Do alignments improve the gaming experience?

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You keep saying these things like they're these amazing "gotchas". But I've already posted, upthread as well as in other threads in which you have read my posts, that I might. Tell me more about the context.

I keep posting the same questions because you continue to ignore or dismiss them rather than answering them.

In my current 4e game, the player of the dwarf got to decide the norms and social requirements of dwarven society. The player of the drow got to decide that there exists a drow secret society dedicated to Corellon, and to the undoing of the sundering of the elves. These social structures, external to the PCs in question, are not solely, or even primarily, mine to control or make decisions about. They are primarily the players'.

I don't understand - I didn't say anything about any mentors.

First, to the statement I have emphasized - you steadfastly refer to aspects not being primarily in the GM's control, as having some ownership by the character. But you also continue to indicate that the decisions are entirely the player's. Which is it? Do these aspects of the game belong entirely, 100%, to the player, as the complete inability for the Paladin's guiding ideal/deity/whatever to ever disagree with his decisions (unless the player decides that the Paladin has made a decision inconsistent with that of his guide, whoever or whatever that may be)? Or is control shared in some way between player and GM, as your statement above would indicate? If the latter, where does the player's control end and the GM's control start?

Now, maybe these constant requests for "context" really say "well, it depends on the specific character, the link with the entity, the campaign specifics, the other players, etc. etc. If it's a question of "I use my best judgment to assess when the player's control ends in the context of all other aspects of the game", then congratulations - that's exactly what I do. I don't decide that sparing a defeated enemy (mercy and belief in redemption) or slaying a fallen foe (you will face justice for your crimes) is the One True Path of LG, so the Paladin sets the moral choice (for that Paladin - not necessarily for the world as a whole). When the Paladin decides whether or not to sacrifice a 2 month old baby on the Altar of Orcus to infiltrate their cult, I don't give him so much leeway.

To the "depends on the campaign" aspect, you continually refer to a game with multiple worshippers of the Raven Queen. Presumably, each has a stake in the RQ. How do we resolve matters if one decides the right moral judgment in her service is to exercise mercy (spare the prisoner) and the other decides the morally correct act is to execute the prisoner? Which one is TRULY following the moral guidance of the Raven Queen and which has erred? They cannot both be right. The Cleric will cast a Commune spell to ask the Raven Queen specifically which decision is morally correct to get the benefit of her 25+INT and WIS absolute knowledge of the appropriate moral decision.

To the last, I suggested a mentor as a contrast to a deity or ideal. The Paladin strives to live up to the ideal or a deity, and you are indicating that the player makes the decisions on that ideal and can never be judged to have deviated from it by anyone but that player. You also seem fine with the Prince banishing the cleric (presumably because the Cleric did not create the Prince nor link to him in his own background). So I am trying to determine just how far the player can go in linking various campaign fixtures to his own background to take control of them.

But I don't know what makes you think I would treat a mentor or a familiar differently.

I chose familiar to contrast with mentor because the familiar is a game mechanic provided to certain classes where the mentor is not. What makes me think some things are treated differently? Your inconsistent comments. For example, when I asked if the player had similar control over the character's parent or his home town, such that their removal could not occur without his consent, you indicated they would not be removed off-stage, implying that they could be forfeit due to on-stage game activity. However, the Paladin could not fall due to his decisions on-stage, not just off-stage, so you clearly treat the deity/ideal differently than the parent/home town, at least as your written comments would indicate. I am trying to get a more accurate sense of where you draw the line, which elements the player has control over, how absolute that control is, and perhaps also how many elements he may lay claim to in order to better frame this discussion.

I am not going to buy or download other game systems and/or invest the time to carefully read and consider their guidance. What other game systems do is not the issue here, at least to me. In any case, even your own comments note that " the "relationship" mechanics and guidelines from Burning Wheel as a reasonable starting point", so that would not answer the question of your end point after starting from that system.

