MNblockhead
A Title Much Cooler Than Anything on the Old Site
Alignment is a big part of my current campaign. It is an old-school-inspired megadungeon, but run using 5e.
I like to take mechanics and make them part of the real world experience. Turns and rounds are part of arcane magic theory, classes are a thing, etc.
Alignment is part of the cosmology of my game. It is that way because that's how the gods have ordered themselves. It may be simplistic, just like the Vorlons vs the Shadows was simplistic, but it can still make for good story telling.
In game terms it affects a lot.
I like to take mechanics and make them part of the real world experience. Turns and rounds are part of arcane magic theory, classes are a thing, etc.
Alignment is part of the cosmology of my game. It is that way because that's how the gods have ordered themselves. It may be simplistic, just like the Vorlons vs the Shadows was simplistic, but it can still make for good story telling.
In game terms it affects a lot.
- To receive divine magic, you must be aligned with the divinity providing it.
- Many magic items can only be attuned to by creatures of specific alignments.
- I use homebrewed reputation and faction rules that involve where a faction's alignment (or alignments it tolerates) can impact you renown or infamy.
- I use Matt Coleville's Strongholds and Followers rules for Concordance. Concordance can be used by clerics to petition for short term boons. The actions that earn concordance are dependent on acting with the deities alignment.
- Magical traps and wards can target based on alignment