Do alignments improve the gaming experience?

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I thought the Allegiances from d20 Modern were a pretty decent substitute for alignment. But yeah; my preferred method is to replace it with absolutely nothing. The whole idea is, for me and my playstyle, at least, a flawed concept from the get-go. There really isn't a comparable subsystem that I'd rather see; I'd rather see the concept just ignored completely.

That said, it's not hard to find alternatives to alignment that I'd prefer, if for some reason I had to have one.

what are your thoughs on things like reputation and honor. Where you don't necessarily have these cosmic forces of good-evil-law-chaos but you might have social forces where your name has standing in the wider community of adventurers or among the people of the world, and it stems from your behavior over time? Just curious because you mentioned allegiances.
 

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I'm not sure, but you seem to be asserting that in D&D's alignment system evil can be good. Or something like that. I'm not 100% sure, but it's not changing my mind about the coherence or utility of the alignment system.
I think he's asserting, whether he means to or not this is how it looks to me, anyway--that without alignment, all is chaos and nobody can tell good from evil, and there is no difference between them.

Since this is directly contrary to our real life experience in the real world, that seems to be a strange assertion. But if that's not what he means, then I have no idea what else he's trying to get at.
 

what are your thoughs on things like reputation and honor. Where you don't necessarily have these cosmic forces of good-evil-law-chaos but you might have social forces where your name has standing in the wider community of adventurers or among the people of the world, and it stems from your behavior over time? Just curious because you mentioned allegiances.
I prefer them to alignment. I'm still most likely to ignore them at my table even so, however.

Again; I'm not saying that I really like Allegiances. Just that I like them better than alignment. I think that they are more cut and dried and less likely to lead to conflicts of interpretation between opinionated gamers, therefore they're preferable to alignment. But my preference is still to not have any of those subsystems at all.
 

This is wrong for two reasons, one meta-ethical and the other to do with RPG design and play.

(1) In the real world of English speaking moral philosophy, the most common meta-ethical view is that there is "cosmological" good and evil.

In the real world, the cosmological forces of Good and Evil are not represented by entities which regularly interfere in our mortal world, granting powers to their followers and seeking to advance their agendas. Hence, again, the real world is a poor example.

I do not consider D&D alignments to be commentary on real world morals and ethics. In the real world, if my Paladin chooses to arm and armor himself and go to war with the Forces of Evil, I doubt he will be perceived as a great hero. “Criminal vigilante“ or “insane and dangerous to himself and others” seem the most likely perceptions. So might we please, I ask again, lave the real world behind for our fantasy games?

If my games tended to devolve into Philosophy 101 whenever alignment issues arose, I suspect I would be arguing against it as well, but my players and GM’s (and. I think, most gamers) are capable of differentiating the real world and the fantasy world, so it has never become an issue. BTW, in stating I am "wrong for two reasons", are you not casting judgment on me? OK in real life, but not in game? [To be clear, I am not offended by your statement in any way - it's part of a good discussion.]

In the fantasy world, for Good and Evil to be objective forces, they must in some way be defined.

(2) Something can be objective within the fiction of an RPG, and yet not be predetermined at the table. This can be easily seen by considering examples from other fictional works: for instance, within the fiction of Star Wars it is objective whether their were an odd or even number of dials on all the control panels of the Millenium Falcon, but as far as I know no one actually knows the answer to that, because there is no definitive presentation of all of the Falcon's control panels within any narrated episode that is part of the fiction.

Neither has it ever been relevant within the fiction. If we have a character who derives his powers from adherence to his moral philosophy, and those powers are granted by an outside force or person in recognition of his adherence, then that philosophy becomes quite relevant and needs definition.

Your choice of Star Wars is an interesting one, as the Dark Side and Light Side of the Force are very much akin to D&D Alignment, and we have a lot more info on them than on the number of dials on the Falcon’s dash.

Yoda said:
But beware of the dark side. Anger, fear, aggression; the dark side of the Force are they. Easily they flow, quick to join you in a fight. If once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi-Wan's apprentice.”

Palpatine said:
Strike me down with all of your hatred and your journey towards the dark side will be complete!