If the paladin is devoted to an ideal, and the ideal repudiates him/her, it follows that s/he has not lived up to it - ie is in error.

If the Paladin has not lived up to the ideal based on his own moral judgment, then it follows that the Paladin is not as devoted to that ideal as you suggest. I can claim to be entirely devoted to the Catholic church, to select a real world example. However, if I am in favour of birth control and female priests, then I am clearly not so devoted as one might originally have believed, as I do not support certain tenets of the faith. If my interpretations differ enough, then perhaps I will discover I am actually devoted to the ideals of a different faith, one which incorporates tenets of the Catholic church to which I am, in fact, devoted but which does not incorporate those tenets with which I strongly disagree. I may also discover that I am more fervent in some aspect than the tenets of the church actually require (perhaps believing a strict tithing of 10% of my earnings is appropriate, where the church does not enforce this).

This does not mean that I have failed to live up to my ideals, nor that either Church has failed to live up to its ideals. It means that they are not the same.

Now, in my analogy, we cannot determine which church is truly correct - that is, which lives up to the ideals of the divine being both venerate. In a D&D context, however, we lack that one supreme all-wise and all-knowing being. Instead, we have an array of powerful, wise beings, all devoted to different ideals.

If the paladin is serving an entity, and the entity repudiates him/her, then if the entity is infallible in its judgement

A big if. You assume this. I don't believe the D&D cosmology does.

- which is the default status of the entity to whom a paladin is devoted (eg Arthur, Aragorn)

In a polytheistic setting such as the D&D world, this again does not follow. Arthur and Aragorn's world is not one with numerous competing otherworldly powers. If we import Arthurian precepts, then all wizardry, sorcery, etc. is provided through the devil, which does not leave a lot of scope for working with sorcerers and wizards. Merlin's fit is uncomfortable at best, as he is by many legends considered the child of the devil himself, or of a demon.

The only game I am aware of which follows the Arthurian milieu is Pendragon, which had mechanics for PC's living up to their ideals - and their failure was quite possible, if not likely, in the course of the game. That further removes control of the character's adherence to his ideals from the control of the player, perhaps in a manner more in keeping with [MENTION=27570]sheadunne[/MENTION]'s desire for a mechanic to be invoked rather than a GN judgment call, although, again, I expect GM judgment is needed to assess when the mechanic is invoked, and possibly some of its specifics, such as how difficult the check might be.

- then again it follows that the paladin is in error. This is the fundamental difference from the Prince - the player of the priest can simply conclude that the Prince is in error.

The fallacy as I see it is set out above, in asserting there is One True Philosophy in the D&D milieu the Paladin exists in. If we have a party where the Paladin strives to uphold an ideal of LG, where a cleric in the same party strives to uphold the tenets of a CG deity, both are in the service of an entity which guides their moral decisions. Those entities view the world, morality and ethics very differently. To implement your premise, they both must be correct and infallible, while differing considerably on their assessment of what is correct.

If I'm now being told that, in fact, D&D and its alignment mechanics don't actually permit me to play a paladin devoted to a being of infallible moral judgement, for me that is just another strike against alignment.

If you and I each want to play a paladin "devoted to a being of infallible moral judgement", and we must both have the power to determine what that judgment is, as we must both be assumed to play our paladin in accordance with this "infallible moral judgement" by absolute adherence to our codes, what happens when our two paladins make different moral choices (eg. I wish to execute the prisoner; you wish to spare him)? By your rules, we have both made the infallibly correct moral judgment, but we have made the opposite choice.

Because as soon as I drop alignment, there is no obstacle at all to playing this sort of paladin in the game. (And in fact it is considerations of this sort that are brought to bear by the author of "For King and Country" in Dragon 101 in arguing that a certain sort of game is better off without alignment mechanics.)

