Do alignments improve the gaming experience?

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I think when we approach a discussion like this expecting a definitive answer that applies equally to all groups we're not going to be very productive. For my part I want the experience of playing a religious character to reflect and involve concerns of real life religious practice. For me that requires not knowing the mind of the divine agent in question. I don't want there to be be definitive answers when religious conflicts come into play. I want it to be possible for my character to be disagree with another member of the same faith - possibly violently without interference. When I'm running a game I want to focus on conflicts between individuals without having to decide who is right and who is wrong. That's part of the fun.

However what works for me might not work for everyone else. It's okay to be okay with fiction that is more focused on fantasy morality then exploring real world morality without judging. Sometimes people want more certainty about right and wrong in their games. They're welcome to it.
 

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The concepts of evil and good are then measured up against the code/ethics of the source of the divine power. If the targets of the divine power are in antithesis to the deity, for instance the deity is "good" and the targets are "evil" according to the deity
If I had to take a stab I would surmise it relates to the good of evil intentions and that the actions desired would have to be significant (appropriate) in nature to reflect good or evil - as in not tying seeking to tie ones shoe laces, but wanting to slay an innocent.

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If you are a follower of Set you have to be evil, its one of the requirements as far as I can tell for 2e and 3e D&D books, so in order to detect signs of servants of Osiris you need to cast Detect Good, it is that simple. The nature of good and evil does not change depending on which side you are. You are what you are, no high-philosophy needed. Good is good, evil is evil.
I simply don't understand how these two posts are consistent. If "good is good" and "evil is evil", and their nature does not change depending on which side you are on, then how does it make sense to say that "the concepts of good and evil are measured up against the code/ethics of the source of the divine power"?

And what happened to the 2nd ed AD&D passage you quoted upthread, about "good" and "evil" being different for different cultures?
 

IMO, if the only thing stopping the paladin player from eating babies is the alignment mechanics, then you will have far more problems than mechanics can solve.
This I definitely agree with.

As I posted way back on the first page or so of the thread, alignment was introduced, as best I can tell, to add a new dimension of risk/reward: if you were Lawful (later, Good) there were some tactics that were off limits (like poison and other assassination-style things) but you got the benefit of (i) better reactions from NPCs, and (ii) better access to healing. Whereas Chaotics had the full run of tactical options, but lacked those two benefits.

I don't really want to play that way myself, but I can certainly see what's going on with alignment in that sort of game.

I can also see what's going on when I pose myself the challenge of playing a character who is true to some pre-specified code or requirement, though again I don't personally feel the attraction. Likewise for the idea of finding out what morality the GM has come up with for his/her campaign world and cosmology.

But alignment as a way of handling "problem players" just baffles me!
 

It seems just as reasonable to assert that, if players and GM's are in tune with their archetypes, significant alignment issues do not arise. Again, however, that does not mean alignment will necessarily improve the game, only that they will not detract from it.

But, this is just not true. It's been shown in this thread that two people, looking at the same example, can give opposite interpretations. Not because anyone is being nasty or a problem, but because morality and ethics is just far too complicated to be reduced down to three line descriptors. Again, it's not anyone who is being a problem, but, the mechanics themselves are so vague that two reasonable individuals, both of whom share lots in common, can still strongly disagree on interpretations, both of which are supportable by the alignment text.
 

tell me how the Paladin’s detect evil and smite evil abilities either function or are replaced in an alignment-free version of a 3.5e game?
I don't know - I don't play 3E, and one reason (though not the main one) is the extent to which it goes beyond classic D&D in embedding alignment into the system.

Perhaps it could be used as "Detect Enemy" or maybe "Detect Cultist".

“I won’t answer a question about how the game would play because it must be answered in actual play” gets stale really fast.

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the player has just levelled up and is considering using the spell Animate Dead which has just become available to him,. He envisions his character as a devout follower of the Raven Queen. That is the character concept he wants to play. His question is whether the animation of the dead to oppose Orcus, or otherwise serve the goals of the Raven Queen, is acceptable, a grey area or unacceptable, based on the backstory about his god. Your answer seems to be “well, why don’t you try it out and see”.

But that wasn’t the answer when a character who takes lives in devotion to the RQ was raised. That was just inconsistent with the backstory of the god.
I'm sorry that you find it stale. All I can say is that it is true. There is a huge difference between a PC arriving at some destination as a result of actual play, and the PC starting at that point via pre-play stipulation. You may not agree, but that would only reinforce what seems very obvious to me, namely that we play the game for quite different reasons.

In the real world, their character description is not written down, it is them.