Now when we are playing an RPG, and some piece of fiction isn't known and needs to be decided, there are various techniques for working that out. One tried and true technique is to employ the action resolution mechanics. Suppose a group of epic PCs, all servants of the Raven Queen, confront their mistress and proceed to debate some point of morality with her. From the fact that, as a matter of play, her views are determined in part by the way the dice fall, it doesn't follow that her views were not predetermined within the fiction. Any more than, from the fact that we learn how many orcs are in the patrol by rolling dice on a wandering monster table, it follows that within the fiction they were "Schroedinger's orcs."

Another tried and true technique is GM design of the setting. Rather than roll randomly for how many Orcs are in the patrol, this is set by the desired level of challenge to the PC’s. In fact, even to make that random roll, it must have parameters – is it 1-4 Orcs, 2-12 orcs or 6-48 Orcs? Who decided that range? Either the game rules (as they also define the major precepts of alignments) or the GM (who interprets those precepts, and assesses how they are interpreted by those NPC’s, from street urchin to deity and all in between, for whom it is relevant).

But, since it is the DM who is in actuality Malledhyr then he is, in fact, moralising at you.

GM’s get to play a lot of vile, evil despots. Perhaps your view that the GM is actually the character he plays explains something of your views on the GM attitude.

I am not my character. Neither is the GM any one of the myriad of characters he may voice. “My character” can readily espouse views that I myself do not hold, or even violently disagree with. If I am role playing multiple characters, a common requirement of a GM, I could be role playing an argument with myself quite readily.

The GM is not Malledhyr. The GM takes on the role of Malledhyr and assesses, within Malledhyr’s views and perceptions, the judgment call Malledhyr would make.

To me, it's far more preferable for there to be numerous interpretations that are consistent with genre. It's more fun for there to be some uncertainty about what consists of good or evil rather than having one person tell me, "no, that action is evil." I'm far more interested in having more voices at the table.

I agree that not every action can be simply classified as “good” or “evil”. Perhaps more accurately, the precepts of Good or Evil may sometimes require compromise, as they come into conflict with one another, even before we consider possible conflict between aspects of alignment (eg. Law vs Good).

As an example, is Protection of the Innocent more or less important than Respect for Life? This will determine certain choices, and how much more or less important will further influence them. Abandoning one or the other is abandoning a core precept of Good, but a situation where the PC may either kill a foe or allow that foe to kill others forces a choice.

If that PC is a Paladin, following a martial deity, I expect his choice to be obvious. If he is instead a non-martial character who follows a pacifist deity, his choice is also obvious. This also seems a pretty easy choice from where I sit, at least in an adventure game. What if I change the facts ever so slightly – the threat to those innocents is not a foe, but an innocent pawn, mentally dominated by the true foe. Now the choice is more difficult.

The character has no easy, obvious choice. Whatever choice he makes compromises a precept of Good. To me, this means either choice must be accepted as consistent with the ideals of Good. If, however, the character has an easy means of ensuring that the innocents are not harmed without using lethal force on the mentally dominated attacker, the choice becomes much easier for the character, and he can Respect Life and Protect the Innocent. If, instead, the foe is a slavering, evil demon-beast, one could much easier argue that sparing it to possibly kill another day is a non-good act.

I take it from this that you don't have baby-throat ripping players. I know I don't. So why do you keep bringing up players who are not part of either of our play experiences? What does thinking about them add to my understanding of how my game does, and might, work?

Why do you keep bringing up GM’s who will dogmatically use alignment as restricting each character to a single choice at every turn, bludgeoning them if they fail to run their characters precisely as he dictates? Do you play with a lot of such GM’s? I am sure terrible GM’s and awful players are both out there. Neither is the norm. Both are extreme examples of alignment-related issues.

Nor am I. I am arguing that the game does not require any such judgement to be imposed in order to progress, and in fact can better progress if no such judgement is imposed as part of the action resolution mechanics.

