D&D General Deleted

Chaotic Neutrals don't lie? Really?
Here is Gygax on CN (PHB p 33, DMG p 24):

Above respect for life and good, or disregard for life and promotion of evil, the chaotic neutral places randomness and disorder. Good and evil are complimentary balance arms. Neither are preferred, nor must either prevail, for ultimate chaos would then suffer.

This view of the cosmos holds that absolute freedom is necessary. Whether the individual exercising such freedom chooses to do good or evil is of no concern. After all, life itself is law and order, so death is a desirable end. Therefore, life can only be justified as a tool by which order is combatted, and in the end it too will pass into entropy.​

The CN does not uphold good (life, truth, beauty) nor seek to promote evil (ie unfettered pursuit of one's own selfish ends). They value absolute freedom, randomness and entropy/disorder.

Whether or not they lie would seem to be like whether or not they take life seriously - truth-telling and lying are both tools by which order is combatted.

@Old Fezziwig is correct to say that, within the Gygaxian framework, when a CN person does lie than they are using evil rather than good as their tool to combat order.

I always assumed that the Lawful would not lie - in the sense of following a contract; so a deal made with a devil, would be a deal, even though they were evil. In campaigns where I have a divine arbiter of contracts, they would be lawful, but neither good nor evil. I read the "truth" in the list from the PHB with life, beauty, and freedom as the virtue of truth - hence going beyond just not breaking ones word.
As per the PHB, LE scorn truth. It seems to me that someone who scorns truth will freely lie.

The idea that lawfulness and truth are connected, wherever it comes from, doesn't seem to me to be set out in the AD&D core books.

Is there anything good philosophically out there on the idea of lying vs. breaking ones word?
Scanlon's What We Owe To Each Other. I'm thinking of his discussion of the difference between promising, and swearing on the Reindeer Code.
 

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After thinking about this, I think the OP has a very poor read on history.
The troops of Charlemange were not unusually "evil" or "violent". That was everyone. Those "muslims" that they fought? They were not innocent victims. They were world renouned slavers and pillagers. All powers pillaged, plundered, and took slaves. Be they in Gaul, Iraq, China, or elsewhere.
Heck, in the middle ages when Europe was a backwater to the great empires of the middle east and elsewhere, guess what Europe's major export was? Slaves. Yet you cannot say Europe was exceptionally "bad" because guess who was buying up all those slaves? The major empires of the world...

This goes to the core of the fantasy idea of kings and nobles. ALL rulers were terrible people by todays standards. They killed, pillaged, and enslaved anyone they could. Any ruler who wasn't aggressive didn't last long, as their neighbors would pick them apart - if their own nobles didn't depose them for lack of warfare and profits.

The modern idea of chivalry and nobility has zero relation to the historical concept of it. Actual Chivalry meant the skilled application of violence. I don't mean the romantic "fair fights" and "honorable duels". I mean burning and plundering everything in your path in the name of your king or cause. Razing a village leaving zero survivors in the name of your cause was the definition of Chivalric in the year 1,000. In fact, failing to destroy all the peasants in your path was weakness and foolish. You were leaving resources for the enemy to rebuild with. Letting all those people go meant they could raise food for the enemy or become conscripted soldiers. Only in much later centuries was the concept of chivalry completely altered into what we think of as chivalry today.

The basic tenant of DnD is murdering people who you don't like and stealing their stuff. The reason could be a one dimensional comic book treatement as a "bad guy", or that they are on the wrong political side. Quite often we deny that the "enemies" are even people. Every dragon is as smart or smarter than people are, yet everyone salivates at the idea of murdering and robbing them. Even selling and enslaving their children as "pets" and "mounts". It makes no sense to inject morality into one part of the conversation while ignoring the rest of it.
 
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First of all, you can do evil acts for good cause.

On top of my head. Drug cartel leader who uses drug money to help his community by building infrastructure (roads, pluming, electricity, schools, hospitals), hiring and paying living wages to needed professionals ( teachers, doctors, technicians, engineers), giving no interest loans to start small businesses, investing in farmers that grow crops etc. You still do evil things (produce and sell drugs, bribe officials, kill competitors), still have selfish motivation (money and power). For your people, you are saint and savior ( there is a reason why many people in Medellin supported Escobar). For others, you are horrible murderer and death dealer.

