I don’t really see how we can examine the issues in a vacuum. You told us “this is how my game works”. If your response to any questions on how your game actually works is simply “well, I don’t want to discuss that”, then I quite agree that you have no intention of engaging in a sincere discussion (to use your words).
Try rereading this paragraph. What is "the issue"? As far as I can tell, the issue is "Is pemerton telling the truth about how his game works?"
You can believe me or not - frankly, I don't care that much, as you are someone I've never met nor am likely too - but do you seriously expect me to entertain as a topic of investigation that I'm lying, or perhaps fundamentally confused, about my own play experiences?
“Best friends” to me connotes similar attitudes and preferences
Perhaps, then, you move in narrower circles than me. In my experience people can be good friends but have different attitudes.
I cannot count the number of times you have railed against pre-set backstory in favour of discovery through play. Now it’s all about the backstory. There I can certainly see a key issue, in that you and your players will have a much greater shared backstory than the few paragraphs the game rules might include about a specific deity. To me, that backstory is unavoidably hidden, where it may well be all open to your players.
There is more apparent confusion here.
We are not playing a game together. Nor are we building a PC together.
Nor have I ever claimed to run a strictly no myth game. I've posted multiple times that my 4e game started with three instructions to the players: I want to use the core 4e cosmology as set out in the PHB, MM and DMG; I want you to give me a reason your PC is ready to fight goblins; and I want you to tell me one loyalty that your PC has. That is not a backstory-free game. It has gods, for instance, including the Raven Queen, described in the PHB as being a god to whom "Mourners call upon . . . in the hope that she will guard the departed from the curse of undeath."
You seem to think that it is consistent with people praying to a god to guard their dead loved ones from being turned into undead that that god would like undead. You seem to think it consistent with a god being the sworn enemy of Orcus, demon prince of undeath, that she should like undead. As a matter of ordinary English usage, it makes no sense to pray to the source of a threat in the hope that it will guard you against that threat. You might hope to guard against a threat by asking the source not to inflict it on you, but that sentence has a different syntax from the one occurring in the PHB that I quoted upthread. It is not the mourners who guard: they ask the Raven Queen to guard their deceased loved ones. Ie she
protects people from the curse of undeath. Perhaps what my players and I all have in common in having come to a non-collusive agreement on what that implied for her hatred of undead is that we can all agree on the meaning of ordinary sentences of English?
If you wanted to pitch a character based on the fact that popular beliefs about the Raven Queen are wrong - that in fact she does not guard deceased mortals from the curse of undeath, but inflicts it upon them - then were you a player in my game I'd say "Let's talk about it". But as I've mentioned several times you are not a player in my game and hence I'm not really interested in talking about it with you.
I am not arguing about evaluating the PC or player’s moral choices against the writings of great (or deemed great) philosophers whose philosophies do not produce any consensus amongst themselves, nor within those who study them. I am discussing the evaluation of the PC’s actions and outlook against the standards set by another being, not against a (nonexistent) standard of what is truly “good”, “evil”, “moral” or “ethical” from a purely philosophical basis.
Bully for you. That is not what I am interested in doing in my RPGing. Or rather, I am not very interested in evaluating the PCs' actions and outlook against the opinions of being whose own actions and outlooks whose moral adequacy or inadequacy is already stipulated by the language of alignment.
In other words: when the PCs in my game returned Kas's sword to him, I was happy to draw the conclusion that Vecna was angry with them. But I am not remotely interested in asking the question whether or not what they did was good or evil, where those notions are identified by stipulation with the opinion of certain NPCs run by the GM.
Was it the right or wrong thing to return Kas's sword to him? Answering that is a matter of evaluative and expressive response. It is not part of administering the game as GM.
You raised the example as one where alignment would clearly and obviously have detracted from great play. I challenged your assertion of whether this was accurate, much less clear and obvious. You now no longer wish to discuss that example.
I've told you how alignment would have detracted - because it would require me to ask and answer questions that are of no relevance to me - such as the question you are now asking me to answer! (Namely, did the samurai face a moral dilemma? And did he do the right thing?)
It's not true that I don't wish to discuss the example. What I am not going to do is share my moral opinions with you. Which is what you are asking me to do, in asking whether or not the samurai faced a moral dilemma.
You work it out.
What I say is that, given your view that alignment is so much a straightjacket that it would prevent the play examples you provided, it would be detrimental to your game. But that is because of the way you view alignment as a straightjacket, not because that is the only way alignment can be viewed under the rules.
I have never said that this is why alignment would be an obstacle. That is a view you have imputed to me. As I just repeated above, the reason I do not use mechanical alignment is because it is a needless epiphenomenal device, that requires the GM to make judgements using morally loaded language about the choices that the players make for playing their PCs.