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many authors refer to their characters “writing themselves”, and being unable to write about some action they had previously envisioned them taking because it was simply “not in their character” as the characters grew.
But this is the exact opposite of mechanical alignment! If the character is "writing him-/herself" then the author is not answering to some challenge of keeping within certain pre-given descriptors. S/he is making choices driven by the immediacy of the situation (again, notions from aesthetic theory such as "spontaneity" and "authenticity" seem apposite here).

This relates to the pre-eminence of play, also. Actual play can take us to places with a character that matter, and have meaning, in a way that the same place as a stipulated starting point would lack. I am not much of an aesthetic theorist, but notions like "history", "accretion", "unfolding", "revelation" and so on seem to be in play in one case but not the other.

Whether or not we are using alignment, we can have a deity of honour and heroism, can we not? Assuming that deity is, in some way, directly influential, that deity’s concept of honour and/or heroism must be determined in some way, whether alignment mechanics are in play our out of play.

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if we lack Good or Evil, a battle between them seems unlikely.
This is not true. I can - and have - run campaigns involving gods of time without determining what "time" means to that god. I can run a deity of honour and heroism without a criterial definition of those terms. Much as, in real life, I can judge conduct honourable or heroic without having a criterial definition of those terms. And a game can involve an epic, Mannichean conflict without a mechanical definition of good and evil.

The point can be illustrated even for a simple non-evaluative adjective: what are the criteria for something being big? I'm not sure even the Chomskyan linguists know that, and I certainly don't, but I can still talk about big things - be they big elephants or big ants or big wins - when I encounter them!

You keep using “Chaos”. This seem like a conflict between Good and Evil focused through the lens of Chaos

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To me, this seems far less a repudiation of alignment than simply a relabeling under a different system. We don’t have LG. Instead, we have “Divine Order”. So what? Weren’t you the one alluding to a rose by any other name?
Again, this seems to involve a missing of my point.

"Divine order" is not a label which, if used, implies binding commitment to a defined game element from which any deviation must then be assessed. It's not a standard against which the play of character is going to be judged. It's just a description intended to evoke a pretty-well known trope. As I've said, I don't want to judge play against pre-given standards. When my players debate, in character, what steps they should take to preserve the divine order, or to oppose (or serve) the forces of chaos, they are not doing or saying things which have to be judged against any standard as part of the process of action resolution: are they really opposing (or serving) chaos. These are elements of the fictional situation that inform their play, not mechanical standards or requirements.

It seems just as reasonable to assert that, if players and GM's are in tune with their archetypes, significant alignment issues do not arise.
The whole notion of "being in tune with an archetype" is one I'm not interested in as part of the process of adjudicating play. Was Wagner in tune with Beethoven's archetype? Did he improve it? Debase it? Destroy it? These are questions that can be interesting to ask as an audience member, or as a critic. But I'm glad Wagner wasn't having to answer to anyone but himself on these points when he was actually composing his music!

I have chosen a well-known artistic example to try and make the point. Of course my game is not a work of art in any meaningful sense - it's of aesthetic interest only to those who actually participate in it. But the basic dynamic of creation is still the same. I am not interested in making my players answerable to my judgement as part of the process of playing their PCs: naturally I have opinions as an audience member, but they're not part of my role as referee.

A deity of Honour and Heroism modeled after the philosophy of King Arthur seems like he would have a very different vision than one modeled after the philosophy of Mahatma Ghandi, regardless of whether alignment mechanics are in play.

It seems odd that you can easily judge whether the Raven Queen approves of murder, or of use of the undead, but you cannot make any judgment on honour or heroism.
It's not strange at all. For much the same sorts of reasons, physics uses a different methodology from history, which uses a different methodology from economics, which uses a different methodology from moral and political philosophy.

Put crudely, judgements of value have a different epistemic and metaphysical character from judgements of fact.

I also don't see what your Arthur/Ghandi example is meant to show. One the one hand, it's tempting to ask "Who would turn up to play a holy warrior devoted to a pacifist god?" On the other hand, it's also tempting to note that that's one possible interpretation of Arthur as an archetype! I don't see how alignment mechanics are meant to help me in any practical way to work out which of these sorts of gods I want in my game, nor help my players think about what might be involved in worshipping them.

I have not seen alignment used to overwhelm the play experience as you seem to assume it automatically must
I'm not assuming anything. I'm asserting some things based on my play experience.

Dark God and human sacrifice both strongly imply Evil to me, so definite alignment issues there. I would have a tough time accepting that one PC being a force of good and righteousness.

