Alignment and Party Dynamics

cthulhu_duck said:
And I see this as another "We can't fix this set of rules, so let's just throw them out" decision.

I feel that the rules could state clearly what good and evil deeds are. What lawful and chaotic deeds are. If you play alignment as "Alignment is determined from your actions" as opposed to "Alignment is your intention, actions don't matter so much" then alignment can be made to work.

I don't feel they could clearly state what good and evil are. People have strong ideas about these things. For example, some situations for a good character that can arise easily in a game:

1. Is it moral to commit suicide by sacrificing your life for a good cause?
2. Is it okay to kill ogre babies if you feel they'll grow up evil?
3. Is it okay to "preemptive strike" an evil person because you feel they'll do something bad in the future?
4. Is assisted suicide of a dying soldier wrong?

I could go on and on. People have very different, very strong views on what good is. I've never met a gaming table that agreed.
 

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Detectable alignment, which includes an alignment which functions as a spell trigger, is a horrible hindrance to a great many plot points, and it leads to situations where people feel like others are playing their character "wrong" even if that characterization is internally consistent. More a hindrance than a boon, as far as I'm concerned. I hope that it's entirely disconnected from the mechanics so ignoring it is easy.
 

TerraDave said:
-It was after Gary Gygax left that TSR made such an effort to "de-evil" the game.
The effort to remove the trappings of evil partially overlap an effort to respond to a perceived public image problem. The move away from using the terms "demon" and "devil" were a part of that.

Frankly, I appreciate the insidious morality that encourages younger gamers to toe a moral line. Allow more mature gamers to throw in evil character storylines (like Raistlin), but encourage the younger crowd to control themselves as much as possible.
 

Doug McCrae said:
Hypothetical question 1)

You, ptolemy18, wish to play an evil PC. All the other players want it to be a non-evil game, ie no evil PCs. What do you do?

Hypothetical question 2)

Same as above but the DM feels the same way as the other players.

In both of these hypothetical situations, I write Lawful Good on my character sheet, and then I do as I darn well please.

Later
silver
 

KingCrab said:
I don't feel they could clearly state what good and evil are. People have strong ideas about these things. For example, some situations for a good character that can arise easily in a game:

1. Is it moral to commit suicide by sacrificing your life for a good cause?
2. Is it okay to kill ogre babies if you feel they'll grow up evil?
3. Is it okay to "preemptive strike" an evil person because you feel they'll do something bad in the future?
4. Is assisted suicide of a dying soldier wrong?

I could go on and on. People have very different, very strong views on what good is. I've never met a gaming table that agreed.

I don't necessarily have to agree that any of those are good, in some kind of "I would take this position in an advanced Ethics course" sense, to allow good-aligned characters to do them. As a GM, so long as the good-aligned PCs actions are unselfish and come from that PCs beliefs about what is right, I'm probably not going to give them an alignment hit.

My own feelings on assisted suicide or whether baby ogres have free will or culpability or the utilitarianism of the situation, ad nauseum, we've all seen these debates before, can take a back seat. Dogs in the Vinyard contains discussion of this, the value of which alone is equal to the cover price.
 

I agree that there should be the implicit assumption and encouragement of white-hat, heroic play in the core books of D&D. Even "bad boy" races and classes like tieflings and fiend-powered warlocks should have an underlying subtext that these will be used for dark heroes that struggle against their natures. This doesn't mean that evil adventuring should be disallowed (how could it, practically?), but the core books and most adventures should definitely encourage playing the good guys.

I don't know if we need an alignment system of the Lawful-Chaotic, Good-Evil sort to do this, though. If the players want to play destructive, evil characters, I have a hard time believing that telling them no "Evilly aligned characters allowed" will have much more effect than telling them "no evil characters allowed". If you can't tell them without alignment, I don't think telling them with the mention of alignment will do the job.

As to simplifying the alignment system to just Lawful/Chaotic, as in the early D&D games, I really don't see the appeal. It's even *less* descriptive than the two axis system. I'm a DM using an adventure that notes that a merchant is Chaotic. What do I do with this information? Is he more likely to cheat the adventurers? Is he some kind of rebel or freedom fighter? If the merchant across the way is noted as Lawful, are they somehow opposed to each other? Is the rebel leader of a small band of men fighting a Lawful theocracy Chaotic? What if he has a large army? What if he's the king of a smaller kingdom? If you're an absolute dictator who can make all the laws in the kingdom and demand that all obey your every whim, are you Lawful or Chaotic? What if you believe strongly in freedom and individuality for your race, but slavery for lessers? It's got all the problems of Good/Evil, just fewer people bothering to argue about it.
 
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Doug McCrae said:
Hypothetical question 1)

You, ptolemy18, wish to play an evil PC. All the other players want it to be a non-evil game, ie no evil PCs. What do you do?

Hypothetical question 2)

Same as above but the DM feels the same way as the other players.

The answer to both questions is the same: if the other people in the group REALLY wanted me not to play an evil PC, I wouldn't.

But this is just out of common courtesy, not out of any innate belief that inter-character conflict is bad.

