you are still holding my murderous servant of the Raven Queen is an inappropriate character
Allow me to repeat: from my point of view
there is no such character. You haven't read the relevant books. You're not interested in talking about backstory - indeed, when I talked about backstory (as I do with my players when PCs are created and introduced into the game) you complained about "hidden" backstory, using some strange equivalence I don't understand between "overt" and "covert". You haven't said anything about why it's important to you that your hypothetical character serve the Raven Queen rather than, say, Demogorgon or Orcus.
In other words, you're trying to score points on an internet discussion. That's fine, but don't think you can draw any inferences about how my game is run from your point-scoring attempts. If you want to know how my game is run, read my actual play posts (I've linked to plenty of them, and I'm sure Google will bring up more).
you are still deciding whether that near-omnipotent, near-omniscient entity agrees or disagrees with the values of my character.
Even to the extent that this is so - and a view as to the opinions of a shared backstory element, reached by consensus either at character creation or in the course of play, is not a view that I, the GM, have unilaterally imposed upon you - you're not being told whether or not that entity is good or evil, and hence whether or not you (and your PC) are right or wrong to depart from its views.
I suspect my character having an epiphany a few weeks into the game where he realizes proper devotion to the Raven Queen requires sending as many living people as possible to her Realm of the Dead would not be well received
That suspicion is without foundation. You don't know how it would be received - heck, I don't know how it would be received - because those few weeks of play
have not happened. The mooted epiphany has no context, and without the context of actual play is meaningless.
In the games I've run without alignment mechanics, here are just some of the things that I remember when I reflect back on 25+ years of campaigns:
* a samurai PC, travelling to an ogre stronghold in the mountains, has treated with them, and played civilised games of dice, in order to ensure that they do not join forces with the enemies of his clan;
* one PC has sacrificed another to a dark god as part of a total betrayal of team A (for whom the PCs were working) in favour of team B (for whom the PCs then commenced working);
* a PC has sold out his hometown to invaders in order to raise the money to repurchase his home which he had lost because he couldn't finance his drug addiction; then, having found love, has got clean of drugs; then, having lost his love to violence, has suffered a brief relapse, before rededicating himself to higher causes and persuading his world-wide order of wizards, against the views of its highest leaders, to oppose policies of racial supremacy and enslavement;
* the PCs have rebelled against the heavens to save the mortal world from the consequences of a foolish pact the gods had entered into at the beginning of the world;
* a PC, by means of impassioned argument, has persuaded an angel who was a "living gate" to the demiplane entrapping an exiled god that the only way to save the world and redeem the heavens was to permit the PC to strike her down, so that the PCs could then journey through the gate that would open about her dead body in order to learn the exiled god's secrets;
* a drow servant of chaos has worked with fellow Corellon-worshippers to oppose Lolth, because she (like the rest of the Abyss) taints the purity of chaos - change and transformation - with lies and pointless destruction;
* a servant of the gods has implanted the Eye of Vecna in his imp familiar as part of his attempts to balance various loyalties and liabilities to Vecna, to Levistus and to the other entities with whom he has a complex web of relationships (the same PC has also been forbidden by his allies from wielding the Crystal of Ebon Flame, which houses the essence of Miska the Wolf-Spider and perhaps Tharizdun too; but he has stored it in a Leomund's Secret Chest so that he can recover it at speed if necessary);
* the PCs, in play, have found the Asmodeus-worshipping duergar of the Underdark to be some of their most dependable allies;
* a paladin of the Raven Queen has discussed theology with the Whips and Lashes in the Shrine of the Kuo-toa, and has thereby been able to save the rest of the party from being caught and sacrificed to Blibdoolpoolp;
* the PCs have redeemed a fallen paladin of Pelor from his enslavement to a devil and his subsequent leadership of that devil's cult, so that he could return home a hero;
* in one particular campaign, both times the party encountered a hostile bear, at the behest of one particular player (and his PC) the bear was able to be tamed without being seriously hurt, leading to a situation (as that player said) in which "I feel good about not having killed that bear".
I can't speak for other posters, but when I talk about a "player driven game" or a game which is not shaped by the GM's preconceptions, these are the sorts of events that I have in mind: events that came about in actual play because the players made choices for their PCs that weren't just about "side quests", nor about which door in the dungeon to travel through or which room to loot first, but were about fundamental matters like who is right and who is wrong, who should be supported and who opposed, what goals are worth pursuing and what are not. This is what I play the game for. And I utterly deny (and by way of posted actual play examples, refute) the contention that you, or me, or anyone else can know how these things are going to play out in advance.
I think the biggest difference between these other areas and alignment is that no one argues that some means of character advancement, initiative, etc. would not be needed, only whether the current choice is the best choice. By contrast, replacements or revisions to alignment tend not to be suggested.
The suggested replacements (Aspects on this thread) seem no less susceptible to disagreements and/or bad GMing.
My concern with alignment is not about "bad GMing". It is about the fact that it involves the GM, at all, in having to adjudicate on evaluative questions that arise as a result of the players' decisions for their PCs. Whether the GM is doing his/her job well or poorly, if that job includes making alignment adjudications then the GM is doing something that I don't want him/her (or me, when I GM) to have to do.
Because adjudicating Fate aspects or Burning Wheel beliefs or Marvel Heroic distinctions and milestones doesn't actually have that element - the
player is the one who takes the lead in playing his/her PC in accordance with his/her own conception, and from time to time, if the GM doesn't notice, reminds the GM to hand out the requisite tokens - they do not for me raise the same issues at all.
I don't see huge problems caused by its removal (the challenges of removal of alignment-based spells and alignment-based abilities can be resolved). But I see no reason to remove it when the flaws and issues are, in my experience, vastly overstated.
I'm sure that you find alignment excellent for your purposes. But our whole exchange on this thread was triggered by me answering the question, Have I ever found alignment to be an impediment in play, that detracts from the play experience? And my answer hasn't changed. Above are just some of the play experiences that I have had which would have been impeded by alignment - because were I using mechanical alignment then on each of those occasions the players, instead of just playing their PCs, would also have been wondering how I as GM are judging those decisions and making notes on the alignment graph, and would have been waiting to learn whether they were still good or evil or lawful or chaotic or whatever else.
And what would the point of that be?
Unlike [MENTION=6688277]Sadras[/MENTION] and [MENTION=85555]Bedrockgames[/MENTION], you haven't actually answered that question. Sadras
has answered the question, by quoting from the 2nd ed AD&D rulebooks: the point of alignment is that it is a roleplaying challenge to stick within the alignment parameters, and the GM adjudicates whether or not the challenge has been met. Bedrockgames
has answered the question, by saying that, when playing, he likes to explore the GM's cosmological and moral conception of the gameworld, and for this reason is of course happy to defer to the GM's judgement as to those matters.
I think I've made it pretty clear that I am not interested in either of those as goals of play, either as a player or as a GM. Both give the judgements of the GM a prominence in the game that I do not like, and both to me suggest a degree of prescripting - of character, of answers to difficult questions - that I don't like either. (Also note: neither of these two goals of play is supported by the use of aspects in Fate, or beliefs in Burning Wheel, or distinctions in Marvel Heroic, because none of those mechanics supports the idea that playing your PC correctly is a challenge, nor that the goal of playing your PC is to explore the GM's world).
Because of my preferences, I do not think I am at all exaggerating the disutility to me of mechanical alignment.
But enough about me: what do you, [MENTION=6681948]N'raac[/MENTION], find valuable about mechanical alignment in your play?