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Alignment Question
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<blockquote data-quote="KarinsDad" data-source="post: 282635" data-attributes="member: 2011"><p>Well, it is not really nonsense. I'm not quite sure if you missed the point, or are focusing on a different point.</p><p></p><p>Yes, any alignment can be poorly played.</p><p></p><p>But, the point I was trying to make is that neutral alignments <strong>lend themselves</strong> easier to poor play.</p><p></p><p>It's like magical items or gold. If you hand them out like candy, players will start to expect it and act accordingly.</p><p></p><p>On the other hand, if your players know they have to work for what they gain, they appreciate what they gain more, especially if they lose it.</p><p></p><p>So, if you allow neutral alignments and allow your players to do things on a whim, they will start expecting that. If you restrict them to good alignments, they themselves will police themselves into proper alignment behavior and will appreciate their gains due to acceptable roleplaying (which is a very wide path, just not infinitely wide). This does not mean that there isn't a lot of different ways to run good characters. There is. But, haphazardly into the realms of evil and/or bizarre is not one of them.</p><p></p><p></p><p></p><p>It's not just nitwits. It can happen to almost anyone, although nitwits tend to illustrate the problem more.</p><p></p><p>It's like any bad habit. Once anyone gets into a bad habit, it's hard to get out. Neutral alignments lend themselves to a lot of bad habits such as doing things on a whim, such as being evil one day and being good the next, as opposed to roleplaying a character concept.</p><p></p><p></p><p></p><p>No. I force them to stick to a character conception. It just so happens that it is a Heroic conception, not a sporadic one.</p><p></p><p></p><p></p><p>I let people know up front my expectations for the campaign and my house rules. If it sounds like fun to them, they play. If not, they do not.</p><p></p><p>But, I refuse to allow a campaign to disintegrate for everyone else because one inexperienced player (or experienced player for that matter) is itching to play a CN Rogue and thinks that CN means "Can do aNything".</p><p></p><p>Same for my Champions (Heroes) campaign. One guy who played with the group did not like the campaign backdrop, so he did not play. It would have been great if he did since he is a good player, but that's life. As long as the people playing are having fun, that is the important thing.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 282635, member: 2011"] Well, it is not really nonsense. I'm not quite sure if you missed the point, or are focusing on a different point. Yes, any alignment can be poorly played. But, the point I was trying to make is that neutral alignments [b]lend themselves[/b] easier to poor play. It's like magical items or gold. If you hand them out like candy, players will start to expect it and act accordingly. On the other hand, if your players know they have to work for what they gain, they appreciate what they gain more, especially if they lose it. So, if you allow neutral alignments and allow your players to do things on a whim, they will start expecting that. If you restrict them to good alignments, they themselves will police themselves into proper alignment behavior and will appreciate their gains due to acceptable roleplaying (which is a very wide path, just not infinitely wide). This does not mean that there isn't a lot of different ways to run good characters. There is. But, haphazardly into the realms of evil and/or bizarre is not one of them. It's not just nitwits. It can happen to almost anyone, although nitwits tend to illustrate the problem more. It's like any bad habit. Once anyone gets into a bad habit, it's hard to get out. Neutral alignments lend themselves to a lot of bad habits such as doing things on a whim, such as being evil one day and being good the next, as opposed to roleplaying a character concept. No. I force them to stick to a character conception. It just so happens that it is a Heroic conception, not a sporadic one. I let people know up front my expectations for the campaign and my house rules. If it sounds like fun to them, they play. If not, they do not. But, I refuse to allow a campaign to disintegrate for everyone else because one inexperienced player (or experienced player for that matter) is itching to play a CN Rogue and thinks that CN means "Can do aNything". Same for my Champions (Heroes) campaign. One guy who played with the group did not like the campaign backdrop, so he did not play. It would have been great if he did since he is a good player, but that's life. As long as the people playing are having fun, that is the important thing. [/QUOTE]
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