Joshua Dyal said:
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The problems with alignment are two, as near as I can tell: 1) they are played as proscriptive rather than descriptive (even though the PHB specifically states otherwise) and 2) people don't really understand what they mean. Your own example of the chaotic person defying expectations just to be "chaotic" is a good example of this.
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Couldn't agree more. It seems that more often than not, a person's intrepretations on what is "good," "evil," "neutral," "lawful," and "chaotic" are often the source of the problems. It's all about definitions--the key thing about D&D is that the definitions are (usually) set in stone, but often aren't recognized as such by the game's players.
Calico_Jack73's mention of Marine Snipers as Assassins is an excellent point along these lines. An "assassin" does not necessarily equal an "Assassin" in D&D terms (the lowercase word is a generic use of the word itself, while the uppercase word is a
specific use of the Prestige Class title). While any character of any class or race could be deemed/labelled as an "assassin," only those Evil-aligned characters, trained in the killing arts, willing to murder anyone, and who are members of a particular Prestige Class, are deemed "Assasins" in D&D. Along the same lines, "marine" does not necessarily equal "Marine"--one term refers to the seas & sea-related things in general, while the other term refers to a particular set of trained military personnel bossed around by Generals (or Admirals--don't recall my ranks for sure, but I do recall that the Marines are closely associated with the Navy--at least the U.S. version).
Also, I think that a lot of people tend to forget that in the default setting for D&D (as well as in other popular settings like Toril or Krynn), the forces of Good, Evil, Law, & Chaos are real, tangible, & have an effect on the gameworld's reality--they're typically called gods. Though the mere mortals in the game may think & believe they're actually lawfully, honorably, or benevolently, the gods are able to truly determine if the mortals truly are or not--the deities have a greater level of knowledge, perspective, and awareness of the impact of mortal events on the world around them than the mortals do.
For example, one "assassin," he/she may consider killing a tyrannical leader as a "good" act, but in reality, said "assassin" actually did more harm than good because that "good" act of "assassination" either allowed someone more ruthless & tyrannical to assume power, caused a more violent outbreak of political struggle/civil war between vying factions trying to assume power, or even sent a message to the nation's enemies that it was currently unstable and ripe for conquest/destruction.
I think Alignment, in one form or another, should be kept in D&D. In games, esp. legendary/heroic games, where good & evil are tangible forces, or where the gods are active in mortal lives, then AL should be kept. In games where things are a bit more ambiguous, and where divine intervention isn't truly evident (some of the more grim-&-gritty fantasy settings; also d20 Modern, with its "modern sensibilities"), I think that the d20 Modern system of Alliegiances really works out well--there's still alliegiances to Good and Evil, but these are seperated in context to allegiances to a nation, cause, belief, organization, etc.; thus doing something that is "good for the nation" or "good" according to the beliefs/values held by a religion/organization is not necessarily "Good" at all--they allow their alliegiance to said nation/faith/organization/etc. to dictate their actions.