We can ramble on and on, but D&D alignment system was there to reinforce specific narrative of good heroes fighting evil monsters. Very black and white, very surface level. Game wasn't about reflecting on morality and ethics, players weren't supposed to into deep end and ask why some monsters are evil. It was always- they are evil cause they are evil. Don't ask silly questions, it's just a game. Go on, kill them, take their stuff, so you can be more powerful, kill more evil monsters, take more of their stuff. For f**k sake, it's a game where player can kill Gods. Where mere mortals become Gods. FR official lore has it. Cyric was mortal. He killed god. He became one. He then killed some more gods and took their portofolios.

Even game like V:tM, a game with strong themes around morality, ethics, self reflection etc, usually ended up played like Supers with Fangs.

Sure, alignment is just team jerseys don't think more about it...

Until you start having it apply to things OTHER than which monster you stab. Which the typical dilemmas faced by the paladin are, or the very existence of LN, because you can't know a creature is Lawful unless it is not breaking laws. And once you have laws, codes, and morality... then it inevitably becomes more than Team Jersey's.
 

I don't think this is correct at all. Defeating evil may, and indeed likely will, require human action. Human inaction may well permit evil to prevail.

JRRT's work is a clear example of this.

But that action is pre-ordained and inevitable. JRRT did something slightly different, but in Chivalric tales, knights are chosen for their innate goodness, recognized and given tasks because of their innate goodness, and set out to complete those tasks because of their innate goodess.

Lancelot goes to Dolorous Gard and single-handedly takes the castle, despite hundreds of knights falling to its enchantments and him needing to defeat all of those knights by himself, where he finds the tomb where the name of the person who will free Dolorous Gard is carved, and it is his own name, revealing his true noble origins, and becomes his castle that he is eventually buried in. It was fate, it was literally ordained, and that sort of thinking was bog-standard in Chivalric stories, because there is a plan, and you are just part of that plan and need to play your part.

Human inaction is not possible, because the people destined to act are told to act and are made to be the people who will act appropriately. That is the entire concept of Providence.

You again are assuming that because it is random at the table, it must be random in the fiction. That's not an assumption that I adhere to in my RPGing.

Are you constantly shifting the goalposts in your fiction then? Declaring that one of your PCs is destined to do something, then going "oopsie, must have actually been someone else" when they fail to do it?

Look, you and your players can lie to each other, and say that certain things were pre-ordained to happen, but after actually trying to run a "destiny states" style game... it was a mess. Because the dice will not cooperate with your grand plan. So you either need to ignore the dice (which means ignoring how the game is played) or make things so vague that any potential outcome is actually what the prophecy means.

Also, I REALLY find it rubs me the wrong way, that a character's rolls in combat would be used to tell the player that their character has some moral failing that they did not put in their character. I don't like forcing story beats on character's to begin with, but "you lost the duel, therefore you must not be as pure-hearted a character as you claim" is so many steps too far, I don't even know where to start. Especially since, those rolls are random, no matter how you might want to pretend they aren't.
 

Here is Gygax on CN (PHB p 33, DMG p 24):

Above respect for life and good, or disregard for life and promotion of evil, the chaotic neutral places randomness and disorder. Good and evil are complimentary balance arms. Neither are preferred, nor must either prevail, for ultimate chaos would then suffer.​
This view of the cosmos holds that absolute freedom is necessary. Whether the individual exercising such freedom chooses to do good or evil is of no concern. After all, life itself is law and order, so death is a desirable end. Therefore, life can only be justified as a tool by which order is combatted, and in the end it too will pass into entropy.​

The CN does not uphold good (life, truth, beauty) nor seek to promote evil (ie unfettered pursuit of one's own selfish ends). They value absolute freedom, randomness and entropy/disorder.

Whether or not they lie would seem to be like whether or not they take life seriously - truth-telling and lying are both tools by which order is combatted.

@Old Fezziwig is correct to say that, within the Gygaxian framework, when a CN person does lie than they are using evil rather than good as their tool to combat order.

As per the PHB, LE scorn truth. It seems to me that someone who scorns truth will freely lie.

The idea that lawfulness and truth are connected, wherever it comes from, doesn't seem to me to be set out in the AD&D core books.

Scanlon's What We Owe To Each Other. I'm thinking of his discussion of the difference between promising, and swearing on the Reindeer Code.

