Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Alignment myths?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="00Machado" data-source="post: 3291538" data-attributes="member: 23690"><p>I was thinking about something to put here. More and more though, I keep coming back to a view that something that spawns this much discussion about the game takes energy away from playing it. Since we're unlikely to all agree on how it works (unlike say how we will mostly agree on how a +1 bonus works), the only options we're left with is to only somewhat agree, or even mostly disagree. And what's the point of that?</p><p></p><p>The RAW sets up this conflict from the beginning. Monopoly doesn't create structural problems like this. And I understand RPGs are different from Monopoly. My point though, is that they take the social nature of the game, which should be a strength, and squander it on what can only end up at best in agreeing to disagree, and at worst in breakdown of expectations in play, and making the whole experience less fun. In addition, they create this artificial structure of actions into categorizations. And for what? What does the play experience derive from it?</p><p></p><p>A few rule mechanics work around alignment, like detect evil, paladin's must being of a certain alignment, and so it's needed, which makes it worse. They tie a few rule mechanics to what is mostly a concept rather than a hard and fast rule, and it leaves room for 'interpretation' and ultimately disagreement, resentment, or whatever.</p><p></p><p>Alignment should be eliminated. All rules that rely on it should be rewritten to build on a not up to interpretation element of the game. For example, instead of something like protection from evil, there should be protection from outsiders, because being an outsider means the same thing to everyone playing, whereas being evil doesn't. With a minimal of effort, they can shift alignment from being something that is important to agree on (because of game play), to just a tool for play that helps describe types of personalities and decisions consistent with a person's worldview, as a sort of roleplaying helping aid, to use purely at your own discretion as a play, and that the GM doesn't have to care about at all in play.</p></blockquote><p></p>
[QUOTE="00Machado, post: 3291538, member: 23690"] I was thinking about something to put here. More and more though, I keep coming back to a view that something that spawns this much discussion about the game takes energy away from playing it. Since we're unlikely to all agree on how it works (unlike say how we will mostly agree on how a +1 bonus works), the only options we're left with is to only somewhat agree, or even mostly disagree. And what's the point of that? The RAW sets up this conflict from the beginning. Monopoly doesn't create structural problems like this. And I understand RPGs are different from Monopoly. My point though, is that they take the social nature of the game, which should be a strength, and squander it on what can only end up at best in agreeing to disagree, and at worst in breakdown of expectations in play, and making the whole experience less fun. In addition, they create this artificial structure of actions into categorizations. And for what? What does the play experience derive from it? A few rule mechanics work around alignment, like detect evil, paladin's must being of a certain alignment, and so it's needed, which makes it worse. They tie a few rule mechanics to what is mostly a concept rather than a hard and fast rule, and it leaves room for 'interpretation' and ultimately disagreement, resentment, or whatever. Alignment should be eliminated. All rules that rely on it should be rewritten to build on a not up to interpretation element of the game. For example, instead of something like protection from evil, there should be protection from outsiders, because being an outsider means the same thing to everyone playing, whereas being evil doesn't. With a minimal of effort, they can shift alignment from being something that is important to agree on (because of game play), to just a tool for play that helps describe types of personalities and decisions consistent with a person's worldview, as a sort of roleplaying helping aid, to use purely at your own discretion as a play, and that the GM doesn't have to care about at all in play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Alignment myths?
Top