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<blockquote data-quote="Hussar" data-source="post: 4656417" data-attributes="member: 22779"><p>Well, they would actually have to declare that they are evil. It's not a secret. It's a quantifiable force in a D&D world. Alignment isn't just a philosophy, not in 3e anyway. It's just as real and detectable as gravity or any other force. </p><p></p><p>An evil aligned society that reveres Hextor, for example, would absolutely know, beyond a shadow of a doubt, that they are evil. There is no grey here. Heck, in 1e it was even more prevalent because you had actual alignment languages.</p><p></p><p>Evilly aligned people would have to know that they are evil unless they are completely delusional. In the same way that good aligned people would know that they are good. In the same way that I know that I'm tall or that Bloggins over there is short.</p><p></p><p>I guess this is my basic problem with trying to take the rules of D&D and extrapolate them into a believable world. To me, the mechanics of D&D (and this is not meant as any sort of edition war because 4e certainly fits into this as well as any other edition) create a world that is so bizarre, so utterly alien to anything we could even begin to comprehend that it's nearly impossible to do it.</p><p></p><p>The rules of D&D, and the assumptions behind them, have some effect on the campaign world you create. True. But, if you try to go beyond the very basic, skeletal world and actually try to ascertain how these mechanics would shape the history of a world, it's doomed to failure.</p><p></p><p>But, it is fun to try.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4656417, member: 22779"] Well, they would actually have to declare that they are evil. It's not a secret. It's a quantifiable force in a D&D world. Alignment isn't just a philosophy, not in 3e anyway. It's just as real and detectable as gravity or any other force. An evil aligned society that reveres Hextor, for example, would absolutely know, beyond a shadow of a doubt, that they are evil. There is no grey here. Heck, in 1e it was even more prevalent because you had actual alignment languages. Evilly aligned people would have to know that they are evil unless they are completely delusional. In the same way that good aligned people would know that they are good. In the same way that I know that I'm tall or that Bloggins over there is short. I guess this is my basic problem with trying to take the rules of D&D and extrapolate them into a believable world. To me, the mechanics of D&D (and this is not meant as any sort of edition war because 4e certainly fits into this as well as any other edition) create a world that is so bizarre, so utterly alien to anything we could even begin to comprehend that it's nearly impossible to do it. The rules of D&D, and the assumptions behind them, have some effect on the campaign world you create. True. But, if you try to go beyond the very basic, skeletal world and actually try to ascertain how these mechanics would shape the history of a world, it's doomed to failure. But, it is fun to try. [/QUOTE]
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