This, incidentally, is what leads to Paladins who see their stating "I shall not lie" defaulting to "tell anyone who asks me anything the complete truth regardless of context"

Because if we say that Lawful Evil must lie and scorn truth but they ALSO must keep their word and abide by contracts... well, how do you lie but keep your word and be unable to break it? The only way to do that, is by not speaking a falsehood, but leading people to conclusions you want by "a certain point of view"

Hence, when Paladins are presented with a choice between "mislead the guard, or tell them literally everything about your plans" the option to mislead them, not by speaking a falsehood, but by letting them form incorrect assumptions... well, that is what Devils do, that is evil, oath broken, right?

It also seems weird to make "Truth" a part of "Good" because then you are saying that a Chaotic Good Rogue like Robin Hood or Han Solo wouldn't lie. Because they are Good, and Truth is a Good Value. But those characters are deemed CHAOTIC because they are liars and scoundrels with a heart of gold.
 

The basic tenant of DnD is murdering people who you don't like and stealing their stuff. The reason could be a one dimensional comic book treatement as a "bad guy", or that they are on the wrong political side. Quite often we deny that the "enemies" are even people. Every dragon is as smart or smarter than people are, yet everyone salivates at the idea of murdering and robbing them. Even selling and enslaving their children as "pets" and "mounts". It makes no sense to inject morality into one part of the conversation while ignoring the rest of it.

I no more salivate over the thought of killing a dragon than I do an Archmage or a God. Sure, I like to picture the fight, because I enjoy the spectacle of the fight. I like the action, the drama, but I'd never want to go and kill a dragon just because they have a lot of gold. I literally can't think of a single character I've made who would think that is a good idea or have any desire to do so.

You are free to play the game of "murder sentients and steal their things", but that isn't the game I play when I sit down to play DnD. Do we still engage with violence? Yes. Do we still gather resources? Yes. But it is all to a purpose. The goal isn't to get more stuff. That isn't the point we are working towards, because wealth for the sake of wealth is meaningless.
 


@Old Fezziwig
Here is Gygax on [alignment]...
After reading through the 1e PHB (pg 33-34) and DMG (pg 23-24), I find I concur. Gygax intended that honesty, although not necessarily complete and total honesty, was a tool of Good and lying and deception were tools of Evil. Chaotics, specifically Chaotic Neutrals, could certainly use either tool as dictated by whim and need. CG rarely, CE with abandon.

This, incidentally, is what leads to Paladins who see their stating "I shall not lie" defaulting to "tell anyone who asks me anything the complete truth regardless of context"

Because if we say that Lawful Evil must lie and scorn truth but they ALSO must keep their word and abide by contracts... well, how do you lie but keep your word and be unable to break it? The only way to do that, is by not speaking a falsehood, but leading people to conclusions you want by "a certain point of view"
This is why I re-wrote the paladin's code a dozen times until I came across what I posted above.(1) And, again, it flows from what I always perceived to be the "point" of a paladin. The Noble Hero, or at least one who aspires so. So good, in fact, that they manifest certain qualities that harken back to tales of Kings Arthur and Charlemagne and their honored knights.

With respect to the OP, given that the Twelve Peers of Charlemagne included the upright, suspect and fallen (2), I don't have issues with paladin, but would reconsider a class named crusader that was explicitly an exemplar of virtue. Paladins were heroes who at least aspired to be noble, if not ultimately successful. Crusaders less so.

(1) I thought I had a reference handy, but, sadly, it is lost. The webpage was a shade of darker orange / yellow, I think.
(2) Namely Ogier the Dane, Malagigi the Magician, and Ganelon the Traitor
 

if we say that Lawful Evil must lie and scorn truth but they ALSO must keep their word and abide by contracts
I've not said that.

how do you lie but keep your word and be unable to break it? The only way to do that, is by not speaking a falsehood, but leading people to conclusions you want by "a certain point of view"

Hence, when Paladins are presented with a choice between "mislead the guard, or tell them literally everything about your plans" the option to mislead them, not by speaking a falsehood, but by letting them form incorrect assumptions... well, that is what Devils do, that is evil, oath broken, right?
Why would the paladin mislead the guard? That would be deceptive.

The example I discussed upthread did not involve deception. It simply involved refusing to answer. I expressly stated that
It seems, in most cases - like your interrogation example - to cause the interrogator to believe a truth (ie that this person knows but won't tell) and to not deceive at all.
My view is that a paladin will not wish to deceive. They are open and forthright. If they are defying, they will be forthright in that defiance.