I do not consider the determination of an NPC’s views on moral issues should always turn on a die roll. Should a player be able to decide that the Raven Queen [note: I am not a 4e player, so I am, not familiar with the entity – substitute a Good deity of peaceful repose if that better suits the scenario] will be OK with him animating a horde of undead to turn back the Orcish hordes? Should he be able to decide that, since the Raven Queen is a goddess of death, killing all within his path is devoted service? Should the PC’s skill at religion allow him to roll the dice with a solid chance that his interpretation becomes canon within the game?

Huh? I have no such concern.

Apologies – I cut your quote off too early so your words were passed off as mine. I’ve fixed the quotes now.

Second, if a player wanted to play a PC who was a wanton murderer, what makes you think that player would choose to worship the Raven Queen…

The Raven Queen is a god of death, of fate, of winter.

A Neutral death goddess? Why not? Perhaps my character believes, with all his heart, that sending his victims to the Goddess of Death is their rightful fate in her eyes. With more background on the Winter aspect, I can probably tie that in with their sacrifices either staving off or accelerating and lengthening the winter in accordance with My Lady, the Raven Queen’s wishes.

Since the morality of my PC is not yours to command, and as my choice of the Raven Queen as patron makes her my resource or a shared resource.

You have still not directly answered the question of how much control devolves to the player versus the GM, by the way. Instead, you continue to evade the question asking instead why a player might make this choice. It seems you hold a preconceived notion that no reasonable player could ever make such a choice, contrary to your stated assertion that we should have no preconceived notions, but let matters develop in the fiction through play.

rather than (say) Gruumsh or Orcus or Demogorgon? The Raven Queen is a god of death, of fate, of winter. Not a god of murder. There are other beings in the 4e cosmology who fill that role.

So, is this the response I, as a player, would receive from you, the GM, when I presented my character with the brief morality/code sketch outlined above, or would I be allowed to play MY character as I envision him, and let the truth of his views within the fiction evolve through play? I will, of course, max out whatever skill I use in action resolution to support his views.

In the First World War, there were Christian clergy both in France and in Germany telling soldiers of each country that God was on their side. Presumably not all of those clerics were correct, although this is perhaps not self-evidently true (eg maybe military service to one's country is a very important value in the eyes of the divinity). Yet they continued to serve as clergy.

Once again, we are back to real world, rather than fantasy world, examples. In the real world, these WW I clergy have, I expect, passed to their final reward, and will know the truth of their beliefs, if any. I have no wish to discuss whether they are simply dead and gone, with their Lord, banished to the fiery pits of Hell, reincarnated as some other form of life or any of the myriad interpretations possible under various philosophies of what happens after we die.

I can state, however, that they did not, during their lives, manifest gifts from the divine such as causing earthquakes or shielding their followers from harm, which gifts would indicate their Deity supported their views. Deities and moral philosophies are much more active in most fantasy worlds.

And turning this from in-fiction to play-at-the-table, the main aim of play in my game is not for the players to discover what I, as GM, regard as the true moral code of the Raven Queen. It is to play their PCs and find out what happens when the stakes get high. Why would I want to shut down such play by intervening on the basis of some stipulated solution to a moral question?

Yet above you suggested my character’s code better fit some other being than the Raven Queen. Why would you suggest that, rather than look forward to our PC’s and you finding out what happens when the stakes get high?

I actually don't think this issue is all that likely to come up, as it happens, but comparable issues - mostly around divine order vs chaos - are increasingly coming up in my 4e game, and I personally devote my mental energies to thinking about these actual play questions rather than hypothetical ones. A big practical factor in D&D is the centrality of party play, which creates a fairly strong pressure at the table not to do stuff, nor to respond to stuff, in such an outrageous way that party unity is no longer feasible. (You can see this in the very common response to a PC "falling" in D&D - s/he is taken out of the game and becomes an NPC.) This does not come up in one-shots in the same way, nor in systems that can better mechanically handle ongoing conflict between and disunity among the PCs.

I'm actually surprised that no one on this thread has defended alignment in these terms, because that is certainly one way I've seen it used: eliminate intra-party conflict by having the GM tell players the limits of their permissible choices for their PCs. (To do this job, GM-enforced alignment needs to be combined with a "no evil PCs" rule, but that has been very common in 2nd ed games I've seen and played in.)