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I do not see how an alignment system would prevent the gameplay. Either the character was not Good to begin with, or he has slid into neutrality or evil.
And right there is a perfect illustration of why that episode of play would have been very different if alignment mechanics were in use. Because they require precisely the sort of judgement to be made - which you, right here in this post, are making - which I am not interested in making as part of my refereeing of the game.

Right here, in your own post, we see "alignment used to overwhelm the play experience". That's what I don't like it. That's why it's an impediment to my desired play experience. Hopefully you can now see why I don't use it.

That may be how your games play out. It is not how mine play out. As I have said before, if the GM or players are going to obsess over classifying each and every choice into alignment boxes, and rigidly specify that there can be only one proper choice for each alignment, then that is poor play and poor GMing, not a poor rules set or mechanic.
So is this the bit where we get told that those who don't use alignment are doing it wrong?

If the GM is not going to consider whether or not the paladin's actions are evil or lawful, then what is the point of the rule saying the paladin can't do evil, non-lawful things? If the player's don't worry about whether or not the conduct of their PCs is alignment-compliant, then what role is it playing as a constraint on (or guide to) roleplaying?

Or to put it another way: of course if you don't use alignment then it won't cause you any trouble. I've already discovered that for myself. But if you're not using it, then why are you asserting that you are using it?

Or to put it yet another way: what were you doing, when judging that the PC who sacrifices a friend and companion to a dark god is evil, and hence that you "would have a tough time accepting that one PC being a force of good and righteousness", and hence that that PC "has slid into neutrality or evil"? You were "obsessing over classifying each and every choice into alignment boxes"!

Well, not "each and every choice". Not the choice about what colour hat to wear. Nor about whether to single or double-knot the shoe laces. Only the choices that actually matter to the play of the game.
 
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But this is the exact opposite of mechanical alignment! If the character is "writing him-/herself" then the author is not answering to some challenge of keeping within certain pre-given descriptors. S/he is making choices driven by the immediacy of the situation (again, notions from aesthetic theory such as "spontaneity" and "authenticity" seem apposite here).

When the character writes himself, his "descriptors" which have been "pre-given" by the author's vision, including but not limited to the manner in which the character has already been written to date, and the experiences he has had (in backstory and in play), are driving him such that the author is no longer deciding what the character will d unilaterally - rather, the character's own character is forcing certain decisions. Much as the conclusion that "Sir Gallice would not take these actions because he is Lawful Good." LG becomes a shorthand for some of those traits. Or we might come to the realization that Sir Gallice is not actually LG, chafes under the authority of the Church and struggling with whether remaining a Paladin is really what he wants to do.

This is not true. I can - and have - run campaigns involving gods of time without determining what "time" means to that god. I can run a deity of honour and heroism without a criterial definition of those terms. Much as, in real life, I can judge conduct honourable or heroic without having a criterial definition of those terms. And a game can involve an epic, Mannichean conflict without a mechanical definition of good and evil.

The point can be illustrated even for a simple non-evaluative adjective: what are the criteria for something being big? I'm not sure even the Chomskyan linguists know that, and I certainly don't, but I can still talk about big things - be they big elephants or big ants or big wins - when I encounter them!

"Divine order" is not a label which, if used, implies binding commitment to a defined game element from which any deviation must then be assessed. It's not a standard against which the play of character is going to be judged. It's just a description intended to evoke a pretty-well known trope. As I've said, I don't want to judge play against pre-given standards. When my players debate, in character, what steps they should take to preserve the divine order, or to oppose (or serve) the forces of chaos, they are not doing or saying things which have to be judged against any standard as part of the process of action resolution: are they really opposing (or serving) chaos. These are elements of the fictional situation that inform their play, not mechanical standards or requirements.

So you can manage without full, formal definitions of all of these terms to know it when you see it, but Lawful, Chaotic, Good and Evil cannot be similarly treated, and must rather be defined to the nth degree? The players can argue over what best serves Divine order and the forces of chaos, and decide that, say, Divine Order is best served by making all decisions based on random chance (say rolling dice) or that chaos would be best served by homogenizing all its servants into a large army, with each member having a role to play and serving it perfectly, as dictated by his superiors?

There are some obvious aspects of the various alignments, and some which are much less clear cut, resulting in character disagreements over how best to proceed.

It's unclear to me how you can manage "Primal Chaos" and "Divine Order", but Good, Evil, Law and Chaos throw you for such a huge loop.

And right there is a perfect illustration of why that episode of play would have been very different if alignment mechanics were in use. Because they require precisely the sort of judgement to be made - which you, right here in this post, are making - which I am not interested in making as part of my refereeing of the game.

Right here, in your own post, we see "alignment used to overwhelm the play experience". That's what I don't like it. That's why it's an impediment to my desired play experience. Hopefully you can now see why I don't use it.

