D&D 5E Anti-insperation

Does anybody have a type of "anti-insperation" to be used when a player goes against their role badly? Not for a good cleric who killed someone, but for a LG cleric burning down an orphanage full of children. I am thinking of employing this soon, and would like some more opinions on the matter.

Inspiration isn't rewarded for playing to your role in the least. It's rewarded for playing to your personality, ideal, bond or flaw. "I will burn our heresy root and branch." could be a personality trait that would be support a cleric burning down an orphanage that has converted impressionable children to a rival faith. "I fear the plague that took my village more than anything else" could be a flaw that prompts irrational actions if the orphanage has all gotten sick. Both of these should reward the character with inspiration for playing true while at the same time potentially penalizing them (harshly) in-game for the the consequences of their actions if they are known.

Now, if a character had a bond "I have a soft spot for children, they remind me of my murdered family" and burnt down an orphanage with kids in it then hit them up with anti-inspiration for playing against their character, regardless if they are a LG cleric or a TN rogue.
 

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If you decide to play with alignment in your game, make it matter. Make Lawful Good mean something. Here's a tip on how to.

Do not consider alignment as a staight jacket by which you should force or incite a player to have his PC act in a certain way. Rather, consider alignment as a team that the PC adheres to. If he strays from the path that you consider that alignment would normally dictate, have a story-driven in-game consequence happen. For example, perhaps an angel visits the PC - you can make the meeting look strange at first, say the angel is disguised in a beggar who accosts the PC in a tavern. But then, at some point, a warning is issued "Bahamut does not appreciate that one of his followers decide to become murderers." Then, the angel reveals his power and grabs the holy symbol from the cleric. "Walk the light, with only water and bread to sustain you, and save as many lives as you have taken. Until then, your holy powers are taken from you." And the angels leaves. The PC will become fatigued after a day or so.

But then, from the shadows, comes a woman. Beautiful and slurry. She whispers to the PC's ear. "Some would judge you for what you have done. Others would reward you. Swear fealty to Tiamat, and regain your powers, and more..."

The player is given a choice. Switch deities. Or atone.

The PC might get a reward from Bahamut if he carries out his sentence, although I wouldn't tell him that. Perhaps a magical holy symbol or something.
 

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