This is the bit where I think we have differences of approach. It would never occur to me, as a GM, to suggest to a player that some declared action should be withdrawn because it is out of character.
If I think the behaviour is outrageous I might say so, as might anyone else at the table - "You're doing what?!" - but that's an invitation to the player to think about what's at stake, not to ensure fidelity to a pre-established character.
Both are invitations. In my opinion you're doing it tacitly my approach is more overt. I am merely asking as DM to understand the character better not asking him to withdraw an action but to consider it, unless as DM I have understood him wrong. The difference between our approaches is superficial.
I don't have any conception of how the PC should behave in a general sense. That is up to the player. Hence I don't need a tool - alignment, personality descriptors, or anything else - to do that.
Some people do not need a battle grid for combat and prefer theatre of mind combat, hence they rejected 4e on that basis outright. Good for you not having to need the the Alignment aid as DM but can you at least be open to the idea that there are others out there (DMs and Players) that might like to use it?
My concern is that, if the GM then forms the view that the player has changed alignment, this has ramifications straight away for a paladin and cleric, and potentially for any player if the GM is running a (quite common, in my experience) "no evil PCs" campaign. Allowing the players to choose their PCs' actions but then rendering their PCs unplayable in the campaign as a result of an alignment adjudication is precisely one of the things I'm concerned about.
Is killing the orc babies to stop them growing up to be orc warriors charitable or not? It strikes me as pretty forthright at least!)
If we have to debate if the slaying of the young is an evil or good act, we will probably not agree on anything. Common sense must apply at some point in order for this debate to be meaningful.
Hypothetical:
In your campaign your Paladin decides to slay orc babies so they do not grow up as evil orc warrriors, and he still envisions himself as LG - what do you do as DM?
Informed decisions are fine - this is the players knowing the backstory. My concern is with who gets to interpret what actually happens in play. Once the players have read the backstory and are playing their PCs on the basis of it, is the GM allowed to tell them that they've got it wrong?
No, why do you assume this.
I'm also confused as to why you quote the DMG saying that "the campaign world is not the GM's alone" yet also say that, "since the setting is the DM's, it is only right that all those various interpretations of good and evil are defined by the DM". You seem to be disagreeing with what the DMG says.
The various interpretations of good and evil are part of the setting for the cultures, civilizations and deities which is all part of the setting backstory created by the DM. The DMG quote is on advice for the DM not to act as an obnoxious authoritarian when dealing with players actions but to listen to their notions or reasons for their actions and not simply dismiss them on the basis that they are players and he/she is the DM, that the game is not the DM's alone.
This strikes me as another one of those things where "the campaign world is not yours alone". If the player has chosen to play a dwarf, presumably part of what s/he is interested in is contributing to "dwarfiness" as understood in the game. If we want certain preconceptions of dwarves to be guaranteed, then build them in mechanically (eg I have no objection to the group agreeing that there are no dwarf wizards, or elven assassins).
Why does the system have to build it in mechanically? The game consists of roleplay and rollplay. I do not need numbers to define my character's ethical code, using your argument above: You do not need an alignment aid and a descriptor is just fine for my purposes with regards to alignment.
Even if the GM warns the player, there is still the point that it is the GM, not the player, deciding what sort of conduct the PC must engage in order to keep his/her class abilities.
My concern is that, first, if the player wants to keep playing a holy warrior, why should s/he not be allowed to just because, were the GM in his/her shoes, s/he would play it differently? That is to say, my concern is with the player who wants to play a paladin or cleric. Why should the GM be sitting in judgement over the adequacy of their evaluative choices in playing that character? It would be like the GM telling the player of the fighter how to tactically engage the monsters, or telling the wizard which spell to use - namely, the GM is taking over the very thing that the player chose the class to do.
From the above paragraph it appears you have not comprehended anything from the 2e DMG I quoted for you and you default back to, IMO, a weak argument that is based around implying Alignment DMs are poor DMs and Players using Alignments wear straight-jackets.
What actions would you like your paladin to perform which you imagine an alignment DM would restrict? Enlighten me please because all I have heard are fears, concerns and conjectures of GMs controlling players and I think it is only fair you list some examples, otherwise we will continue to talk around each other.
We don't do let the GM strip class abilities from the player of the thief because s/he thinks not enough theft is going on; of from the player of the bard because the PC is perceived as having the wrong taste in music. Why should religiously devoted PCs be treated differently? This is the core of my objection to alignment, though it generalises to issues of valuation more broadly.
IMO, these are extremely poor examples used to defend ones core objection since:
- They are irrational at their core.
- Assume the DM lacks common sense.
There might be more problems one could identify with these examples, but those are the primary ones I desire to reflect on.
But the more fundamental issue is you're no longer playing the PC you wanted to play.
Which paladin did you want to play? The paladin with the nick "slayer of orc infants"? Is that the avenue you would like to pursue with your paladin but the common-sense lacking DM is denying you? How dare he? If only Lancelot were here to tell us how its done...
Let's assume, for the sake of argument, that a LG paladin is balanced. Why is a non-LG paladin more powerful than a LG one? In other words, what advantage does the player of the paladin gain in having his/her PC act in ways that the GM would judge to not be LG?
For that comparison one would have to assume the non-LG paladin is able to change alignment and not lose their Divine Power. Now with regards to her/his power - it is the freedom to do what he/she likes not having to answer to anyone.
Divine or Arcane Magic is deemed powerful within a D&D setting - and it is tempered with restrictions: Training, Research, High Abilities, Longer Casting Times, Opposition Schools, Verbal Somatic Material Components, Learning , Low Hit Points, Max No of Spells per Level, Chance to Learn Spell, Higher XP progression...etc Alignment is another such restriction.
I might be a hopeful romantic but I'm closing with another quote which you are welcome to ignore again:
2e DMG (page 28) "If a paladin rides through a town ravaged by disease and ignores the suffering of the inhabitants, he has transgressed his alignment in an obvious, but small, way. Several such failures could lead to an alignment change.
In the meantime, the paladin could recognise his danger and amend his ways, preventing the change and preserving his paladinhood. If the paladin burns the village to prevent the disease from spreading he commits a seriously evil act.
In this case, the DM is justified in instituting an immediate alignment change to lawful evil or even chaotic evil. The character eventually may be able to change back to lawful good alignment, but he will never again be a paladin."
Now in this instance I am more inclined to agree with you that the Paladin's alignment should not change
(per 3e) on one act alone. But on the losing of his/her abilities, well that's up to each DM to decide. In fiction this is really simple - if Galahad or Lancelot burnt a village and its community, despite the threat of a disease outbreak, we would consider them fallen from grace. Apparently that is frowned upon in D&D, it seems like the fiction we draw from must be flawed.