So your game simply takes place in a moral vacuum - sacrificing a sentient being, indeed a companion (fellow PC) to a Dark God has no moral implications whatsoever? No one at the table considers this "an evil action"? You are fine with an Arthurian Paladin carrying out such an act and continuing to exist in a state of divine grace, freely benefiting from the powers of Good and Righteousness that he is considered to continue representing as a paragon?

And yet, earlier in the thread, you were aghast at the suggestion that a Paladin tearing out a baby's throat with his teeth "for the greater good" could ever occur? I'm not seeing how sacrificing a person to a Dark God is somehow less subject to moral judgment. Is the problem only that the player doesn't want to be told that the character he is playing (playing well, and playing in a great game) is not Good and morally upright, but either Evil or at the least committing an evil act? Why is that so fearful?

Or to put it yet another way: what were you doing, when judging that the PC who sacrifices a friend and companion to a dark god is evil, and hence that you "would have a tough time accepting that one PC being a force of good and righteousness", and hence that that PC "has slid into neutrality or evil"? You were "obsessing over classifying each and every choice into alignment boxes"!

It doesn't take much work, from my perspective, to classify that action. Are you asserting that his action could easily be seen as one logically taken by a Paragon of Righteousness who would be rewarded by all the Holy Powers of Good for his actions? And if so, why is tearing a baby's throat out with his teeth such a stretch? Frankly, the assessment of whether or not sacrificing a friend and companion to a Dark God is morally righteous or not doesn't seem that hard to make. Do you envision a lot of objective observers whose reaction is likely to be "well, maybe he had a goo reason - let's not leap to hasty conclusions - who are we to judge!"

Could it be great gaming, and fantastic role playing? Absolutely. Can anyone reasonably suggest it is fantastic role playing of an Examplar of Virtue and Righteousness, holding a place of special esteem to the Deities of Honor and Heroism? "No" does not begin to cover it! What player, in taking such an action, would consider the character a Paladin, a Holy Warrior proudly standing for all that is Good and Righteous?
 

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Could it be great gaming, and fantastic role playing? Absolutely. Can anyone reasonably suggest it is fantastic role playing of an Examplar of Virtue and Righteousness, holding a place of special esteem to the Deities of Honor and Heroism? "No" does not begin to cover it! What player, in taking such an action, would consider the character a Paladin, a Holy Warrior proudly standing for all that is Good and Righteous?

I've met them. There is one that sticks out in my memory like a proud nail. The game was Ars Magica (so no alignment) but I had grafted on a piety system from another game to allow True Faith/False Faith to be earned in game, Most PCs bounced around in the middle band, not gaining favour with any of the powers. Of the 20+ PCs, only one achieved True Faith and another achieved False Faith.

The False Faith player was absolutely floored when the devil showed up to collect his due and strike a bargain (he slid into a truly low piety band). He couldn't understand why. I walked him through his actions and their effect on his soul's accounting: betrayed those under his trust, killed friends for equipment, stole religious relics and tried to use them for blasphemous purpose, consistently animated the dead, engaged in parley with demonic forces, etc.

But he cried, "There were justifications!" He thought all his actions were 'good' and justified by the circumstances he faced.

Amusingly, the reason the other PC achieved True Faith was in part by continually resisting the temptations he offered.
 

For my part I want the experience of playing a religious character to reflect and involve concerns of real life religious practice. For me that requires not knowing the mind of the divine agent in question. I don't want there to be be definitive answers when religious conflicts come into play. I want it to be possible for my character to be disagree with another member of the same faith - possibly violently without interference. When I'm running a game I want to focus on conflicts between individuals without having to decide who is right and who is wrong.

These points are pretty key here I think (and I agree with them). If a broad prescriptive ethos (in this case alignment) is to be an overarching quality control element for play (specifically with a third party performing the quality control), by reason you are crowding out the prospect of the above player-initiated conflict coming to fruition in an organic way (eg impulsively authored by the players who are each sincerely advocating for their own perception of their respective characters' viewpoints within the faith). The 3rd party performing the quality control will already have "the right answer" to the faith-based question the players are attempting to explore, thus circumventing any legitimacy of player-initiated, intra-faith conflict...rendering it ultimately pointless.
 

When the character writes himself, his "descriptors" which have been "pre-given" by the author's vision
This is tortured. There are no descriptors. As you yourself go on to say, the author draws upon "the manner in which the character has already been written to date, and the experiences he has had (in backstory and in play)". The manner in which a character has already been written is not a descriptor. There may not even be a word or phrase of English able to adequately capture that manner, whatever exactly it is. Similarly for the experiences a character has had in backstory and play. There is no descriptor there: there is a simply a known history of experiences.