It also seems weird to make "Truth" a part of "Good" because then you are saying that a Chaotic Good Rogue like Robin Hood or Han Solo wouldn't lie. Because they are Good, and Truth is a Good Value. But those characters are deemed CHAOTIC because they are liars and scoundrels with a heart of gold.
A character who lies is doing something wrong. They may do other things that are right. There is no rule in AD&D that says that any character who commits an evil act has therefore ceased to be good. The prohibition on knowingly and wilfully performing evil acts is distinct to the paladin.

Whether Robin Hood is lawful or chaotic in his convictions would depend, I think, on which version of the story one is following - the one where he is a wrongfully deposed nobleman trying to regain his position; or the one where he and his merry men defy all convention and authority in a rather anarchist fashion.
 

Except that isn't what is happening in a DnD game. The DM isn't determining that the knight character has a sin or dark secret that is holding them back. They just rolled poorly. We know the resolution mechanic, so we know the narrative layered on top being that it was an internal failing of the character is not true.

<snip>

If the morality of the character does not alter their dice rolls, then the morality of the character has not made it so they would lose or win

<snip>

What is actually happening is luck, the character isn't changing.

You can make up that they are changing, you can try and make it fit, but it is a lie. It is a lie because the force controlling the resolution is not the hand of the author which will guarantee rewards fall upon the worthy. It is blind chance, which could not care less about your worthiness.
So often on ENworld people use the second person, or in this case the plural first person, when they should use the singular first person.

I have no reason to doubt that you are talking truthfully about how you play D&D, and that you interpret your dice rolls as signs of the happenings in a nihilistic fiction. But your generalisation is false, at least as far as I am concerned. It's false in regard to the power imputed to the GM - why would the GM have to be the one to make the determination, in order for it to be true in the fiction? - and it is false about what "we" know about the narrative.

Here is an actual play example from 4e D&D (and the mechanic did not even involve a die roll, just an instruction that a certain effect imposed by a NPC would come to an end at a certain point):
a cultist had hit the paladin of the Raven Queen with a Baleful Polymorph, turning the paladin into a frog until the end of the cultist's next turn. The players at the table didn't know how long this would last, although one (not the player of the paladin) was pretty confident that it wouldn't be that long, because the game doesn't have save-or-die.

Anyway, the end of the cultist's next turn duly came around, and I told the player of the paladin that he turned back to his normal form. He then took his turn, and made some threat or admonition against the cultist. The cultist responded with something to the effect of "You can't beat me - I turned you into a frog, after all!" The paladin's player had his PC retort "Ah, but the Raven Queen turned me back."
Contrary to what you (Chaosmancer) say that "we" know and do, you will see that (i) the player established the fiction, and (ii) that the fiction did not pertain to mechanical inevitability but rather to divine intercession.

Here is an actual play example from Burning Wheel (I posted an outline of my PC Thurgon upthread):
The characters continued on, and soon arrived at Auxol,. The GM narrated the estate still being worked, but looking somewhat run-down compared to Thrugon's memories of it. An old, bowed woman greeted us - Xanthippe, looking much more than her 61 years. She welcomed Thurgon back, but chided him for having been away. And asked him not to leave again. The GM was getting ready to force a Duel of Wits on the point - ie that Thurgon should not leave again - when I tried a different approach. I'd already made a point of Thurgon having his arms on clear display as he rode through the countryside and the estate; now he raised his mace and shield to the heavens, and called on the Lord of Battle to bring strength back to his mother so that Auxol might be restored to its former greatness. This was a prayer for a Minor Miracle, obstacle 5. Thurgon has Faith 5 and I burned his last point of Persona to take it to 6 dice (the significance of this being that, without 1 Persona, you can't stop the effect of a mortal wound should one be suffered). With 6s being open-ended (ie auto-rolls), the expected success rate is 3/5, so that's 3.6 successes there. And I had a Fate point to reroll one failure, for an overall expected 4-ish successes. Against an obstacle of 5.

As it turned out, I finished up with 7 successes. So a beam of light shot down from the sky, and Xanthippe straightened up and greeted Thurgon again, but this time with vigour and readiness to restore Auxol.
The successful dice roll at the table establishes something about the fiction, namely, that the Lord of Battle has answered Thurgon's prayer.

Here are some examples suggested by Gygax in his DMG (pp 82, 111):

It is quite unreasonable to assume that as a character gains levels of ability in his or her class that a corresponding gain in actual ability to sustain physical damage takes place. It is preposterous to state such an assumption . . . Why then the increase in hit points? Because these reflect both the actual physical ability of the character to withstand damage - as indicated by
constitution bonuses - and a commensurate increase in such areas as skill in combat and similar life-or-death situations, the "sixth sense" which warns the individual of some otherwise unforeseen events, sheer luck, and the fantastic provisions of magical protections and/or divine protection. . . . the accumulation of hit points and the ever-greater abilities and better saving throws of characters represents the aid supplied by supernatural forces.​

In other words, the way that you approach action resolution, and its relationship to the fiction, is not the only possible way. Which is something I have posted upthread more than once.

