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<blockquote data-quote="Bayushi_seikuro" data-source="post: 9364884" data-attributes="member: 7024851"><p>Not to derail this discussion, but my understanding was that the original alignment was more like Moorcock - it was more important to be aligned to the causes of Law or Chaos than it was to worry about the morality behind it - essentially Lawful Good people were absolutely on the 'same team' as Lawful Evil people.</p><p></p><p>To bring it back around to the original post - I don't think people need to take the real world 'reality' of paladins and worry about it as much as they need to consider how their paladin fits the world they're playing in.</p><p></p><p>I was in a Rolemaster game where the paladins were all the borderline-mad/evil crusading types who worshipped a god who's symbol was the high noon sun - blistering in its judgment.</p><p></p><p>I asked the GM if I could play a different type of paladin (the party had already suffered through a PC paladin who was the negative trope of paladins). My paladin had been excommunicated for being merciful and kind, yet somehow never lost his powers. Unlike all the other paladins who were sword-and-board, he primarily opened up with a crossbow before going into melee. In fact, the previous paladin's player was stunned I used ranged weapons.</p><p></p><p>Fast forward into the story, we found out that the paladin order had changed their dogma to the High Sun - the true manifestation of the god was just the sun itself, and each phase was an aspect of him. So it ended up, I redeemed the order in the long run.</p></blockquote><p></p>
[QUOTE="Bayushi_seikuro, post: 9364884, member: 7024851"] Not to derail this discussion, but my understanding was that the original alignment was more like Moorcock - it was more important to be aligned to the causes of Law or Chaos than it was to worry about the morality behind it - essentially Lawful Good people were absolutely on the 'same team' as Lawful Evil people. To bring it back around to the original post - I don't think people need to take the real world 'reality' of paladins and worry about it as much as they need to consider how their paladin fits the world they're playing in. I was in a Rolemaster game where the paladins were all the borderline-mad/evil crusading types who worshipped a god who's symbol was the high noon sun - blistering in its judgment. I asked the GM if I could play a different type of paladin (the party had already suffered through a PC paladin who was the negative trope of paladins). My paladin had been excommunicated for being merciful and kind, yet somehow never lost his powers. Unlike all the other paladins who were sword-and-board, he primarily opened up with a crossbow before going into melee. In fact, the previous paladin's player was stunned I used ranged weapons. Fast forward into the story, we found out that the paladin order had changed their dogma to the High Sun - the true manifestation of the god was just the sun itself, and each phase was an aspect of him. So it ended up, I redeemed the order in the long run. [/QUOTE]
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