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Designing (Neutral)Good Mechanics For Alignment In DnD And Ways To Interact With It (+)
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<blockquote data-quote="iserith" data-source="post: 8641758" data-attributes="member: 97077"><p>When I ran my Planescape campaign (or any other game where I think alignment being more front-and-center plays to the theme), I swap out Ideal for a statement based on the chosen alignment, derived from the definitions of each alignment in the rules. For example, Lawful Good is "I can be counted on to do the right thing as expected by society."</p><p></p><p>If a player does something that speaks to that Ideal, they can claim Inspiration, but only once that session. To claim more Inspiration that session, they must play to a Trait, Bond, or Flaw. See my post on <a href="https://www.enworld.org/threads/the-case-for-inspiration.629330/" target="_blank">The Case for Inspiration</a>. This is the most common thing people take from my games to their own games, based on their feedback.</p></blockquote><p></p>
[QUOTE="iserith, post: 8641758, member: 97077"] When I ran my Planescape campaign (or any other game where I think alignment being more front-and-center plays to the theme), I swap out Ideal for a statement based on the chosen alignment, derived from the definitions of each alignment in the rules. For example, Lawful Good is "I can be counted on to do the right thing as expected by society." If a player does something that speaks to that Ideal, they can claim Inspiration, but only once that session. To claim more Inspiration that session, they must play to a Trait, Bond, or Flaw. See my post on [URL='https://www.enworld.org/threads/the-case-for-inspiration.629330/']The Case for Inspiration[/URL]. This is the most common thing people take from my games to their own games, based on their feedback. [/QUOTE]
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Designing (Neutral)Good Mechanics For Alignment In DnD And Ways To Interact With It (+)
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