Because we also know that a knight who is full of sin can win all the battles, regardless of their opponent, if they roll well. Even if they aren't even keeping their darkness a secret.
What do we know about the fiction, until it has been established? What do we know about ultimate victories, until they have been played out at the table?

Perhaps faith is irrational, and hope will be dashed. That must have been how it looked to some of the faithful, as they were washed up on the shores of Middle Earth. Or to some of the people of (fallen) Arnor, as their kingdom fell into ruin under the depredations of Angmar. Etc. But hope (Estel) prevailed in the end.

Suppose that I am playing Thurgon, and am defeated in single combat by a knight who is false? Does that show that it is not true that no knight who is false can beat one who is true? Does it show that there is no providence at work in the world? Or does it push me to ask, as Thurgon, "How was I false? What sin have I not purged?" Or even, "What purpose is at work here?"

You are assuming nihilism, and then drawing nihilistic conclusions. That's your prerogative. But it's not the only possibility in FRPGing.

You can't just declare that David's faith wasn't strong enough when the dice say he needed to roll an 18 and he rolled a 15. David's faith is an aspect of his character in the complete and utter control of the Player
Again, assertions that may well be true for you, but are not true in general.

Here is Gygax from p 81 of his DMG, discussing the in-fiction logic of the saving throw roll:

A character under magical attack is in a stress situation, and his or her own will force reacts instinctively to protect the character by slightly altering the effects of the magical assault. This protection takes a slightly different form for each class of character. Magic-users understand spells, even on an unconscious level, and are able to slightly tamper with one so as to render it ineffective. Fighters withstand them through sheer defiance, while clerics create a small island of faith. Thieves find they are able to avoid a spell's full effects by quickness/​

Obviously if the saving throw fails, this casts doubt on the cleric's faith. If my roll, playing Thurgon, had failed to invoke the desired miracle, that would have cast significant doubt on Thurgon's faith. Or perhaps would have suggested some other divine purpose. I don't know exactly what the fiction would have been, because it didn't have to be authored, and so wasn't.

But the general point is that there is no reason, when playing a PC in a FRPG that takes the paladin ideal seriously, to assume that the player is always able to determine the strength and adequacy of their PC's faith.

And while you can say that this only applies to knights... well a Rogue's moral requirement is to never have a fair fight, and that is how they win. So if a knight who must win because they do not cheat even if their foe does faces a rogue who must win because they cheat... one of those sets of natural moral laws must take precedence, and if it isn't the Knights, then their code is fairly well ruined.
I don't know what natural law has to do with this. As I already posted, Arthur is not making a prediction or purporting to state a natural law. He is affirming his faith, and announcing his conviction in the workings of providence.

Mediaeval people were not unaware that bad things could happen to good people; that sometimes cheats were victorious. There are various ways of responding to this, both in real life and in how one engages with faith and providence in fiction. You are asserting that FRPGing must take one particular approach. I know from my own play experience - some examples have been given just above - that you are wrong.

But that action is pre-ordained and inevitable.
Is it? Much ink has been spilled on this question, not to mention much blood in the Wars of Religion. It doesn't seem to be something that will be settled on these forums.

Are you constantly shifting the goalposts in your fiction then? Declaring that one of your PCs is destined to do something, then going "oopsie, must have actually been someone else" when they fail to do it?

Look, you and your players can lie to each other, and say that certain things were pre-ordained to happen, but after actually trying to run a "destiny states" style game... it was a mess. Because the dice will not cooperate with your grand plan. So you either need to ignore the dice (which means ignoring how the game is played) or make things so vague that any potential outcome is actually what the prophecy means.

Also, I REALLY find it rubs me the wrong way, that a character's rolls in combat would be used to tell the player that their character has some moral failing that they did not put in their character. I don't like forcing story beats on character's to begin with, but "you lost the duel, therefore you must not be as pure-hearted a character as you claim" is so many steps too far, I don't even know where to start. Especially since, those rolls are random, no matter how you might want to pretend they aren't.
I find you use of "lie" to describe the process of "making up imaginary stuff in the course of playing a RPG" rather annoying. What I call it is authoring or imagining. As for you saying that I am pretending the rolls are not random, given that you quoted me posting "it is random at the table" I'd prefer you not impute to me a belief that you know I don't hold.