I think the above is a pretty solid obstacle to implementing your approach. As I recall the article in question, and it has been several years since I read it (many since I bought it from a long-defunct FLGS), it very much worked on a theory of moral relativism, much like the edition which described each alignment from the perspective of one so aligned as "the best alignment because". Applying that precept, we would clearly have to abandon the Paladin as traditionally viewed in D&D, as it would not require adherence to any specific alignment - one could be devoted to the ideals of, say, a culture which sacrifices virgins to its deities and transfers power by combat to the death, or assassination.

I think there is a big difference between the GM saying "If you do A rather than B then your PC will be rebuilt in a different and probably downgraded way" and the GM speaking with the voice of the PC's conscience, or pride, or familiar, or whatever, in order to increase the experienced intensity of the stakes. I am not trying to make the players choose one way or another. I'm just trying to make them care more about what's going on in the fiction, so they feel the choice more.

I think "not beating around the bush" and just saying "Are you sure you want to do that evil thing?" I think is pretty much the opposite - it's more like trying to direct the player's choice but not actually heightening the emotional vibrancy of the decision-making experience.

So you can look across the table at the so-called devoted LG Paladin who is about to rip the throat of a newborn child out with his teeth because his infiltration of the Cult of Orcus depends on it, and besides some other cultist will do it anyway if he refuses, and say "hey, whatever you choose, the Raven Queen , in her Absolute Lawful Goodness, supports you 100%"? That may be the game you want to play. It's not my vision of Aragorn, Arthur or D&D Paladinhood, so it's not my game.

Unless by "loss of true severity to the player" you mean "having the player be substantially mechanically weakened relative to the other participants in the game", I don't see why you conclude that. I already gave the example of the PCs whose cowardice led to them failing to rescue one of those whom they were trying to save. The players don't tell that story - their choices within the context of the GM's framing, plus the action resolution mechanics, lead to that.

So is the issue only one of mechanics, rather than one of alignment in general? Merely change the Paladin to "follows a moral code all his own from which he derives his powers" and let their code include or exclude any action the player wishes. But don't claim it to be Good or Lawful unless the precepts of Law and Good are somehow to be included in that code.

So let's discuss mechanical weakening (which I take to include removal of the character from the game, requiring the layer create a new character to replace him, as the player decides whether the character will be returned, and he cannot be banished from the game location without violation of "fail forward"). Clearly, we cannot remove the Paladin or Cleric's class features permanently, then, and you have indicated we cannot replace them with other features since that is not what the player wished to play. Can they be denied for a period of time? For example, removal of their holy symbols, a broad anti-magic zone, etc., which deny any character with magic a class feature? Is the death of the Paladin's warhorse, or the wizard's familiar, replaceable with time and/or money, acceptable at any time? What about the removal of gear or denial of wealth? Assumption of a certain measure of gear/wealth by level is a part of the game mechanics at this point (really added by 3e, when the power of the classes was to be moved parity, if not implemented perfectly), so is denying that wealth of limits? An archer can be denied his bow, I believe we established - for how long? Can that also be the approximate time it takes a Paladin to atone in some and regain his class abilities? What about just making them ineffective? A high DR creature can be very frustrating to characters lacking the ability to bypass it, and spell resistance or immunities can be equally frustrating to characters reliant on magic.

Again, I don't believe the line is anywhere near as clear as your comments imply. Rather, I suspect it is an area where we balance competing interests within the game.

Here is another example of the players not getting what they wanted. And it involves two paladins:

So which of the two was right? They had different priorities, so one of them must have made the right call that extraction of the information was more important than the just punishment of the character), and the other must have made the wrong one. Yet it does not seem their moral philosophies really came into conflict, as Derrick simply accepted the result (with some wailing and gnashing of teeth), and did not refuse to turn his back on the infallible moral judgment that the crimes of the prisoner must be punished.

