thread in which I have mentioned the conflict between the chaos sorcerer and the Erathis-worshipping rod-wielder. I don't recall you discussing how these examples might be adjudicated at your table. (Other than suggesting, in post 56, that a paladin might judge him-/herself more harshly than his/her deity - which makes no sense to me because, unless we are supposing that the deity is tempering the demby way of mercy, that would simply mean that the paladin is mistaken. Which still means that the
player's conception of the relevant values in play is being subordinated to that of the GM as controller of the deity.)
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some players would view powerful NPC's who disagree with the PC's conception of morality as at least an equal "stick" to the alignment rules. If their characters are jeered in the street, criticized for their actions, or arrested for their crimes, that's just the heavy-handed GM trying to beat them into submission and play their characters the way he wants them played.
Well, that depends on how such circumstances are framed, and also on the resources that the players have to bring to bear. This is why I mentioned, in the post to which you are replying, that the availability of social conflict mechanics can play an important role here. Where such mechanics exist, the players can takes steps, via their PCs, to sway those NPCs to their side.
For me as a player, the way that a GM adjudicated an attempt by me as a player to have my PC win over jeering mobs would be an important test-case of that GM's style. If the GM allows it to be resolved in accordance with the social-resolution mechanics, I suspect that is my type of GM. If the GM stonewalls and railroads, then I know that the game is probably not for me, because the GM
is trying to use those NPCs to beat me into submission. Which is not at all the sort of game I'm interested in playing. (Or in GMing, for that matter.)
Do the players have to be equally open to the possibility that the NPC's persuade them that their view is right, and their adverse judgement was appropriate
That very much depends on the system. In The Dying Earth, absolutely - being bamboozled by others is an important part of the play experience. In 4e D&D, which is the system I am currently GMing, no. There are no mechanics whereby the GM can obliged a player to regard his/her PC's mind as changed on some point.
But this question strikes me as having no bearing on whether or not a GM is a GM under whom I would want to play. Because it tells me nothing about whether or not a given GM is a stonewalling railroader.
Let's take that one step further, to the two player characters who disagree on whether torturing the mad bomber's sister is an acceptable tactic. They use their interaction skills, the social resolution mechanics are implemented, and one of the characters wins overwhelmingly. Is the other character now obliged to fervently believe that he was in error, and be grateful for being prevented from his inappropriate action and being set back on the True Path of Righteousness, regardless of how the player feels about the issue?
This also depends on the system. Burning Wheel absolutely encourages players to resolve these sorts of disagreements via the Duel of Wits. It also makes it clear that the outcome of a Duel of Wits is binding externally but not internally. The losing character (PC or NPC) is obliged to conform with the outcome until the relevant conditions change (as stipulated by the game rules). But s/he is permitted to remain inwardly opposed - the compliance may be merely coerced and external.
4e D&D has no comparable mechanic for resolving conflict between PCs, but I did ad hoc one on one occasion to bring to an end a debate among the players about which of two possible goals to pursue, after the debate had sucked up perhaps an hour or more of table time over two sessions. I mentioned the procedure used in
this post, though not in any detail - from memory it was dX (d6? d10? I can't remember) + CHA, totalled for each side of the debate.
Does my character get to always be right because he invests lots of character resources into the ability to persuade others to see things his way
As I said above, that depends on the system. Of course, in The Dying Earth, which has the strongest persuasion mechanics of any system I'm familiar with, there is no assumption that persuasion equals rightness. The Dying Earth takes it for granted that the PCs are persuasive charlatans or crude buffoons. Cycnicism is inherent in the set-up for the game. (Consequently, of course it has no PCs comparable to paladins or clerics; it has only sorcerers, just like any sword-and-sorcery setting.)
You keep coming back to the player being prohibited from making choices
Yes. Because mechanical alignment precludes (some) choices. It precludes a player from choosing to play a character committed to a value set as interpreted by the player, because the interpretation of the relevant values is in the hands of the GM. (Who, via the cosmological forces of Good, Evil, Law and Chaos gets to decide what counts as honouring relevant values, and in the case of a cleric or paladin whether the player gets to continue playing the PC that s/he built.)