The fact that your game was "a mess" tells you something about you. It tells you nothing about me. I have GMed games with paladins, and knights errant, without those games being a mess. I've given a few examples in this post. If you're interested, I'm happy to post more about the techniques that I use. They don't involve the sort of GM-driven thing that you seem to be envisaging.

The fact that things rub you up the wrong way is your prerogative. I would therefore advise you not to play PCs who have a providential mindset. (I also note that you frame the response to the character losing in second person terms - "you lost the duel . . . you must not be as pure-hearted a character as you claim". This again, to me, suggests your idea of how shared fiction is established is via GM dictation. You might notice that the examples of play I have given involve the player speaking about their character in the first person.)

DnD TELLS US, point-blank, that there is an objective power, equally as strong as Good, equally as important as good, equally as capable of miracles and granting life as good, called Chaos. Now, you can think that outside of DnD, that is nonsense. Which hey, fine, but within the context of DnD the universe itself recognizes Chaos as a worthy goal in and of itself, and that is something we need to tackle within the context of DnD, not by comparing people to mass murderers. Which first off, would make them evil, and second off, could make all humans mass murderers if it turns out the Universe cares more about broccoli than humans.
I have already stated that I regard Planescape as incoherent.

Sticking to the core of AD&D, nothing states that the gods of Limbo are "equally as important as good", nor that chaos is a "worthy goal". Yes, these beings grant supernatural powers to their adherents. That doesn't tell us anything about their value. I've already quoted the passages from Gygax's PHB and DMG which make it clear that things of value are subsumed under the label "good". Chaotic neutral people, and their gods, affirm freedom, randomness, disorder and entropy even when this is at the expense of value. That is not good. Nor worthy. Upthread I've described it as type of fetishism. You could say that it is a type of nihilism, or even a type of aestheticism. (Perhaps a caricature of a certain approach to existentialism.)

Nothing in the system requires me to accept that, although a type of disregard of value, it is nevertheless valuable.

If their views were not coherent or logical, then Kant, Plato and Singer wouldn't have even had anything to argue against. You can't argue against an incoherent argument that lacks logic. Besides, doesn't every single one of them have a contemporary who thought they were wrong and stupid?
Seriously? Your first two sentences here are neither coherent nor logical, yet I argue against them thus: if someone asserts that 2+2 = 5, they are not asserting something coherent or logical. They can be refuted, by producing a set-theoretic demonstration that 2+2 = 4. Or even just by the process of counting - holding up two finger on one hand, and then two on another, and then counting them off "1, 2, 3, 4" (credit to Wittgenstein for this particular argument).

As for the last sentence, do you really regard it as a sufficient refutation of a proposition that someone else denies it?

Did you catch Twosix's earlier post?
Yes. @TwoSix said that "If the paladin is deciding what's right and good, and placing their own judgment AHEAD of the judgment that their deity has rendered already (by creating the oath), that's the chaotic act of pride that requires the paladin to atone."

Would the "order fetishist" not say that the supposed LG character is doing exactly that? That by deciding which laws to follow, they are pridefully placing their own judgement as superior to that of the proper law-making procedure? What is the difference between the LG Paladin who must follow their Oath, even if it appears to not be Good, lest they succumb to pride and the "Order Fetishist" who must follow the Laws, even if it appears to not be Good?
I don't really follow what the argument is here.

The paladin, being LG, is convinced that a certain degree of order and external discipline is necessary to permit valuable things - life, happiness, truth, beauty - to flourish on a widespread scale. They may be right or wrong - I've said nothing about that, and as per what I've already posted that would be something to discover in play - but that is their conviction, as noted by their LG alignment.

The LN person asserts that order and external discipline ought to be submitted to regardless of whether they foster valuable things.

And so we can see where they come apart: suppose it turns out that order and external discipline are not fostering valuable things, for the paladin this will prompt a crisis of faith - perhaps the CG people were right after all! - whereas for the LN person this does not prompt any sort of crisis at all. Even if beauty and truth and happiness are being crushed by the order and the discipline, they take comfort in the fact of order itself.

Now you may not think this contrast between worldviews, and the sort of scenario that would bring it to light and make it something to care about, is very interesting. Fair enough. In that case Gygax's alignment system has nothing useful to offer, and you would be best off just abandoning it.
 
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