I don't see any choice made which would be inappropriate of a Paladin. I see lots of other choices they could have made without participating in an evil act. Had Derrick refused to honour the promise given by his teammate, I suppose that could arguably be a non-lawful act (is he beholden to uphold the promises of that character) or a lawful one (leaving the decision to the Baron whose role includes meting out justice), and one could assert the actual Paladin carried out a chaotic act in making this promise knowing his leader would not have agreed (and even trying to keep him out of the picture while the deal was being made), as well as usurping the Baron's authority, but he was pursuing the greater good, so again I'm seeing a judgment call.

Not everyone plays a game in which the main aim is to get bigger numbers on your PC sheet, and the main consequences of not getting what you want are smaller numbers. For me, the numbers generated by way of PC build are simply a mechanical device for interacting with the fiction, and the growth in those numbers is a type of pacing device that gradually ramps up the fictional stakes. That's why I describe my game as not being Gygaxian in its orientation.

This seems a passive-aggressive effort to suggest that those who favour alignment are "roll-players rather than role players". I note that you greatly object to any approach which causes mechanically weaker characters. I am also uncertain why, if the "main aim" is not "to get bigger numbers on the character sheet", having smaller numbers is a significant negative occurrence. I believe your concern is less about the absolute numbers than the relative ability of each character to succeed in efforts to influence the narrative, at least in their own areas of expertise (Derrick's ability to influence the narrative in the excerpt you provided seemed pretty small compared to the socially skilled characters).

I am uncertain how growth in those numbers "ramps up the fictional stakes". If you have +5 to achieve a DC 15 roll, or +35 to achieve a DC 45 roll, the stakes are not changed, nor is the likelihood of success or failure. I can envision very good games where the abilities of the characters change very slowly, or not at all. However, we have largely come to view growth (higher levels, bigger bonuses, etc.) to indicate success in the game, despite the fact that our opponents and challenges typically grow at exactly the same pace, as they must to maintain the challenge. Some systems se much less focus on combat abilities increasing over time.
 

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And I realize their importance when a new player is introduced to rpgs. But what do they offer to an experienced player?
Answered your own question there. If alignment is a guide to roleplaying then an experienced roleplayer has much less need of the guide. I would note, however, that that does not make the existence of the guide a DRAG upon the game when you become an experienced player.

Nevertheless, a high percentage of rpg mechanics depend on alignment use (paladin's smite evil - detect alignment spells - cleric's channel energy feature in Pathfinder and many others), so simply removing alignments certainly is not an easy task and by all means raises questions about classes' balance.
I wouldn't call it a HIGH percentage. Alignment has been woven significantly into the game but it's removal (should you strangely decide that its mere existence is intolerable) shouldn't be that complicated - just a tedious and extensive task.

Firstly, there are 9 alignments. In reality, there are more than 9.000 ways of thinking and types of personalities.
Which is rather the point. Alignment is created as a shorthand reference, a convenient simiplification of reams upon reams upon reams of detailed information about morals, philosophy, religion, ethics, sociology, etc.

Why do we need to put a tab on a character's way of thinking and say "He is CN or NE"?
For the game-play convenience of knowing a little bit of what kind of behavior and attitide can be expected of that character. For the roleplaying support of having the character behave in a manner that is, to the PLAYERS at the table, reasonable and consistent as opposed to ridiculously unguided, incomprehensible, disruptive for being non-sequetorial.

Secondly, mentalities are changeable. Past experiences shape the way of thinking. A character might begin NG, see cruelty in life and turn CN and then meet and be part of a kind family and turn CG or a totally different course that goes from LG to CE and back. It is still the same person. Only last time he adventured, anti-paladins could smite him and this time paladins can smite him.
It has never been useful for a character to frequently and drastically change his entire freaking world-view. If it happens then it's pretty sensible that it's only going to happen ONCE, not repeatedly. If it happens it's likely to happen over a fair amount of time and in response to IN-GAME events, and thus that change would be sensible and evidence of GOOD ROLEPLAYING.

One of the long-time failures of alignment rules has been handling of alignment change and handling actions by characters that doesn't necessarily fit their alignment - but which also need not be taken as alarming and inevitable changes from one alignment to another.