I see no reason that equal play could not arise in a game where alignment is utilized.
You're not obliged to. I suspect that for you, it wouldn't have. You seem to have a very different approach to aesthetic and evaluative response from mine. That is fine - people are different. But it doesn't make it less true that, for me, the application and adjudication of mechanical alignment would detract from that episode of play, because for both GM and player it would change the focus of play from the PC and the situation, to a needless and (it increasingly seems to me) largely arbitrary process of tracking movements on the alignment grid. And that activity has no interest for me.
As a player, it makes a great deal of difference to how I would engage the scene if I see evidence that the ogres regularly eat human children, torture other beings for enjoyment or otherwise engage in evil acts. You provided two great, evocative examples of the chair made from human skin and sinew, and the stack of small children’s skulls in the kitchen. If, instead, I see a group of sentient non-humans who are just trying to eke out a living and survive, the same as the human settlers I have come here seeking to protect and defend, this presents a very different picture for my character to engage with. Are they “evil”? Or are they painted as evil because they are different, and because acknowledging our similarities might require harder choices. “Slay the evil ogres to protect the helpless children” is a lot different from “Kill off the ogres because we want their food and lands to make our lives easier”.
I am at a loss here as to what work is being done by alignment mechanics.
If you think that people who eat children and use their body parts to make furniture merit opposition, perhaps death, what does it add to that judgement to mediate via the mechanical label "evil"? If you think that sentient beings who are "different" but otherwise harmless in order to steal their food and land would be wrong, then what does it add to that judgement to say "Oh, and by the way, they're not Evil"?
The language and mechanics of alignment seem utterly otiose.
Treachery is a word which has negative connotations. Are you prepared to state that, in the game context in which the matter arose only, you do, or do not, consider devil worship an evil act?
What does this question even mean? I DON'T USE MECHANICAL ALIGNMENT. The whole point of that is that, in the game context, devil worship is not an
X act, where
X ranges over the various traditional D&D alignments. It is not a Lawful act, nor a non-lawful act, nor a chaotic act, nor a non-chaotic act. Nor good nor evil nor non-good, nor non-evil. Nor neutral.
That is what it means to not use mechanical alignment. It means that acts, in the game, do not have a mechanically or GM-assigned moral character.
Ask a RQ player or GM whether, in the game context, a particular act of worship is an evil or non-evil act, and they should stare at you blankly. That question is meaningless. Because they don't use mechanical alignment.
Likewise for me.
I myself have quite rich views about the significance of devil worship within the gameworld, and what sort of significance - moral and otherwise - it can carry. But as I've already indicated, I do not intend to share those views with you, even if I thought I could do so without violating board rules.
Playing her based on what? You classify LG as a “needless label”. But she already came with a label you cited yourself – “Resolute Defender”. Did you not interpret the meaning of that label, and under what circumstances it would change, in order to play her?
No, I didn't interpret the circumstances under which it would change.
The phrase "resolute defender" is my present summary of a vague recollection of how the module author described her personality and divine mission. I used that summary to guide my adjudication of the action resolution in the scene (mostly, the setting of difficulty levels for the task of persuading her). At the end of the episode, was the module author's description of her still true of her? I don't know, and to be frank I don't really care. As has been said, a rose by any other name would smell as sweet!
As something of an aside: if you are now suggesting that alignment descriptors are in fact mere shorthand personality shorthands, and nothing more, then you're not talking any more about mechanical alignment in the traditional D&D sense. For instance, under that approach (i) alignment becomes a straitjacket, which I though you rejected; and (ii) the notion of "lawful good" act has no meaning other than "the sort of behaviour a lawful good person would engage in". (And I think the notion of "good" act, independently of being either lawful or chaotic or neutral good, would have no meaning at all.)
It is not when our choices are between something we clearly consider Good and clearly consider Evil that these decisions are difficult, but when there are conflicts between two or more choices we would consider Good (to choose Good and Evil).
All I will say is that I consider this quite contestable, and refer you to both Michael Walzer's work on "dirty hands" and Max Weber's essay "Politics as a Vocation".
Here we get into “hidden backstory”.
On what basis do you say that? How do you know that this element of backstory was used to determine the outcome of some episode of action resolution. For all I've said, it could have been stipulated by the GM as part of the consequences of action resolution (perhaps a failed Religion check by the player of a divine PC).
Now we get into the values set in the game system – if it is a certainty within the game’s cosmology that this deity is, in fact, Good, then that suffering must only seem needless, and the virtue is faith.
Who is "we"?
