FrozenNorth
Hero
Well, to be pithy, alignment reduces moral outlook to 3 boxes (Good, Neutral and Evil). A character’s moral outlook is considerably more complex than that.Explain to me the difference you see between moral outlook and alignment.
Well, to be pithy, alignment reduces moral outlook to 3 boxes (Good, Neutral and Evil). A character’s moral outlook is considerably more complex than that.Explain to me the difference you see between moral outlook and alignment.
Like I explained to @Chaosmancer upthread - you're confusing the function of personality traits, flaws and bonds with the function of Alignment. This is also why I asked you some time ago to define Alignment as you see it because it appeared you had a very different concept of what Alignment is or should be to me.
Triple down.And I'm not going to respond to more bologna posting that veers off into bad faith, edge case absurdities rather than try to engage the clarification of my position that you asked me to provide. I'm sorry that the idea that people will often not order a meal at a restaurant if it's not on the menu is somehow a controversial opinion that you feel is worth debunking for whatever reason.
I don’t believe I said alignment polices behaviour. DMs set out in advance what behaviour is unacceptable through the shorthand of Alignment. The DM then polices that behaviour, the alignment label system can be used to provide a heads up.This is now moving the goal posts, because you were saying that before that you could use alignment to police behavior. But now you are saying that it doesn't alleviate bad behavior at all. You don't understand. It's not a matter of me expecting too much from alignment. It's me questioning the expressed utility that its advocates on this thread claim it provides the game.
Because I could play a lawful neutral mercenary who isn’t good but isn’t evil either. You don’t have to be a hero to not be disruptive. In fact mercenary characters are surprisingly easy to motivate.Or one could simply say, "Hey, you're playing heroes." What does adding an alignment subsystem to the game actually solve or contribute that couldn't be accomplished by simply saying "no evil" or "good only" anyway?
Your partner calls you from work and asks what’s for dinner. You say “Italian food”. He comes home and is slightly disappointed it is gnocchi (but eats it anyway because he’s good partner).They don’t need to agree on every last detail. The broad strokes will be sufficient to convey meaning. Save the text and use it to develop further.
I love Italian food so does my partner. He likes gnocchi, I don’t really. These two things don’t have to be mutually exclusive.
Please read what I wrote before you respond or would somehow it be "quadruple down" to point that out?I don’t believe I said alignment polices behaviour. DMs set out in advance what behaviour is unacceptable through the shorthand of Alignment. The DM then polices that behaviour, the alignment label system can be used to provide a heads up.
As we see in your post, you are explicitly describing yourself (i.e., the GM) using the shorthand of alignment to police that behavior.because you were saying that before that you could use alignment to police behavior.
You don't have to be evil to be disruptive either. It is possible to be "good" aligned and still engage in disruptive play to the group. This is because I don't inherently equate "evil" the alignment with "disruptive behavior." It can be, and many GMs don't want to risk it. My point earlier regarding the hamburger at the restaurant was that the "alignment of evil" is available on the menu. This is NOT analogous to saying "disruptive behavior" is. Disruptive behavior is not something I believe should be resolved with Alignment or any in-game policing. It's a conversation that should happen between adults at the table.Because I could play a lawful neutral mercenary who isn’t good but isn’t evil either. You don’t have to be a hero to not be disruptive. In fact mercenary characters are surprisingly easy to motivate.
I have a conspiracy theory to sell you that involves moral philosophers, ethicists, and the "academic elite" suppressing the teaching of D&D's brilliant alignment system.Well, to be pithy, alignment reduces moral outlook to 3 boxes (Good, Neutral and Evil). A character’s moral outlook is considerably more complex than that.
No, quadrupling down would be continuing to be hostile and rude and trying to justify why you’re being rude with more rudeness.Please read what I wrote before you respond or would somehow it be "quadruple down" to point that out?
As we see in your post, you are explicitly describing yourself (i.e., the GM) using the shorthand of alignment to police that behavior.
I agree. You can be disruptive with Good characteristics. It just happens that Evil characteristics for many GM correlate almost perfectly with disruptive behaviour.You don't have to be evil to be disruptive either. It is possible to be "good" aligned and still engage in disruptive play to the group. This is because I don't inherently equate "evil" the alignment with "disruptive behavior." It can be, and many GMs don't want to risk it. My point earlier regarding the hamburger at the restaurant was that the "alignment of evil" is available on the menu. This is NOT analogous to saying "disruptive behavior" is. Disruptive behavior is not something I believe should be resolved with Alignment or any in-game policing. It's a conversation that should happen between adults at the table.
Hmmm... I would argue that alignment is not the main tone-setter for games. It's actually a pretty lousy tool for setting the tone. Genre and setting perform far better at setting the tone for games than things like alignment. Alignment is exceptionally redundant in this regard.Alignment sets the tone. As a DM I then police actions. Alignment isn’t a mechanic. It doesn’t have a score or a role. It just a descriptor.
Yes. I disagree with Pemerton about that.Hmmm... I would argue that alignment is not the main tone-setter for games. It's actually a pretty lousy tool for setting the tone. Genre and setting perform far better at setting the tone for games than things like alignment. Alignment is exceptionally redundant in this regard.
Furthermore, this sort of "As a DM I then police actions" (vis a vis alignment) was the sort of thing that @pemerton has already talked against before.
The Wheaton rule works for me. Because using an in-game tool for a player problem doesn't really solve the problem. If player behavior is the problem, then addressing the problem player and their behavior is the way to handle it. The adult thing to do is to handle the situation through direct, open communication and not trying to regulate behavior with alignment. That's what works for me to set the tone of acceptable player behavior.Yes. I disagree with Pemerton about that.
Alignment works for me for setting tone of acceptable player behaviour. Good-only, Not-Evil, Anything Goes, Evil only. Is a good way of describing campaigns that we’ve ran.
Ok. Then you don’t have an issue with Evil PCs. I can respect that. I and many others do.The Wheaton rule works for me. Because using an in-game tool for a player problem doesn't really solve the problem. If player behavior is the problem, then addressing the problem player and their behavior is the way to handle it. The adult thing to do is to handle the situation through direct, open communication and not trying to regulate behavior with alignment. That's what works for me to set the tone of acceptable player behavior.