Thirdly, there is a fine line between thinking of doing sth and actually doing it. A character wants to commit a very evil act. Nevertheless, he never does it. Was it because he never got the chance? Was it because sth internal stopped him every time? Only he knows (and sometimes not even him). Is he evil already? Does he become evil the moment he does it? How does a game base its mechanics on such a fine line that even the player might not be able to interpret?
Actions determine alignment. That's the only way that alignment CAN work. If you accept that alignment is a roleplaying guide then the actual behavior of the character is what is relevant. The motivations BEHIND the behavior only begin to matter when the characters alignment is changing, as again, it should be in response to in-game events and not for baseless, spontaneous desire for UNmotivated change by the player. It doesn't much matter if a paladin is obsessed with thoughts of violent murdering rapages of all people that are not LG. As long as he behaves LG he is of LG alignment. It's only when he begins to ACT on those thoughts of murder that he faces ALIGNMENT consequences within the game.
 

The way I see it, there are two major issues with alignment and they are both shown in this thread:

1. Disagreement between the Player and the DM

If you swim way upthread in this thread, you'll see a discussion between [MENTION=4937]Celebrim[/MENTION] and the OP where Celebrim flat out states that the OP does not understand and is misinterpreting alignment. Ok, fair enough, that's his opinion.

Now, imagine a situation where Hypothetical Celebrim is the player and our OP is the DM. According to most in this thread, it is the DM who determines what alignment is in the game. I've seen that repeated a number of times that it is absolutely the DM who makes the determination.

Which means, in this hypothetical situation, that Celebrim is 100% wrong. He's flat out wrong. The DM has determined that X is a good/evil issue and he is the final word on the matter. So, what are our Hypothetical Celebrim's choices?

a) Suck it up, and continue playing, even though he strongly disagrees with the DM. I can't see how this is adding to Celebrim's enjoyment of this game.

b) Quit the game. Again, I'm failing to see how alignment has contributed to the enjoyment of the game.

c) Argue and fight with the DM, causing all sorts of table drama. Now our Hypothetical Celebrim is a bad player and the Hypothetical DM comes on EN World to complain about him and get all sorts of sympathetic pats on the back from En World Posters who feel that the DM is never wrong.

Again, in none of these situations is alignment helping to make a better game.

2. Players need to be forced to play their characters

This one I find even more problematic. Alignment gives DM's a honking great big lever into the personality of a PC. The Dm is effectively telling the player, "No, sorry, you don't know how to play your character right, and I'm going to punish you for it by invoking the game mechanics." And the player has zero recourse here.

If your players are playing their character in a manner that you, the DM, feel is inappropriate, my gut reaction is, well... too bad. That's their character, not yours. It is not your job to judge how someone plays their character. And it's certainly not your job to tell your players that they are playing their character wrong.

If the only reason that your players are playing their characters in a certain way is because you are threatening them with the clue bat, you have much, much larger issues at your table than alignment is ever going to fix.
 

The way I see it, there are two major issues with alignment and they are both shown in this thread:

1. Disagreement between the Player and the DM

If you swim way upthread in this thread, you'll see a discussion between @Celebrim and the OP where Celebrim flat out states that the OP does not understand and is misinterpreting alignment. Ok, fair enough, that's his opinion.

Now, imagine a situation where Hypothetical Celebrim is the player and our OP is the DM. According to most in this thread, it is the DM who determines what alignment is in the game. I've seen that repeated a number of times that it is absolutely the DM who makes the determination.

Which means, in this hypothetical situation, that Celebrim is 100% wrong. He's flat out wrong. The DM has determined that X is a good/evil issue and he is the final word on the matter. So, what are our Hypothetical Celebrim's choices?

a) Suck it up, and continue playing, even though he strongly disagrees with the DM. I can't see how this is adding to Celebrim's enjoyment of this game.

b) Quit the game. Again, I'm failing to see how alignment has contributed to the enjoyment of the game.

c) Argue and fight with the DM, causing all sorts of table drama. Now our Hypothetical Celebrim is a bad player and the Hypothetical DM comes on EN World to complain about him and get all sorts of sympathetic pats on the back from En World Posters who feel that the DM is never wrong.

