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Are D&D rulebooks stuck in the 70's?
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<blockquote data-quote="Desdichado" data-source="post: 822881" data-attributes="member: 2205"><p>I find that moral dilemmas are only exciting if they are based on something more concrete than alignment and an XP penalty. As Tsyr said, that degrades the moral dilemma into something more meta-gamish. I like moral dilemmas, and I find I use them much more frequently and successfully in games where there isn't any alignment at all. If you are simply using alignment as a means to make moral dilemmas difficult to solve by restricting your players from shifting alignments, I'm not sure what that accomplishes. First off, it ceases to become a moral dilemma and instead becomes an exercise in finding a way around the alignment. Second of all, one moral dilemma does not an alignment change make, no matter what choice the PC makes. You also don't necessarily know the PC's reasoning, and since alignment is a very subjective thing, it's hard to make an absolute ruling on whether or not the player actually stepped outside of his alignment.</p><p></p><p>You seem to be implying that <em>any</em> action that doesn't fit your definition of the character's alignment is an alignment shift, which isn't true either. Alignment is a generalization, not a rigid code of honor.</p><p></p><p>And finally, you justify your position based on prior bad experiences and prior editions of the game. Neither of these contribute to a conclusion that alignment restrictions like you use really leads to better roleplaying, IMO. Nor does it convince me in the least that you don't just have poor players who are causing you trouble because they don't play their characters, not because they don't play their alignment.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 822881, member: 2205"] I find that moral dilemmas are only exciting if they are based on something more concrete than alignment and an XP penalty. As Tsyr said, that degrades the moral dilemma into something more meta-gamish. I like moral dilemmas, and I find I use them much more frequently and successfully in games where there isn't any alignment at all. If you are simply using alignment as a means to make moral dilemmas difficult to solve by restricting your players from shifting alignments, I'm not sure what that accomplishes. First off, it ceases to become a moral dilemma and instead becomes an exercise in finding a way around the alignment. Second of all, one moral dilemma does not an alignment change make, no matter what choice the PC makes. You also don't necessarily know the PC's reasoning, and since alignment is a very subjective thing, it's hard to make an absolute ruling on whether or not the player actually stepped outside of his alignment. You seem to be implying that [i]any[/i] action that doesn't fit your definition of the character's alignment is an alignment shift, which isn't true either. Alignment is a generalization, not a rigid code of honor. And finally, you justify your position based on prior bad experiences and prior editions of the game. Neither of these contribute to a conclusion that alignment restrictions like you use really leads to better roleplaying, IMO. Nor does it convince me in the least that you don't just have poor players who are causing you trouble because they don't play their characters, not because they don't play their alignment. [/QUOTE]
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Are D&D rulebooks stuck in the 70's?
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