I read this as implying that you actually did have control after the initial backstory stuff - albeit informal control. Have I misunderstood?In another one the DM set it up up front that we could put things in about the backstory, including the religions of the land. It ended up bascially being Norse with all of the divergence of opinion about how they acted like is found in the variety of real world writings. In contrast to what you discuss further down in your response, we didn't have any real control of it after those inputs though
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I think the GM waited to see how we spun the story of the hanging and justified it to each other before deciding what Odin would have done.
Sure, weird stuff can happen. Even around religious rituals - last time it was the tail feather of a raven used to ward the dead from harm, this time it's the wing feather, because no one wrote it down and memory fades or gets distorted.I'm picturing possibility of the problem that happens in comic books when the author forgets something and you end up with a continuity conflict. Of course that can happen with all kinds of in game details (wait, that inn was in that other town, not this one!).
But I can't really envisage this happening for a core detail, out of the blue as it were, like "What's the basic connection between my world view and that of my patron deity?"
I really think this is something of a red herring. I don't play with strong player authorship of the Fate variety (or even the Burning Wheel variety). The key issue with alignment mechanics, at least for me, isn't backstory/world creation. It's about the place of evaluative and expressive response in the game. You can have the most vanilla methodologies you like for backstory creation (and by all standards but the most traditional my game is pretty vanilla), but still not want it to be part of the GM's job (or anyone else's, for that matter) to make those judgements that alignment mechanics require.I think this ties into at least two other threads where an answer to several problems has been "Fate does that". Sometimes I like the game where I'm exploring the world and dealing with what my character has at hand (in the classic keep track of all the resources D&D type thing), and not helping to directly create the world on the fly by more than what the character is doing.
Sounds like good stuff! - the first two remind me somewhat of the campaign I described upthread where the PCs tried to save the world from the consequences of the karmic pact the gods had entered into at the beginning of time.Then he found out a few more details about how the creator god had set the universe up. Failing to get answers to his theological question about (iirc) how allowing all those souls to be damned could possibly be good, he went back to working for what he thought was good in his own mind
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we argued about which of several people who'd committed crimes against either the gods or against men should be that one. I think we all thought the gods we worshipped didn't particularly care one way or another about which one it was.
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What was the neutral priestess of Badb's responsibility to the 5 year old she bought from slavery because she reminded her of a long ago butchered relative?
It seems to me that alignment is not playing much of a role in either episode. For instance, your gnome seems to be entertaining the conclusion that the "LG" creator god is not really good - which strike me as contrary to the traditional canons of alignment. That's not a criticism of your play at all - quite the contrary. I'm just not seeing how these episodes are establishing the value of alignment as a tool in your play; I'm not seeing how it contributed to the episodes of play that you describe.
It sounds like you were taking the challenges of the situations that confronted your PCs very seriously. What I'm missing is how alignment fitted in. For instance, in the case of your gnome PC the key question in your play of him doesn't seem to have been "How can I play this character faithfully to NG alignment" - which is what the 2nd ed PHB suggests you should be asking - but rather "What ought my attitude be towards a creator god who claims to be benevolent but who lets all these souls be condemned to perdition?" I think the second question is about a million times more interesting and challenging than the one framed by the 2nd ed PHB. As I already said, though, what I'm not seeing is how alignment as a mechanical tool helped you play.Were we failing to take the challenges seriously in these cases because we were exploring what the gods wanted, or how the characters viewed themselves, and not what the world's rules of alignments were?
Self-correction: I can see one thing, namely, that because you gnome PC had NG rather than LG on the sheet, you couldn't become a paladin. I can see how, within the context of a game in which paladinhood had become associated with the "LG" creator god, and so the question of whether or not to become a paladin - itself a big deal - was also bound up with the question of whether or not to revere the creator god, which is another big deal, then alignment has become entwined within that complex of big deals.
In an alignment free game I think the same situation could be set up - certain classes can be associated with reverence for certain gods without mediation via alignment (which I think is often the de facto approach for druid PCs, especially 3E-style druids with their watered-down neutrality), and then the challenge for your gnome would be the question of worship. There's also the bit about "veering towards lawfulness". If that was being adjudicated by the GM then it's different from the sort of play I'm setting out as my own personal preference. If that was being adjudicated primarily by you as player - "I feel I need to reorient myself as an honourable person who observes all the right precepts" - then I think it could be done much the same in an alignment-free game. (In terms of my own play experience, it makes me think of the way the player of the drug-addicted PC played out his recovery then fall then partial subsequent redemption.)
Perhaps. What I'm still not seeing is why I would want to.Couldn't that be brought to bear on issues of alignment threshold crossing?
I can 100% see why the play you describe - of which I've quoted some snippets - is worthwhile. Unless I've badly misunderstood, a lot of it reminds me of the sort of stuff I enjoy in my game, some of which I described upthread. What I'm 100% missing, though, is how alignment is making any contribution to that play. It seems completely epiphenomenal - a mere book-keeping afterthought. (With the possible exception of the gnome would-be paladin, but I've tried to explain above why I think you can get that sort of play without alignment, such that while the words used to frame the issues might be a bit different, the actual dynamic would not be. To put it even more simply, I'm 100% confident you could get that gnome-would-be-paladin-sort-of-play going in Gloranthan Runequest or HeroWars/Quest, and neither of those has D&D-style alignment.)