While common and easily supportable, for the reasons you outline, the same can be achieved without alignments, for example stipulating the characters will be hard-bitten mercenaries, or altruistic boy scouts, or must all be loyal to the State of Risur, as demonstrated under magical examination. In Hero, many Supers campaigns require common codes of conduct, such as Code of the Hero, or Reluctant to Kill, achieving similar effects without the need for alignment. Fate Aspects could be mandated to be similar as well, I expect, and some games just assume commonalities (eg. all characters will be Superheroes, not Villains; the characters will oppose the Great Old Ones, not worship or attempt to use their powers for their own gains).

I agree, however, that alignment can serve the same purpose, and these other approaches can add other benefits to the game, similar or different. As well, many result in similar arguments over whether the character is following his stated codes, or is in violation of them.

Hang on though. You claim you want an objective definition of alignment provided by the DM. But, if every Good god defines Good differently, then how can there be an objective definition of alignment.

To put it more concretely, presuming a standard D&D pantheistic world with numerous like aligned gods, if the DM isn't giving definitive answers, then how can the players act on any information they get? Is a given act good or not? Well, it depends on who you ask, in the game world?

As noted above, within the broad guidelines are more narrow issues which create decision points not cleanly decided by G/N/E or L/N/C. Anyone who interprets alignment as “there are only nine viewpoints and personalities and all decisions can be dictated by which one you choose” has, in my opinion, missed the boat.

Both Thor and Aphrodite have been defined as CG. I would expect their followers to have very different problem solving techniques and perspectives on the world. However, both would value freedom and protection of the innocent, and neither would think it appropriate that their followers rip out the throats of babies to show their devotion to their religion.
 

Emphasis mine... so unless you go along with the GM... you are actually being punished by having a fate point taken away, right? That seems like a bludgeon to me, especially seeing as compels, invokes, etc. are based around the use of fate points... I'm not seeing how you aren't being punished in Fate if you don't agree with the way the GM wants you to play and then have to give up a fate point to refuse to act how he is saying you should?? It's not as drastic a punishment as the paladin but you are still loosing resources (being punished) because you choose not to do what the GM thinks you should.

Once again, seems like a matter of degree rather than an absolute “GM interpretation of PC morality should never have a mechanical effect (or at least a mechanical downside).

One big difference is that the GM (or the rules themselves) aren't pre-defining your aspects for you. So by choosing your aspects, you're choosing what kinds of conflicts or troubles you want to have. Basically, when you put down an aspect, you're signing up for it to be compelled. (Although certainly some aspects are far more compellable than others, which some players also use when constructing their characters.) In this way, the GM isn't really demanding you act according to his dictates, but pushing the character to act as the player stated it would (or sometimes, pushing for the world to react to your character the way you said it would). The nature of the aspects is always in the hands of the players. Additionally, since aspects are defined in a freeform way, your aspects can be as specific and detailed as you see fit. There can be tremendous mechanical variety to characters in Fate who might all be "paladins" under a D&D scheme.

In practical terms, can I just chose no aspects if I do not want my character to be encumbered by these rules? It seems I cannot. Is a difference of opinion over what an aspect means impossible, or even unlikely? I suspect it occurs, but I have no experience with the system.

Now, IME, declining a compel rarely happens, and when it does its usually perceived as an invitation for the GM to come up with something more interesting (although the GM can also up his offer to 2 FP). I can't say if that's a universal thing with Fate or not, but it seems common, at least.

IME, it is rare for players to reject their chosen alignment, especially without having made the conscious decision that the character is changing alignment. How easy is it to change aspects in Fate (again, I have no experience with the system)?

No, you do loose a fate point if you want to refuse a compel... and you sort of do loose abilities (or at least the ability to use them) since it costs fate points for you to invoke your own aspects...

Sounds like GM judgment of my play, whether consistent or inconsistent with my stated moral philosophy, results in access to, or denial of, my character abilities.

