Ratskinner
Adventurer
Before I get started here, I just want to point out that I'm not recommending that D&D adopt Fate's aspect system, at least not as simply a replacement for alignment. IMO, by the time you've fully implemented aspects into D&D...you've gutted the remainder of D&D so much that you'd have been better off starting with Fate and converting it to a d20 resolution mechanic. Using some kind of limited aspects as many tried to do with 3.x at various times just ends up falling flat for me. YMMV. I'd also point out that aspects were just one suggestion (granted, the one I'm most familiar with).
[/QUOTE]
And alignments avoid that? The very point of replacing the Alignment system with aspects would be to replace wishy-washy useless descriptors like "Lawful" with something much more distinct and telling about the character...like "devoted to the Order of St. Egregious". Saying "We'll use aspects instead of alignment" and then taking aspects like "Lawful" would be pointless. Without the context of knowing what the DM or his cosmology intends by the alignment terms they only seem to form a trap for players of the "sensitive" classes.
I'm not sure about the notion of Aspects as divorced from the surrounding Fate construct. I mean, I really can't say. Within Fate, though, these problems (at least as alignment generates them in D&D) are all but unheard of. I say that with scientific scepticism, because the only time I recall having ever witnessed such a problem discussed on any Fate community has been in response to theoretical questions from D&D players who were considering Fate. That is, they were so used to alignment causing these issues that they had difficulty conceiving of it working better with aspects. I cannot recall ever seeing a thread or comment that something like typical alignment problems has ever happened during actual Fate play. I couldn't say how well that success would translate to a limited implementation of aspects like you seem to be envisioning for D&D.
To go point by point (at least within Fate):
"Table conflicts" - The standard process for creating characters in Fate obviates this in practice. You don't really make up your character's aspects in a vacuum. So if something is unclear, then it can be clarified before play.
"GM fiat" - Fate includes a method (the compel) for the GM to make your aspects work against you, but you get Fate points to drive the plot forward later. So, when the paladin's code (Follow the code of Egregius) calls him do something that seems otherwise foolish, he gets the reward for accepting that challenge and living up to his code. Both the player and the GM are encouraged to both point out and seek for ways for this kind of thing to happen. Even better, we don't have to define the code beforehand! The compel is an offer not a bludgeon. In the traditional parlance, the GM says "Are you sure that the code of Egregious doesn't demand that you help them?" while holding up a Fate point token to tempt the player. The player is free to either accept the point (and act accordingly) or to buy off the GM by paying a token. The whole character doesn't become dysfunctional simply because the GM and player disagree on what's "right" for the character to do.
"disempowerment" - By default, in Fate, St. Egregious may not have even existed in the gameworld until the player wrote that aspect down.
The difference being that its not just me...that is, you just don't see threads like this about Aspects on any of the Fate forums that I frequent (which I think is all of them). I can't recall one ever. In part, I think its because of the fact that aspects actually do something in the game, and the GM can push your aspect (called a compel) without disempowering the character at all.
Which is not to say that aspects are perfect mechanics by any means, they just have a different set of limitations. Ones that don't seem to impact play as negatively, and that get better the more familiar the group is with using them.
Not really, although I may not have been as clear as I might have been. An aspect (at least any worth their ink) should tell you significant and interesting things about the character, they define what the character is (at least within Fate). An aspect is "always true". Therefore, it can define what character A or character B might be able to attempt or do with any of the skills. You could remove compels, invokes, and Fate points from Fate, and aspects would still serve that function. Writing "NN" in the alignment spot for a DnD character tells me virtually nothing about them. Even "LG" really doesn't tell me all that much. So if you remove the spells, items, etc. from D&D...how much meaning does alignment still have? Those other parts are handled by things like class, ability scores, and (recently) backgrounds in D&D.
I can't imagine why I'd adopt aspects...and then neuter them as you suggest. To do so defies the concepts upon which aspects are built! You cannot simple rename "alignments" "aspects". Previously in this thread, I mentioned the team creating power of alignments. I can assure you of a few things: 1) its not universally desirable 2) it is the father of the paladin slicing orc babies up, and 3) it could easily be recreated in Fate with aspects...although one character at a time.
I assume you mean the ones in your previous post. First, I must say that many of these represent peculiarities within D&D that are artifacts of the existence of alignment in the first place. That is to say, these examples exist because of alignments, alignments do not exist to serve these situations.
Neither alignments nor aspects particularly "solve" this problem AFAICT. However, to replicate a similar thing in Fate, you would write the sword up as an "extra" with a Holy Blast skill/power, and aspects to give it the personality and function that you wish.
