Erm.. a DM changing a player's alignment is about as "Gestapo-lite" as the guy doing banker duty in Monopoly requiring people fork over the appropriate money when buying houses and hotels. It's no more wrong to alter it than it is to require someone lose a level after dying, or to have them gain experience after a fight.
If you follow the usual DnD cosmology, where player character intent / philosophy / action directly impacts their alignment with the cosmos, then it is not oppressive in any manner to have their sheet accurately reflect their campaign history just like almost everything else (stats/skills/feats/inventory). Alignment, as has been said countless times, is descriptive rather than prescriptive, so putting a LE where an LN once was doesn't force the former LN player to act all villainous. If anything it's more of a wakey wakey call for metagame purposes, or an appropriate note for future Protection from Alignment and Smite Alignment spells. There's no "Aw poop, I'm evil- time to start burning good churches. I don't want to be evil but gotta." needed.
Personally, I dislike alignment because it is underdeveloped and pretty ugly when moved from the mechanics to the campaign world itself. However, I can see the benefit in it when you have players who always have characters like themselves. Things like these (and WW demeanors/natures) are excellent to help players get out of roleplaying ruts and things. Nevermind the quality of dynamic heroes and how it can be translated to the game in a pseudo-literary sense. Necromancers who find faith, paladins who lose it, orderly folk becoming free-spirits in their travel...
It's only oppressive if a DM allows it to be or a player mindset instantly pigeonholes it into such. Character development, if it is interesting to the player, should be a cooperative venture by DM and player... so yes, it's bad if a forceful DM just scribbles out the LG and puts "LN - you suck" down. But if its something that can be a spotlight for a player character, or bring a new experience to the table.. it's good.
rambling done
If you follow the usual DnD cosmology, where player character intent / philosophy / action directly impacts their alignment with the cosmos, then it is not oppressive in any manner to have their sheet accurately reflect their campaign history just like almost everything else (stats/skills/feats/inventory). Alignment, as has been said countless times, is descriptive rather than prescriptive, so putting a LE where an LN once was doesn't force the former LN player to act all villainous. If anything it's more of a wakey wakey call for metagame purposes, or an appropriate note for future Protection from Alignment and Smite Alignment spells. There's no "Aw poop, I'm evil- time to start burning good churches. I don't want to be evil but gotta." needed.
Personally, I dislike alignment because it is underdeveloped and pretty ugly when moved from the mechanics to the campaign world itself. However, I can see the benefit in it when you have players who always have characters like themselves. Things like these (and WW demeanors/natures) are excellent to help players get out of roleplaying ruts and things. Nevermind the quality of dynamic heroes and how it can be translated to the game in a pseudo-literary sense. Necromancers who find faith, paladins who lose it, orderly folk becoming free-spirits in their travel...
It's only oppressive if a DM allows it to be or a player mindset instantly pigeonholes it into such. Character development, if it is interesting to the player, should be a cooperative venture by DM and player... so yes, it's bad if a forceful DM just scribbles out the LG and puts "LN - you suck" down. But if its something that can be a spotlight for a player character, or bring a new experience to the table.. it's good.
rambling done