Another aspect of courtesy is: I think on the whole, players and the DM should try to bend around other players' concepts. The game is supposed to be fun for everyone, and this also means that the DM should try to expand the game to make room for people's character types. Basically, I prefer games in which the campaign is built, at least to some extent, around the characters' backstories and goals. Obviously there are some people who prefer to play sort of blank-slate characters and just face whatever the DM throws at them, but I believe the best games are guided as much by the players' preferences as the DM's preferences. If the player says "I am on the run from an evil cult" then the DM should sit down and think about this evil cult (with the player) and figure out how to work it into the plot, and so on. Or if the player says "My character wants to become the King of Thieves" then the DM should try to figure out how the character could become the King of Thieves, while not taking the plot entirely out of the hands of the other characters. And if one of the other characters is a paladin who doesn't want the other character to become the King of Thieves in the long run -- and the two characters want to play this out as a real rivalry/conflict/battle -- that's drama!!

Obviously this has to have limits -- if you're playing a game set in a world without psions and somebody wants to play a psion, well, you'd better play a non-psion. And some other game setting might be "no evil characters allowed." But I think within the core rules, there should be the maximum amount of variety allowing the maximum amount of character concepts, including (among other things) games with inter-party conflict and "evil" characters, or games without inter-party conflict.

Of course, experienced gamers who want to add this sort of thing will know how to add it, I suppose.
 

cougent said:
I could not disagree with you more on that statement unqualified. It has been my experience that players must come to some basic agreements from the start or else you end up with total chaos that no one enjoys... even though they may be playing the character they want to play.

Well, I disagree. Or rather, I think that players need to be friendly to one another, basically, and to be indulgent to one another's character choices. I think that having an interesting group is more fun than having an "effective" group. I'm kind of Chaotic that way, I guess.

Obviously "how much structure is necessary" is a question that only each individual gaming group can answer. I prefer less structure, a game where the players sort of come to the table saying "this is my character's story and goal" and the DM builds a plot around it. Now, obviously, some people don't give their characters goals or backstories when they make D&D characters, and that's fine... but I don't think it's unreasonable that in that case, the in-game plot should lean slightly in the direction of those characters who have more focused goals. (The people who don't have strong goals will still get to fight and do stuff, and since nothing's ironclad n D&D, the people with focused goals may end up dying and then the people without goals will become the center of attention again. Not that everyone shouldn't share the attention as equally as possible, but if one guy's character background is "I am an orc barbarian" and the other guy comes to the table with a lengthy list of contacts, family background, backstory, goals... well, it makes sense that the DM would use the second character's invented mythos, while also trying to build up opportunities for the first character/player to get more involved and to have more presence in the world.)

Now that I've said this, someone is gonna chime in and say "You are biasing the game towards people who like to come up with complicated goals and backgrounds! Not all people like to do that!" Well... what do you expect? It's not a "who can write the longest character background" contest, but if one person puts a lot more effort into designing their character, then they deserve that effort to be incorporated into the game. In terms of actual gameplay time and face time, the DM should try to spend equal amounts of time with everyone, of course. The DM should try to encourage everyone to get involved, using the old standard method of "the NPCs all talk to the shy player's character" method or whatever. But just as people who show up at the gaming table more often get more XP (because they're not missing sessions), people who don't come up with any character background shouldn't complain if the majority of plot hooks come from the characters who do have detailed backgrounds and concepts. Basically -- every player deserves attention, every player is the star of their own story, but I think it's fair for the DM to encourage characters to be more creative by rewarding it in the players' character design.

Now obviously some people are going to prefer more simple, "the players go here and fight these monsters and do this" kind of adventure setups. And sure, those can be fun. But I like more complicated stories as well.

cougent said:
I can't imagine D&D without alignment, one of the many 4E concepts that is totally confusing to me.

Well, I agree. I'm curious how they'll pull it off, but I'm sort of wondering why they're doing it. The negative part of me thinks that it's an attempt to make easier-to-follow plots... I mean, I hate to drag out the MMORPG comparison, but in a standard MMORPG all the characters handle the quests the same, so the concept of "evil" and "good" has no meaning, whether you're playing a Necromancer or a Paladin.

Which IMHO is lame, since I *want* the game to encourage people to try to roleplay Evil or Good or Something In-between, as encouraged by the mechanical system of alignment, rather than the default setting being "who cares whether we're evil or good, we're the heroes".

Obviously most RPGs don't have clear systems of evil or good either, and people manage to play heroes, but... most RPGs aren't set in fantasy worlds inspired by novels like Lord of the Rings where evil and good are most definitely real forces, capital-G Good and capital-E Evil. (Or Elric where you've got capital-L Law and capital-C Chaos.) And this is why alignment is useful... because in a fantasy setting where Good and Evil and Law and Chaos are real absolutes, it makes sense that the players should be encouraged to think of their characters in these terms.

Oh, I should confess, though... my last D&D campaign? No alignments. But it was a highly variant campaign set in ancient Egypt, so it was set in a world where there *wasn't* absolute good or evil. :/ I specifically wanted a murky realpolitik feeling. But as long as most D&D settings are going to encourage black-and-white, good-vs.-evil thinking, which 99% of them do, then there's no reason why this shouldn't be laid down in the actual ruleset.
 
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Cadfan said:
My interpretation of those quotes was this:

Alignment will be downplayed for PCs, but played up as a cosmic force.

That's obviously a bit speculative. Its maybe a little bit wishful thinking as well.

I could live with that. It's true this may all be premature speculation...
 

ptolemy18 said:
Well, I agree. I'm curious how they'll pull it off, but I'm sort of wondering why they're doing it.
Why must people be so obtuse as to ignore statements by designers that say that alignment is still in the game, yet take one omission of alignment from a product filled with other references to alignment as a sign that alignment is out of the game?

Cloud watching is fine, but not if it leads you to walk into an open manhole.
 

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