The angel has an appropriate aspect or stunt: Can weigh the hearts of men. He does so. If this is cause for contention. because of aspects that the PC has, the situation is no different than the D&D situation. (Notably, the broader rules for Fate have mechanics for handling this sort of thing as a "social" conflict.)
I feel compelled (pun intended) to point out that this quandry seems to me to point out a weakness of the alignment system. Namely, it says NG on the sheet, but that's just because nobody remembered to change it...the existence of the alignment system is the source of this problem, not the solution.
Without a construct like alignment existing in the game, spells like Blasphemy would be written entirely differently. How aspects would interact with this would depend greatly on the extent to which they were implemented in the rules. Basically, its impossible for me to respond to this one within that specific context. Within the Fate Core context, and barring some extra magical extra system, the evil cleric would likely have created a situational aspect that he then invoked to harm the PCs. However, Fate is not strict in this regard and there are several possibilities for achieving a very similar if not the same narrative for a blasphemy-like spell.
Okay so that's a couple questions all posed by the same scenario. As above, a system without alignment would be constructed differently. To create a similar situation within Fate Core, the Altar would basically be a mini-character. The GM could construct it to place things like "touched by <the god of pederasty>" or "tainted by the dark altar" as a temporary aspect on the PCs, and even use it to haunt the PCs later, creating a longer story line. If all you wanted was to have something reward evil characters and punish good ones...then just give it aspects to reflect that. The fact that those rewards take the form of XP in your example is a D&Dism.
Common misconceptions about aspects abound here. You only gain Fate points from your aspects when you have taken the hit for it. That is, you have been compelled or had one invoked against you. The other portion of "making them relevant" is no different than a fighter swinging a sword or a wizard casting a spell instead of vice-versa. Getting an aspect compelled is precisely Fate's mechanism for representing the character acting in accord with what they believe is the right thing to do (although it can often mean other things, as well).
I dunno. I don't think any of the alignments have ever represented anything specific enough to be called an "ethos" to me. Maybe they describe families of ethoses(?) ethoi? But if your suspicion is correct, then isn't that a strike against alignments? Doesn't it indicate that an alignment simply isn't specific enough to clarify such things about the character? Can you not envision similar explorations of character without the alignment system? IME, such things almost always take place in the context of a much more formed and specific ethos than I have ever seen described for any D&D alignment. To paraphrase myself earlier, I would think that 40 years has been plenty of time for us to sort this sort of thing out...if it actually worked.
[/QUOTE]
Let's start there then. Yes, they are broader in scope in that an aspect can represent something other than a belief or ethos but a particular aspect is actually narrower in scope. One complaint I'd accept about the alignment system is that it is so broad that it really requires something (often some things) laid on top of it in order to really be descriptive for a particular character. Lawful in particular just screams for the need of some sort of allegiance descriptor. Yes lawful, but to what order?
And alignments avoid that? The very point of replacing the Alignment system with aspects would be to replace wishy-washy useless descriptors like "Lawful" with something much more distinct and telling about the character...like "devoted to the Order of St. Egregious". Saying "We'll use aspects instead of alignment" and then taking aspects like "Lawful" would be pointless. Without the context of knowing what the DM or his cosmology intends by the alignment terms they only seem to form a trap for players of the "sensitive" classes.
But what I won't accept is the notion that Aspects resolve the 'table conflicts', 'GM fiat', and disempowerment complaints that mark the core of what seems to trouble people about alignment.
I'm not sure about the notion of Aspects as divorced from the surrounding Fate construct. I mean, I really can't say. Within Fate, though, these problems (at least as alignment generates them in D&D) are all but unheard of. I say that with scientific scepticism, because the only time I recall having ever witnessed such a problem discussed on any Fate community has been in response to theoretical questions from D&D players who were considering Fate. That is, they were so used to alignment causing these issues that they had difficulty conceiving of it working better with aspects. I cannot recall ever seeing a thread or comment that something like typical alignment problems has ever happened during actual Fate play. I couldn't say how well that success would translate to a limited implementation of aspects like you seem to be envisioning for D&D.
To go point by point (at least within Fate):
"Table conflicts" - The standard process for creating characters in Fate obviates this in practice. You don't really make up your character's aspects in a vacuum. So if something is unclear, then it can be clarified before play.