I don't get into this, because
I don't use mechanical alignment. (I also don't quite see how this fits with alignment not being a straitjacket. If a particular god is authoritatively good, and you disagree with him/her on some fundamental point, then aren't you ipso fact evil?)
if the character draws his abilities from faith, devotion and service to that deity, and chooses to cease honouring him/her, then it makes no sense to me that the character would retain those abilities.
Here is just one possible reason: the god continues to embrace the apostate out of love. I'm sure, in the right context, there could be others.
If causing needless suffering is “good” in this setting, then the meaning of “good” does not match its meaning in ordinary usage.
I barely understand this sentence. Gygax defines "good" by reference to human rights and the alleviation of suffering, the 2nd ed PHB says that "good beings are just that", and the 3E SRD defines "good" by reference to altruism and avoidance of harm. So how could needless suffering by "good"? This isn't just an issue of ordinary usage, although D&D clearly means to piggyback on ordinary usage in its alignment definitions. It's an issue of the statements in the game texts.
If we're talking about a GM's house rule: a GM can tell me, too, that the king in his game has a table that (i) exists in Euclidean space, and (ii) is exactly 21 feet around and 7 feet across; and furthermore, (iii) his sages can square the circle with nothing but compass and ruler. It doesn't mean I can makes sense of any of it.
For there to actually be a meaningful choice, there must be previously established personality traits to the character which cause the choice to be difficult.
I don't agree with this at all. You seem to be focusing on the AD&D 2nd ed approach to play: that part of the challenge of roleplaying is being true to the character's alignment (or personality more broadly). Hence if the values to which the PC is committed via that alignment or personality description comes into play, there is a difficult choice.
That is not the sort of meaning I am getting at in describing an "evaluatively meaningful choice". I am talking about the player's evaluative and expressive responses, not the PC's motivations.
You have asserted numerous great play experiences could not happen if alignment rules were used. I disagree with you – I have seen lots of similar great play experiences that happened with alignment rules in use.
By "play experience" you seem to mean "occurrence within the fiction". That is not what I am talking about. I am talking about the experiences - emotional, aesthetic - of the participants at the table. Especially me.
You have asserted numerous great play experiences could not happen if alignment rules were used. I disagree with you – I have seen lots of similar great play experiences that happened with alignment rules in use.You seem to be arguing alignment detracts from the game.
I am asserting that it detracts from
my game. If others love it, more strength to their arm! May they have many more years of fun playing with alignment.
But that won't be changing how I play the game.
But those rules can and do help guide the game.
<snip>
incorporation of rules which guide players, especially newer players and GM’s, towards seeing the character as more than just a bundle of mechanical stats are, in my view, valuable in establishing the role playing (these are characters, not pawns) aspect, not just the game (do what it takes to win shall be the whole of the law) aspect.
I don't remotely agree. I've never encountered the issue of a new player seeing the PC as "just a bundle of mechanical stats", because I find new players are very excited about the fictional positioning of their PC, their PC's history and motivations, etc.
I also don't understand what the difference is, here, between "guide" and "straitjacket". Obviously in the literal sense there are guides that aren't straitjackets, but given that "straitjacket" here is metaphorical, what does the metaphor mean other than a GM-enforced guide. (And if the guide is not GM-enforced, in what way do you see it as guiding those wayward new players?)
it is possible for some actions to have no alignment relevance at all. Is tying my shoe Good? Evil? Lawful? Chaotic? No, it’s just tying my shoe so I don’t fall on my face.
<snip>
There are not three points on each scale (G,N,E and L,N,C), but a wide continuum between the two extremes of Ultimate Good and Ultimate Evil.
I don't see how this rebuts my contention that alignment takes the view that all value commitments can be summarised on the 2 axes. You haven't actually given an example of something which is (i) an important value commitment over which characters might conflict and is (ii) something that falls outside the domain of alignment. If in fact you can find such an example, then I think you've thereby shown alignment to be problematic even by your own lights, haven't you, because it now fails to provide the guidance that you say is its primary function.
Show me ONE PERSON, one single post, which has suggested this is the way alignment should work in a game - not “this is why alignment should be removed”, but a supporter of the alignment system suggesting it would categorically determine whether the Vampire lover gets staked, the character continues to honour a deity who causes needless suffering, a character sacrifices himself to buy time for his friends to escape, the murderer is imprisoned rather than killed or the Angel can be persuaded to abandon its post for the Greater Good.
If it doesn't, then what is its purpose? How is it guiding anyone? How do we know the difference between what a LG and a CE god would do? How can we ever tell that a paladin has committed an evil act, and hence should fall?
But anyway, this is orthogonal to my contention that it is a premise of the alignment system that all value commitments and all value conflicts can be measured on the 2-axis alignment graph. That is a premise that I reject.