Also, when you choose to play a character who has powers based on alignment, you're signing up for having to abide by the GM's interpretation of that alignment (just as a DM decides in Fate whether an aspect can or cannot be invoked, compelled, etc. in a certain way...). The DM isn't demanding you act a certain way with alignment either according to how you phrased it above... but pushing you to act the way you said you would when you picked that alignment and/or a certain character class...

It seems like I can choose a D&D character who is not very much affected by alignment, but I get the sense an aspect-less Fate character is not viable. In that sense, my mechanics are even more linked to the GM’s assessment of my play within the parameters I set out.

Can you invoke your "paladin" aspect without a fate point? If not then sooner or later the GM will dictate what you should do if you want to retain the ability to be a paladin in Fate. If you loose a point every time you resist a compel, and by default the most Fate points you can start out with is 3 (though if you want an extra stunt or two that drops it to 2 or 1) it seems like it's just a more obfuscated way of making it so that the GM can enforce "good play" on your part... Especially since as per Fate Core the GM is the final arbiter on invokes, compels, etc. I don't see much of a difference between a GM controlling through alignment penalties or through resource economy when they are both basically up to the judgement of the GM.

This seems to open up the question to “should there be any mechanic to guide PC behaviour?” Hero has psychological disadvantages/complications, Fate has aspects, etc. Certainly, some games lack these entirely, and I believe that is the model [MENTION=42582]pemerton[/MENTION] supports.

So basically most of the time the player is going along with how the GM feels they should be playing their character and gets rewarded for it (Yet for some reason they chafe when expected to do the same thing in D&D???)... I understand because I wouldn't want to run out of Fate points either and not be able to use my paladin aspect... the same way I wouldn't want to fall in D&D and loose my paladin's powers.

It’s interesting that wrapping the same mechanical issues in different terminology results in a completely different view from at least some players, but that seems to be the reality.
 

I think he's asserting, whether he means to or not this is how it looks to me, anyway--that without alignment, all is chaos and nobody can tell good from evil, and there is no difference between them.

Not necessarily without alignments, but under the [MENTION=42582]pemerton[/MENTION] model that the player is the sole arbiter of morality for his character, and that all determinations of "objective" morality and/or the moral code of all entities other than player characters are determined through play, never through preconceived notions. However, as indicated above, it doesn't seem that this espoused preference is actually implemented as strictly as it is described.
 

It seems it keeps coming to pass that alignment's primary function is to inhibit bad faith play, especially at the edges, that sows dysfunction at the table (balance, genre trope destabilization). I'd like to turn things around a bit if I could and establish a few concrete things and then pose the question. Let us assume all of the following:

Fact 1 - The players at the table all have a specified thematic premise and conceptualization of their characters in mind and are intent on pursuing this path wherever it leads, come hell or high-water. Any Pawn Stance, gamist interest is utterly subordinate to this interest. For instance: Paladins aren't skulking around slitting throats or strategically retreating (due to resource ablation, et al) in the face of thematic adversity while innocents or their allies are in peril. They're pushing forward, leading from the front, and relentlessly extolling the virtues of their oaths.

Fact 2
- The classes are all reasonably balanced, level for level, and are not reliant on external balancing measures (eg code enforcement by GM).

Fact 3 - The GM has a considerable amount of mental overhead on his/her plate, up to and including:

a) Internalizing the PCs cues (build, backstory, emergent decisions in play) of the content they're interested in engaging with and consistently heeding those cues when framing them into challenges/conflicts/situations.

b) Working in real time to assimilate multiple, sometimes disparate in minor but important ways, PCs' thematic content embedded into their characters such that they all have at least some stake in most, if not all, of the conflicts the PCs are framed into.

c) Reacting in real time to player decisions and responding with thematically-coherent/compelling, genre-relevant, dynamic pushback. These can be outcomes such as successes, rewards, failures, or complications.

d) Providing the requisite color and texture (NPCs and setting backdrop) that the group expects (this may be significant or a simple nod).

e) Maintenance of coherency of an emergent story, evolved each week by player/group actions and decisions. This includes thinking off-screen.