Again, in none of these situations is alignment helping to make a better game.



But for a lot of us, ceding that power to the GM isn't a problem. I want the GM to interpret the alignment text and set the standard for the game. If i personally disagree with his definition of the alignment, it really isn't a problem for me...that just goes with the territory of having a referee adjudicate things like alignment. For my preferences that is important to have, because it adds to the sense that law-chaos-good-evil are cosmic forces that exist beyond my character. I shouldn't be the one deciding if the gods are pleased with my behavior, the GM makes that assesment. As a player, i have voluntarily given him the authority to do so. For you A might seem like a really unpleasant option. To me it isn't. I never went incwith the expectation that my definition of the alignment would be employed.

Now, if th GM is a terrible referee and reaches bizare conclusions about alignment that no one else at the tabe agrees with or understands that is a different story. But again, there is always the risk that a gm wil be bad. That happens.
 

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a) Suck it up, and continue playing, even though he strongly disagrees with the DM. I can't see how this is .

2. Players need to be forced to play their characters

This one I find even more problematic. Alignment gives DM's a honking great big lever into the personality of a PC. The Dm is effectively telling the player, "No, sorry, you don't know how to play your character right, and I'm going to punish you for it by invoking the game mechanics." And the player has zero recourse here.

If your players are playing their character in a manner that you, the DM, feel is inappropriate, my gut reaction is, well... too bad. That's their character, not yours. It is not your job to judge how someone plays their character. And it's certainly not your job to tell your players that they are playing their character wrong.

If the only reason that your players are playing their characters in a certain way is because you are threatening them with the clue bat, you have much, much larger issues at your table than alignment is ever going to fix.

I suppose this one is a matter of perspective. My view is i get to play whatever character i want, but decisions regarding aligmnent can have external consequences and the aligmnents are part of a setting outside my character. I am the one who choses whether i take a bag of money from the counter or whether i kill the evil king, but the GM gets to decide how the setting views those actions. If i am a paladin or cleric that may mean loss of powers. But i still have the freedom to play my character how i want. There are just consequences for it.

For other people this may not work. But i really like this approach.

now i think there are bad ways to approach this as a gm. It isnt about trapping the player or tricjing the player. Yon should have an open line of communication so the player has a fair sense of what aftions are regarded as l-g-e-n-c.
 

So you can look across the table at the so-called devoted LG Paladin who is about to rip the throat of a newborn child out with his teeth because his infiltration of the Cult of Orcus depends on it, and besides some other cultist will do it anyway if he refuses, and say "hey, whatever you choose, the Raven Queen , in her Absolute Lawful Goodness, supports you 100%"?

<snip>

This seems a passive-aggressive effort to suggest that those who favour alignment are "roll-players rather than role players". I note that you greatly object to any approach which causes mechanically weaker characters. I am also uncertain why, if the "main aim" is not "to get bigger numbers on the character sheet", having smaller numbers is a significant negative occurrence.

<snip>

I am uncertain how growth in those numbers "ramps up the fictional stakes". If you have +5 to achieve a DC 15 roll, or +35 to achieve a DC 45 roll, the stakes are not changed, nor is the likelihood of success or failure.
You seem very concerned about these episodes of play that simply don't come up in my games.

I mean, if it's obvioust to everyone that tearing the throat out of the child is at odds with the paladin's obligations, what makes you think the player of a paladin would declare such an action?

