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*TTRPGs General
Chaotic alignments and roleplaying… what’s your take?
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<blockquote data-quote="Dyson Logos" data-source="post: 4870613" data-attributes="member: 83678"><p>Chaotic involves a dislike of rules - especially rules applied to the character in question. The character might follow the rules anyways (pragmatists understand that some rules make sense anyways, or that if you break the rules you end up in trouble because of all the Lawful types who think the rules are important), but will not appreciate them, and will be willing to break them and/or won't find others at fault for breaking them.</p><p></p><p>The Evil/Good axis changes how they look at the results of the rules. A rule that says "thou shalt not kill" looks like a good idea to the CG character, who understands that there are evil schmucks out there and the rule was put in place to deal with said schmucks (although the CG character would rather deal with it through other means than the law). Meanwhile, the CE character views that rule as tripe.</p><p></p><p>My favourite CG character was not impulsive at all. He planned, he directed from behind the scenes, he LOVED rules because the rules gave him a frame of reference of how to expect people to behave, which makes behaving outside of that frame of reference easier. He eventually became the leader of a small thieves' guild - it never became big because he had a hard time setting and enforcing rules fairly within the guild (he could set them, but was prone to making exceptions in enforcement by either going too severe or letting people off the hook). It was his belief that the common people weren't properly served by the people in power, and that they needed to work together to break down the weird rules of status and power that kept the nobles noble and the serfs weak.</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 4870613, member: 83678"] Chaotic involves a dislike of rules - especially rules applied to the character in question. The character might follow the rules anyways (pragmatists understand that some rules make sense anyways, or that if you break the rules you end up in trouble because of all the Lawful types who think the rules are important), but will not appreciate them, and will be willing to break them and/or won't find others at fault for breaking them. The Evil/Good axis changes how they look at the results of the rules. A rule that says "thou shalt not kill" looks like a good idea to the CG character, who understands that there are evil schmucks out there and the rule was put in place to deal with said schmucks (although the CG character would rather deal with it through other means than the law). Meanwhile, the CE character views that rule as tripe. My favourite CG character was not impulsive at all. He planned, he directed from behind the scenes, he LOVED rules because the rules gave him a frame of reference of how to expect people to behave, which makes behaving outside of that frame of reference easier. He eventually became the leader of a small thieves' guild - it never became big because he had a hard time setting and enforcing rules fairly within the guild (he could set them, but was prone to making exceptions in enforcement by either going too severe or letting people off the hook). It was his belief that the common people weren't properly served by the people in power, and that they needed to work together to break down the weird rules of status and power that kept the nobles noble and the serfs weak. [/QUOTE]
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