f) As to the above, ensuring that your off-screen considerations are telegraphed or foreshadowed enough (or even outright revealed with ominous vignettes portrayed in front of the players) such that the reveal isn't jarring, incoherent or potentially seen as bad form gotchas. They should be compelling complications in which the PCs are provided agency over.

g) Performing the heavy load of relevant, in-play clerical and administrative work inherent to GMing.

h) Having to think about multiple combat units (including relevant battlefield features) and how best they can be leveraged/force-multiplied to compose exciting, climactic combat.

i) Possessing robust knowledge of the system to properly adjudicate corner cases and stunts.

j) Making sure the pacing consistently conforms with your group's expectations.

k) Spending extra-session reflection and clerical overhead on compliance (yours with respect to PC expectations) and considerations of upcoming progression (Quests, Treasure Parcels, Alternate Advancement Awards, character advancement, potential conflicts for upcoming sessions).


There are other individual GM principles, but those are the big ones.

Assuming 1-2 and the already considerable overhead (mental, clerical, administrative) inherent to 3 are indeed indisputable facts for a given group, of what use is standard D&D alignment?
 

Assuming 1-2 and the already considerable overhead (mental, clerical, administrative) inherent to 3 are indeed indisputable facts for a given group, of what use is standard D&D alignment?

You know, I said some stuff something like 20 pages back in the thread, but folks who are big on tearing down the system seem to have either ignored it or refuted it to their satisfaction. I don't see much point in repeating myself.
 

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But your aspects are limited by genre, who your character is, setting, etc... so to a point they are pre-defined. You aren't going to have an aspect like "uncontrollable magic power" if your GM is running a grim and gritty game in a cyberpunk setting, because it doesn't fit the setting.

First, those sorts of things (genre) are usually decided before you're writing aspects. Second, strictly speaking, they don't have to be. A Fate GM comes (or can come) to the table with a lot less control over the specifics of the setting than a D&D GM. Many Fate GMs come to the game with no prep whatsoever, allowing play to define the world.

You also choose your class, race, alignment, etc. in D&D and through choosing these things (since these choices are not pre-defined for your character either) you are choosing the kinds of conflict and troubles you want to have... You don't play a character class bound by moral rules if you want the freedom to act in any way you see fit... Just like you wouldn't pick an aspect like "Thrill Seeker" and spend the majority of the game scared to act.

To an extent, I actually agree with you here. The big problem with alignment in this regard is that it is (obviously, just look at the history of alignment threads) not very clear or specific enough what those choices actually entail. That is, you effectively aren't bound by a specific set of moral rules, you're bound by a line that the DM circumscribes for your alignment, and which you very well may not know what that is. In the editions where stepping over that line is like blowing a fuse...this becomes a trap.

Also, when you choose to play a character who has powers based on alignment, you're signing up for having to abide by the GM's interpretation of that alignment (just as a DM decides in Fate whether an aspect can or cannot be invoked, compelled, etc. in a certain way...). The DM isn't demanding you act a certain way with alignment either according to how you phrased it above... but pushing you to act the way you said you would when you picked that alignment and/or a certain character class...

I'd make a distinction between characters who have powers based on alignment (which might include simply using spells) and characters whose powers are subject to significant disempowerment through alignment violation. That is, if a caster finds that Know Alignment isn't working quite like he wishes, that's hardly the same thing as the paladin or cleric suddenly discovering that he's been acting out-of-bounds and discovering that he's effectively a second or third string fighter now. More to the point, though, the DM doesn't have any mechanical means of pushing your alignment.

That is, you often hear people say "The powers of the paladin are a reward for his following the strict code." Which not only encourages the DM to be strict with the paladin player in a way that they are often not for say bards or monks, but leaves you with no mechanism to effect such a reward relationship between the paladin and his code. That is, Paladin A helped 50 orphans and Paladin B didn't do anything but kill a few orcs and take their stuff....yet they receive the same benefits. You are not empowered by your behavior, only risking disempowerment. There is no method or incentive for the DM to do anything to "push" your code, only for him to set up traps where you play "guess what the DM thinks is Lawful Good." (Some DMs, I will note, allow things like religion checks to discern this.)

This is patently not the case with aspects.