As to the issue of bigger numbers signalling bigger fictional stakes, I agree that you are uncertain about that because you have simply described abstracted mechanics with no fiction attached. The connection between numbers and fiction is most obvious in 4e, but it is present in classic D&D too, and I believe also to some extent in 3E: the bigger the numbers on the PC sheet, the greater the fictional stakes: rather than the stakes being villages threatened by kobolds and orcs, we have worlds threatened by demons and dragons. I don't see how it makes the game a better experience for the GM to unilaterally change the numbers on a PC sheet such that the player no longer has a mechanically adequate vehicle for engaging with the stakes that are currently at play in the unfolding campaign.

As I've mentioned several times, the presvious paragraph would be nonsensical for someone playing Gygaxian D&D - there is barely such a thing as "fictional stakes" in that sort of game, and if your numbers get smaller that is a type of loss condition, requiring you to go back to beating on kobolds for copper pieces on the upper levels of the dragon, rather than giants for platinum pieces on the bottom levels of the dungeon. But - to repeat once again - I am not playing or GMing Gygaxian D&D.

The fallacy as I see it is set out above, in asserting there is One True Philosophy in the D&D milieu the Paladin exists in.

<snip>

I think the above is a pretty solid obstacle to implementing your approach. As I recall the article in question, and it has been several years since I read it (many since I bought it from a long-defunct FLGS), it very much worked on a theory of moral relativism
The article doesn't work on a theory of moral relativism. It doesn't adopt any meta-ethical theory.

To the extent that D&D's traditional alignment system is itself moral relativist in the way you describe, that is a reason - as I have posted already upthread - that it is an obstacle to my game.

Arthur and Aragorn's world is not one with numerous competing otherworldly powers.
Arthur's has at least two - god and the devil - and three if you regard Merlin as an otherworldly power distinct from both of those. Aragorn's also has at least two - Iluvitar and the Valar vs Melkor and Sauron.

you continually refer to a game with multiple worshippers of the Raven Queen. Presumably, each has a stake in the RQ. How do we resolve matters if one decides the right moral judgment in her service is to exercise mercy (spare the prisoner) and the other decides the morally correct act is to execute the prisoner? Which one is TRULY following the moral guidance of the Raven Queen and which has erred? They cannot both be right. The Cleric will cast a Commune spell to ask the Raven Queen specifically which decision is morally correct to get the benefit of her 25+INT and WIS absolute knowledge of the appropriate moral decision.

<snip>

If you and I each want to play a paladin "devoted to a being of infallible moral judgement", and we must both have the power to determine what that judgment is, as we must both be assumed to play our paladin in accordance with this "infallible moral judgement" by absolute adherence to our codes, what happens when our two paladins make different moral choices (eg. I wish to execute the prisoner; you wish to spare him)? By your rules, we have both made the infallibly correct moral judgment, but we have made the opposite choice.
The cleric will not cast a Commune spell in the way you describe in my game, for two reasons.

First, there is no Commune spell of that sort in 4e.

Second, and more significantly, if my players have come to a fundamental disagreement over what their common god requires, why would I, as GM, step in and by stipulation tell them how to resolve their disagreement? This is the crux of playing an RPG. They can sort it out themselves, resorting - in the end, and within the limits of the system - to the action resolution mechanics.

The same thing could happen if the PCs found themselves arguing with the Raven Queen. But the way 4e is structured, that wouldn't happen until epic levels. At which point the PCs are themselves epic beings - in my game one is a demigod, another a Marshall of Letherna, another a Sage of Ages. If they found themselves turning on the Raven Queen, taking the view that they could better uphold her ideals than she can, that would be the sort of stuff that awesome games are made of. And why would anyone expect them to lose their powers at that point? They would have staked their claim as autonomous epic beings.

This is where I feel you are failing to understand the basic reason why I find alignment an obstacle to my desired play experience. You keep positing these scenarios intending to show why the GM has to step in. But I don't play RPGs in order to have the GM step in. I play RPGs in order to have the players make decisions. If the players find themselves bringing their PCs into the sor of conflict you describe, well, c'est la vie. Apart from anything else, it shows they're immersed in and committing themselves to the fiction!
 