"GM fiat" - Fate includes a method (the compel) for the GM to make your aspects work against you, but you get Fate points to drive the plot forward later. So, when the paladin's code (Follow the code of Egregius) calls him do something that seems otherwise foolish, he gets the reward for accepting that challenge and living up to his code. Both the player and the GM are encouraged to both point out and seek for ways for this kind of thing to happen. Even better, we don't have to define the code beforehand! The compel is an offer not a bludgeon. In the traditional parlance, the GM says "Are you sure that the code of Egregious doesn't demand that you help them?" while holding up a Fate point token to tempt the player. The player is free to either accept the point (and act accordingly) or to buy off the GM by paying a token. The whole character doesn't become dysfunctional simply because the GM and player disagree on what's "right" for the character to do.
"disempowerment" - By default, in Fate, St. Egregious may not have even existed in the gameworld until the player wrote that aspect down.
To the extent that you can have alignment arguments, to the extent that you play in groups that are going to behave that way, you can equally argue over whether or not an Aspect applies to a situation and whether or not it works for or against the character. This is especially true if your Aspects are actually dealing with anything more serious than, "My hammer hits things hard."
If you say, "Well in practice that doesn't become a problem...", then I say, "Well in my experience, alignment isn't problem either."
The difference being that its not just me...that is, you just don't see threads like this about Aspects on any of the Fate forums that I frequent (which I think is all of them). I can't recall one ever. In part, I think its because of the fact that aspects actually do something in the game, and the GM can push your aspect (called a compel) without disempowering the character at all.
Which is not to say that aspects are perfect mechanics by any means, they just have a different set of limitations. Ones that don't seem to impact play as negatively, and that get better the more familiar the group is with using them.
Well, yeah. But that's like saying Aspects, other than the mechanics that rely on them, don't actually do anything.
Not really, although I may not have been as clear as I might have been. An aspect (at least any worth their ink) should tell you significant and interesting things about the character, they define what the character is (at least within Fate). An aspect is "always true". Therefore, it can define what character A or character B might be able to attempt or do with any of the skills. You could remove compels, invokes, and Fate points from Fate, and aspects would still serve that function. Writing "NN" in the alignment spot for a DnD character tells me virtually nothing about them. Even "LG" really doesn't tell me all that much. So if you remove the spells, items, etc. from D&D...how much meaning does alignment still have? Those other parts are handled by things like class, ability scores, and (recently) backgrounds in D&D.
But you are neglecting something that alignments do that aspects don't. In FATE, everyone's aspects are their own individualized disconnected descriptors. If we look at alignments like aspects, what you have is aspects that immediately put themselves in relation with all the other aspects that are out there. We could model this in FATE with mandatory aspects from lists that mutually contradicted each other. So yes, there are 'teams' involved here. There is a tendency to see the teams as meaningless distinctions, but didn't we just define the teams in terms of aspects? And don't you already agree that aspects aren't meaningless?
I can't imagine why I'd adopt aspects...and then neuter them as you suggest. To do so defies the concepts upon which aspects are built! You cannot simple rename "alignments" "aspects". Previously in this thread, I mentioned the team creating power of alignments. I can assure you of a few things: 1) its not universally desirable 2) it is the father of the paladin slicing orc babies up, and 3) it could easily be recreated in Fate with aspects...although one character at a time.
Besides, try to translate the above scenarios into FATE with the same crunch they have in D&D. Take the alignments out of the scenarios, and you know what - problems of fiat, subjectivity, and DM arbitration don't go away. Aspects are doing something for you, but not quite the same thing, and they don't eliminate the problem that you and others supposedly care about the most.
I assume you mean the ones in your previous post. First, I must say that many of these represent peculiarities within D&D that are artifacts of the existence of alignment in the first place. That is to say, these examples exist because of alignments, alignments do not exist to serve these situations.
1) There is an intelligent sword that blasts any non-good that holds it for 2d6 holy damage. The player has been consistently taking stances that the DM/cosmology would judge non-good in defiance of what is written on his character sheet. Should the intelligent sword judge the character's alignment as non-good?
Neither alignments nor aspects particularly "solve" this problem AFAICT. However, to replicate a similar thing in Fate, you would write the sword up as an "extra" with a Holy Blast skill/power, and aspects to give it the personality and function that you wish.
2) A good aligned outsider is tasked with guarding a portal. Its instructions are to only allow characters with pure hearts through the doors, and it judges this with a 'detect good'/'know alignment' type spell where the character's alignment must be above some threshold of strength. The PC is nominally good aligned but has anything but rigorous in acting out the beliefs expected of a good creature (he's regularly using poison, casting animate dead almost daily, torturing prisoners to obtain information, killing captives when convenient, flagrantly lying to everyone he meets, cheating merchants with illusions, burning down orphanages to kill individual villains without risking his own neck, etc.). Should the player expect to be passed through the portal without needing to fight the outsider?
