I'm afraid "Not-Fallen" and "Fallen" seem like rather Brute force approaches. Either everything works at full efficiency, or nothing does. What @sheadunne suggests is rather closer to what I'd like to see. Some of the things that were said in the "Religion in D&D" thread are also relevant.
So is the issue that the Paladin may lose his divine-granted powers at all, or that the rules make this all or nothing? A more robust system might incorporate loss of some, but not all, powers for a restricted timeframe, with the severity of the violation, and the circumstances, taken into account.
Are we discussing whether alignment itself benefits or detracts from the game? I think we left that question behind many pages back.
Are we discussing whether there ought to be mechanics linked to alignment? Or are we discussing whether the existing mechanics should be modified, enhanced, reduced and/or replaced?
The only issue here is that I have no problem separating myself from my character and judging my character based on the actions taken. (it is the player judging the characters actions, not the character judging his own actions).
I think this opens up another question, which [MENTION=42582]pemerton[/MENTION] has discussed in some detail. As the player judging what the character’s morality dictates, I believe that you are 100% in the right – no GM should be able to say “No, your character does not truly believe that” barring some external magical force which is overriding the character’s free will such as a Charm spell).
However, the Paladin and Cleric’s abilities are not, as I read them, intrinsic. They are granted by an external force, be that a deity, a cosmological Law and Goodness philosophy or some other force. As such, demanding that the player assess whether the Paladin has fallen, or the Cleric’s actions have been in our out of keeping with the tenets of his deity demands that the player also play the Deity or Force which grants the character his powers.
I don’t get to decide that, despite having cast all his L5 spell slots today, my 9th level sorcerer is able to reach within and find that shred of power to cast just one more in this very crucial situation. Why would I get to decide that my character’s Deity agrees with my intrepretation of Law, Good and the character’s religious obligations?
You refer to internal reflection of the character, but Clerics and Paladins have powers granted by an external source. By rejecting the notion that those powers can be denied, I feel you reject the notion that the GM controls those external sources. I question what other external sources should be under the player’s control, then. Should the player of the proselytizing cleric referred to elsewhere in the thread be able to dictate that his words and deeds have impressed the Prince, who withdraws his edict rather than enforcing it?
I guess the problem seems to be that I'm not judging myself in any way. I'm judging a fictional character as part of a story. I am not my character. There is no "mirror." There is no "self-evaluation."
Any constraints should be built into the rules of the game and not DM fiat. I suggested several ways up thread on how to handle that. Neither of which is in conflict with the way I prefer things to be handled in a RPG. If "duty" is a game rule than to resolve that rule there needs to be mechanics for arbitration (such as a religion check to determine if the action caused a lapse of duty). If it is purely narrative in function than there needs to be ownership of the narrative (which for me is the player) and consequences (which for me is the DM), neither of which are mechanic in nature (the character don't lose character abilities).
I have no issue with the GM calling for a sanity check. Nor would I have any issue with the DM calling for an alignment check. Resolution mechanics are deployed. All is well. I do have a problem with the DM changing a characters sanity or alignment without employing resolution mechanics (which there aren't any alignment mechanics to employ, which is where my issue is and why I brought up sanity in CoC since it does have resolution mechanics that impact a non-health (HP) aspect of the character.
So it would be OK if loss of character abilities were contingent on a die roll? I can see this, to some extent. The character’s knowledge and understanding of his own religion could be set by a skill. But however high that skill, are there lines that simply cannot be crossed? Is there a point at which either the best your skill can do is tell you “that means excommunication and branding as a heretic and enemy of the religion forevermore”, or where the DC is so high that no roll can possibly succeed, becomes legitimate?
It's funny, but I was going to bring up sanity points as well as an example of something that it seemed like didn't involve DM fiat, but actually did.
While sanity points are really crunchy, it's pretty much entirely up to the GM whether or not an event requires a SAN check and how much sanity is staked on the outcome. The GM is given some broad guidelines and the players some broad expectations, there is no way that those guidelines can ever be comprehensive and even those are subject to some interpretation.
Agreed. In addition, the GM could set consequences even where the roll succeeded (the highest I recall was 1-10 points for a Great Old One, where a failed check was loss of 1-100 SAN). It’s been a long time since I played CoC – it requires a group with a familiarity and fondness for Lovecraft, as well as a certain playstyle – but I recall the SAN loss in many Chaosium scenarios seeming quite arbitrary, and varying substantially across adventure writers.
But I notice we are getting side tracked into the particular mechanical implementation of how alignment interacts with the rules which is a rather different thing than whether it should exist at all. Are we saying alignment can exist it's just the particular rules you don't like, or that it shouldnt' exist at all?
I think this is a very good question – we started with a discussion of “Alignment”, but only Paladins have received substantial discussion, and a bit for clerics. Is the issue “Alignment” or “Mechanics of Alignment”?