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But for a lot of us, ceding that power to the GM isn't a problem. I want the GM to interpret the alignment text and set the standard for the game. If i personally disagree with his definition of the alignment, it really isn't a problem for me...that just goes with the territory of having a referee adjudicate things like alignment. For my preferences that is important to have, because it adds to the sense that law-chaos-good-evil are cosmic forces that exist beyond my character. I shouldn't be the one deciding if the gods are pleased with my behavior, the GM makes that assesment. As a player, i have voluntarily given him the authority to do so. For you A might seem like a really unpleasant option. To me it isn't. I never went incwith the expectation that my definition of the alignment would be employed.

Now, if th GM is a terrible referee and reaches bizare conclusions about alignment that no one else at the tabe agrees with or understands that is a different story. But again, there is always the risk that a gm wil be bad. That happens.

Who is this "lot of us" you speak of?

The issue here is though, that you have zero choice here. You don't cede anything. You were never given the option in the first place. The rules place all of the power in the hands of the DM, full stop.

Now, if it was an option that would be different. If I sit down at the table, and the DM says, "Ok, we have two options here - 1. I make all the decisions regarding alignment or 2. alignment decisions are made by the players. I want to play 1. What do you want?"

If I agree to that, then it's entirely on me. I have no room to complain. If I don't agree, then I can either bow out of the game, or the table can come to some sort of compromise. Either way, everyone at the table is happy.

But, the way it's laid out now, there are no choices. Besides Play or Not Play I suppose.
 

Who is this "lot of us" you speak of?

For what it is worth I will sign up for this "lot of us", not that we have actual numbers, but from the gaming circles I've see they all bend to the DM's interpretation of alignment. Also from what I have seen the players and the DMs do not strongly disagree where they are exactly polar opposites.
I find the non-alignment loving crowd on this thread to be rather exaggerated in their interpretation of how the alignment crowd roleplays.

When the question of whether an action or a series of actions affects alignment a discussion normally ensues and a reasonable consensus is reached at the table and USUALLY prior to the action being performed. There are no major disagreements and generally everyone is on the same page. The player is given the opportunity to motivate and justify his position and generally everyone at the table has their say, but the DM has the final word. Some players purposefully make their character perform a questionable action due to the circumstances of the story -perhaps it would improve the roleplay narrative or they think something within the story broke their characters resolve...whatever.

The player knows full well that if the character performs a certain action - it might (if slight) or will (if drastic) lead to repercussions. Each DM is given the leeway, since there are no set rules, to roleplay this how they wish...perhaps the paladin wakes up with a fever (normally immune to diseases), his celestial horse has left, he is unable to draw on divine power due to the "terrible action" playing over and over in his mind...etc
There are no hard and fast rules of how deities react or punish allowing for DM creativity to shine through, which is what I think was the designers' goal.

And I see no problem with this. I see this as a feature.

The issue here is though, that you have zero choice here. You don't cede anything. You were never given the option in the first place. The rules place all of the power in the hands of the DM, full stop.

The rules always did place the power in the DMs hands. This is a not a new concept, and might I add a bad DM is a bad DM no matter what the rules say.

Now, if it was an option that would be different. If I sit down at the table, and the DM says, "Ok, we have two options here - 1. I make all the decisions regarding alignment or 2. alignment decisions are made by the players. I want to play 1. What do you want?"

I do not see this as necessary. The DM sets the ENTIRE setting - deities, land, law, races, classes, customs, history, adventures, monsters, conflicts, difficulty on tasks... I do not see why it has to be any different for alignment.
Saying that, everything is an option within the game, it doesn't have to be specified.
 
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As both a player and a DM I pretty much ignore alignment. My characters, PC or NPC, have motives and personal ethical/moral systems, and they're always going to be much more complex than the LNC/GNE. It's not terrible as a basic guideline, but I despise it when it's hard-coded into the rules. I don't mind its use in inspiring the Great Wheel, but that's about where it runs out of value for me.
 

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