The angel has an appropriate aspect or stunt: Can weigh the hearts of men. He does so. If this is cause for contention. because of aspects that the PC has, the situation is no different than the D&D situation. (Notably, the broader rules for Fate have mechanics for handling this sort of thing as a "social" conflict.)
I feel compelled (pun intended) to point out that this quandry seems to me to point out a weakness of the alignment system. Namely, it says NG on the sheet, but that's just because nobody remembered to change it...the existence of the alignment system is the source of this problem, not the solution.
3) An evil cleric casts "Blasphemy". Does it effect the PC or not? What happens when you get players advocating for whatever alignment descriptor is convenient at the time? If PC argues that the sword doesn't blast him because he retroactively colors his acts with the tincture of good, can later be allowed to retroactively color his acts with the tincture of evil when that gives him a mechanical benefit? Does the DM never get to judge?
Without a construct like alignment existing in the game, spells like Blasphemy would be written entirely differently. How aspects would interact with this would depend greatly on the extent to which they were implemented in the rules. Basically, its impossible for me to respond to this one within that specific context. Within the Fate Core context, and barring some extra magical extra system, the evil cleric would likely have created a situational aspect that he then invoked to harm the PCs. However, Fate is not strict in this regard and there are several possibilities for achieving a very similar if not the same narrative for a blasphemy-like spell.
4) In a certain dungeon, the DM places an evil altar and its associated solid gold sacramental implements. They clearly radiate evil and magic, and the DM places a note in the text that if the altar and implements are destroyed then good aligned members of the party gain a small XP bonus (say 300 XP). But, if the implements are used to perform a sacrifice, then evil aligned members of the party gain a small XP bonus (say 10 x the HD of the thing sacrificed). After proceeding with a course of action, who gets the XP bonus? Does the course of action also imply alignment drift? For example, even if a Paladin doesn't expect an XP bonus for sacrificing to the god of pederasty, does the act itself constitute an alignment violation? Is the DM allowed to make that judgment?
Okay so that's a couple questions all posed by the same scenario. As above, a system without alignment would be constructed differently. To create a similar situation within Fate Core, the Altar would basically be a mini-character. The GM could construct it to place things like "touched by <the god of pederasty>" or "tainted by the dark altar" as a temporary aspect on the PCs, and even use it to haunt the PCs later, creating a longer story line. If all you wanted was to have something reward evil characters and punish good ones...then just give it aspects to reflect that. The fact that those rewards take the form of XP in your example is a D&Dism.
It's supposed to promote looking at problems poised in the game through some frame work other than, "What can I do to get the most loot/XP at the lowest risk to myself?" And I might note that it isn't clear that Aspects really do that, since you get rewarded for making them relevant, what Aspects could be argued tend to do is treat ethical questions as another instance of meta-game pragmatism - "What should I the player choose to maximize my chance of success in this situation?" There is something to be said for choosing to do something with no expectation of reward at all, simply because you believe it the right thing to do (for the character).
Common misconceptions about aspects abound here. You only gain Fate points from your aspects when you have taken the hit for it. That is, you have been compelled or had one invoked against you. The other portion of "making them relevant" is no different than a fighter swinging a sword or a wizard casting a spell instead of vice-versa. Getting an aspect compelled is precisely Fate's mechanism for representing the character acting in accord with what they believe is the right thing to do (although it can often mean other things, as well).
This is the sort of statement that just makes it impossible to discuss this. I've so many characters that grew out of looking at the question, "What would a character be like if he intellectualize the concepts of an alignment and strived to live by that ethos?" When you say, "I've never seen it", it makes me feel like we lack sufficient common experience to even communicate.
I dunno. I don't think any of the alignments have ever represented anything specific enough to be called an "ethos" to me. Maybe they describe families of ethoses(?) ethoi? But if your suspicion is correct, then isn't that a strike against alignments? Doesn't it indicate that an alignment simply isn't specific enough to clarify such things about the character? Can you not envision similar explorations of character without the alignment system? IME, such things almost always take place in the context of a much more formed and specific ethos than I have ever seen described for any D&D alignment. To paraphrase myself earlier, I would think that 40 years has been plenty of time for us to sort this sort of thing out...if it actually worked.