Well, RAW (in games with an alignment system), the only sense in which its optional is whether one chooses to play a class with alignment-based restrictions with attendant consequences.
An issue which has been very much conflated, and the discussion focused almost entirely on whether those attendant consequences are appropriate, not whether alignment itself is relevant.
As I set out in my reply to @sheadunne about involving deities in the game, I don't actually share this conception of the GM's authority.
But I also have a second, distinct, reason for not sharing your view that the scenarios differ only in details.
In the case of the proselytising priest, the player has formed a view about what is proper for his/her PC to do. The GM has posed an obstacle to that (namely, the prince's objections). The player has pushed against that obstacle, and lost. The player's conception of his/her PC has not been invalidated, although from what you're saying the GM in question was not using "fail forward" methods, and so the player is not able to keep using that PC in the game.
I have never received an answer on how far “fail forward” can go. It is impossible, apparently, for the character to be removed from the game by banishment. Can the character die, which also removes the character from the game? Or does Fail Forward means that each failure must ultimately be resolved in a manner where the character is able to try, try again?
You have similarly not responded to my earlier question of where “PC conception” ends. His deity/church/philosophy must always accept his actions, unless he decides they must not (the Paladin who accidentally took a life). The player gets a stake in the deities, his home town, his parents, etc. Can the character veto, say, the death of a loved one, the razing or conquest of his home town or the loss of his heirloom/enchanted bow on the basis these are “central to his conception”? Is it only possible to lose stakes that are not all that important to the PC?
In the case of the paladin, the player has formed a view about what is proper for his/her PC to do. The GM, playing the role of the divine, has decided that the player is wrong about that. Furthermore, within the fiction, it is almost unthinkable that the divine entity is making a moral error - s/he is an immortal being of LG with 25+ INT and WIS living in the Seven Heavens. Thus, the player's conception of his/her PC has been radically invalidated.
In the typical game milieu, how many immortal beings with staggering INT and WIS live in all of the Outer Planes? I suggest the player and the PC may have discovered that LG is not what the PC considers proper to do.
Whether or not one thinks the game should permit a player's conception of his/her PC to be radically invalidated is a different thing.
What is the player’s conception of his PC? That he is “Lawful Good” or that he considers the protection of the innocent more important (or less important) than the rights of the guilty? If the Greater Cosmic Beings of LG differ in opinion, that means, to me, that the character’s views of “what is right” do not accord with the philosophies of LG, and perhaps the character is LN, believing that respect for life most certainly DOES NOT take priority over the protection of the innocent by executing the guilty for their crimes.
Whether one or the other is “Good” is a question for philosophers. What the Greater Cosmological Forces in a fictional world determine “Good” to be is not.
As best I can tell, @N'raac and @Imaro think that it should, because in this way the experience of the player reflects the experience of the character, who has been condemned by his/her god for misjudging what is proper. I hope I've made it clear that I prefer a game in which the player's conception of his/her PC is not invalidated, and as @sheadunne has explained that therefore involves a player/character split.
But whatever one's view about the matters discussed in the previous paragraph, I think it is plausible to see that there is a difference in nature between the two episodes. Because only one involves the player being told that his/her conception of his/her PC was mistaken.
I do not disagree with the philosophy that the player’s conception of the character is critical. I disagree with the notion that this conception, of necessity, requires the world conform with the rightness of that conception.
The Paladin character’s views deviate from his deity? This is a HUGE challenge to the beliefs of your character. I thought the game was all about challenges. Reflecting on my conception of the character, what is important to him? Is it acceptance by the Church/Deity/Whatever and his position as a Paladin, with all the powers, mechanical or not, that his position carries (and he will therefore compromise his own beliefs to accord with those of the entity granting his powers, perhaps persuading himself that, clearly, that 25+ INT and WIS outer planar epitome of LG cannot be mistaken, so it is his own beliefs which are flawed), or does the power of his own convictions require he walk away from his Paladinhood, because retaining it would require him to deviate from what he knows to be right?
Now, I would not disagree that we could use a mechanic which enables the Fallen Paladin to replace his lost mechanical abilities with new abilities, just as we would likely allow a cleric to change deities and retain his abilities with any relevant changes such as domain spells, granted powers and favoured weapons. Perhaps the Paladin gets to replace his Paladin levels with Fighter levels over a similar timeframe, becoming a character with the mechanical abilities befitting his level. But he does not get to dictate what “LG” or Paladinhood, mean.
Could you please define what exactly PC "conception" encompasses?? Because I'm a little unclear from your post... I mean can part of PC conception be that you can't be wrong about something (i.e. the paladin cannot be wrong about how he interprets the code of another being or cosmological force)??
Ditto. What can the player, through his “conception”, dictate, and what is beyond “conception’s” authority?