Speaking to mechanical variety as far as paladins go, especially since in D&D a paladin is a specific class and in fate it's a descriptor... that's comparing apples and oranges... I'm also not sure how much mechanical variety there is in a fate paladin since it's pretty specific as far as what aspects actually do... (+2 to a skill roll, +2 to a friend's roll, +2 to a passive source of opposition, or reroll your dice). I'm not seeing much variety here, in fact it seems downright anemic compared with what going to level 20 in the D&D paladin class of almost any edition gives you.

In systems like Fate, where mechanics are strongly tied to fictional positioning, its not the mechanical effects that matter, but when and how they can be used. In this case, you can have two "paladinic" character that are otherwise identical on the sheet, but one has Defender of the innocent and the other has I am the swordarm of Pelor for aspects. Those aspects will not only trigger in different circumstances and be used in different ways, but through compels will push the story in different directions from the start (when the GM is looking for compels.) There is nothing about alignment mechanics in D&D that gives players a similar influence on play.

Can you invoke your "paladin" aspect without a fate point? If not then sooner or later the GM will dictate what you should do if you want to retain the ability to be a paladin in Fate.

Not so. Your aspects are always true. So if your sheet says "paladin" then that's true about the character. The GM cannot change that (directly anyway). You may not be able to invoke it right now, and that may or may not be because of this aspect and compels, but you are still a paladin and other parts of the game and fictional positioning do not change because of a lack of Fate points. That is, if NPCs know of it, they still react as if you are a paladin; if you get different trappings for skills by being a paladin, they are still in effect; etc.

If you loose a point every time you resist a compel, and by default the most Fate points you can start out with is 3 (though if you want an extra stunt or two that drops it to 2 or 1) it seems like it's just a more obfuscated way of making it so that the GM can enforce "good play" on your part... Especially since as per Fate Core the GM is the final arbiter on invokes, compels, etc. I don't see much of a difference between a GM controlling through alignment penalties or through resource economy when they are both basically up to the judgement of the GM.

Except that you, the player, get to define what it means for you when you write the aspect(s) down. They are distinctly not "up to the judgement of the GM." You don't need to leave much room for the GM to "wiggle". Now, if you want (as you suggest some players do) to have that experience, then just write "paladin" for an aspect and go, presumably the GM will be aware of what you mean by that and later give you that. However, if you really want to play a saintly character...writing Defender of the Innocent down doesn't really give as wiggle room, does it? The GM can only really compel that by setting up innocents in trouble, using it like an adventure hook. If you say you want to play a Defender of the Innocent and right off the bat decline to defend innocents three times in a row...that's on you, not the GM. He's just listening to your signals...which were apparently not in sync with what you wanted. Unlike D&D, you are not suddenly de-paladinized. You have, however, severely limited your ability to impact the future story.

I would also point out that Fate includes "modules" called extras, some of which would definitely help a group play out a "fall and redemption" story, if they wanted such a thing. However, extras can have a wide variety of impacts on play.

So basically most of the time the player is going along with how the GM feels they should be playing their character and gets rewarded for it (Yet for some reason they chafe when expected to do the same thing in D&D???)... I understand because I wouldn't want to run out of Fate points either and not be able to use my paladin aspect... the same way I wouldn't want to fall in D&D and loose my paladin's powers.

Just to repeat, its the player not the GM who gets to decide their aspects (although you should really listen if your table mates express confusion about them.) If a player puts down Paladin on their sheet, I'm immediately going to ask for more specification or what they want out of it. This is not a special case, I'd do the same for Wizard or Thief or Chaotic, one-word aspects are not very helpful. In practice, it is very much not the same thing for a would-be paladin in D&D.
 

Assuming 1-2 and the already considerable overhead (mental, clerical, administrative) inherent to 3 are indeed indisputable facts for a given group, of what use is standard D&D alignment?

Keeping in mind the obvious point that RPGs run perfectly well without an alignment mechanic, the obvious answer to your question is:

Spells and effects can key off of alignment. (Whether's it's Detect Evil or a sword that can only be wielded by those of chaotic alignments, etc.)
 

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