As I said upthread, this is the exact opposite of alignment. It is the reliance upon spontaneous intuitions generated by familiarity with and interpretation of prior material. It has nothing in common, either cognitively or artistically, with identifying and then applying a descriptor.

That's not to say that you couldn't do that if you wanted - identify and then apply a descriptor. But then the character wouldn't be writing him-/herself. Rather, there would be very conscious authorship involving two stages: first, distilling that manner and those experiences into an overarching descriptor; and second, inferring from that descriptor what the character should do next.

At that point, of course, we still wouldn't have alignment: because alignment, at least played as the 2nd ed AD&D PHB suggests, involves a third element too: of ensuring that whatever one has the character do at the second stage does not itself undermine the truth of the overarching descriptor. That means not only very conscious authorship, but authorship with a very particular goal. (And one which has no appeal for me.)

Much as the conclusion that "Sir Gallice would not take these actions because he is Lawful Good."
But that's not the character authoring him-/herself! It's conscious authoring based on a preconception of what Sir Gallice desires and is capable (or not capable) of.

LG becomes a shorthand for some of those traits.
And this raises a further issue, that goes to the heart of alignment: who gets to define the shorthand? If the player - who is the typical author of the character - gets to do so, then LG should have whatever meaning the player imputes. But at that point we don't have mechanical alignment anymore. And if the GM gets to decide on the shorthand, then the character is clearly not authoring him-/herself, because there is the prospect of real-time editorial correction from a 3rd party. The player becomes less like an author and my like an actor of someone else's screenplay.

So you can manage without full, formal definitions of all of these terms to know it when you see it, but Lawful, Chaotic, Good and Evil cannot be similarly treated
Of course they can be. I'm not the one who has insisted they be defined - you are! (Do I really have to trawl back through the thread to find the posts? In post number 530, you said that "we can have a deity of honour and heroism, can we not? Assuming that deity is, in some way, directly influential, that deity’s concept of honour and/or heroism must be determined in some way". In the post to which you have now replied, I denied that this was so. That is to say, I denied that we need to "determine" a concept of honour and/or heroism to use it. Likewise in the same post I denied that we need to "determine" a concept of good or evil to base a game on the trope of good vs evil.)

My point - which you seem still to be missing, or perhaps just ignoring for some reason - is that mechanical alignment requires the use of these evaluative words and phrases as standards, imposed by the GM as part of adjudicating and refereeing the play of the game. THIS IS SOMETHING I DON'T WANT TO DO. Hence I don't use mechanical alignment. I don't see why that is so hard to understand.

The players can argue over what best serves Divine order and the forces of chaos, and decide that, say, Divine Order is best served by making all decisions based on random chance (say rolling dice) or that chaos would be best served by homogenizing all its servants into a large army, with each member having a role to play and serving it perfectly, as dictated by his superiors?
I believe that you are intending this as some sort of knock-down argument, but it is a failure at that. Because you've given no reason why the players have reached such a conclusion.

I don't know if you are familiar with the plot of Wagner's Ring Cycle, but it actually has roughly the shape you here treat as a knock-down counterexample! Wotan (Odin), between the conclusion of The Valkyrie (the 2nd opera) and the opening of Siegfried (the 3rd opera), realises that the only way to restore a proper order to the world - which he, Wotan, has doomed via the pacts he has entered into which have permitted the dragon Fafnir to gain possession of the Ring, itself tainted by (i) its creator's theft of the gold from the Rhinemaidens and then by (ii) Wotan's theft of it from its creator - is to allow the emergence of a wild man unbound by any obligation or law. That is Siegfried, who - when he meets Wotan - uses the sword that he forged himself to cleave in half the spear on which Wotan has engraved all the runes that record the pacts and laws of the world.

So here we have Wotan, divine ruler of the world - and no slouch in the reasoning department - forming the view that the best way to serve divine order is to permit the emergence of a wild man who decides based on whim and passion, and that to proceed in conventional ways would only compound the problems that the theft of the Rhinemaiden's gold, and then of their ring, have created for the world.

(In framing the campaign in which the PCs turned on the heavens to save the world from the consequences of ancient pacts the gods had entered into, I was heavily influenced by Wagner. But that campaign didn't illustrate your example as nicely as the plot of The Ring itself.)

Therefore, I don't find your putative counter-example knockdown at all. If that's where my players end up, that's where they end up. Let's play the game and see what happens. I don't need to superintend their choices about these matters, or veto them, or prove them to be mistaken. I'm much more interested in seeing where they take us and the game.

It's unclear to me how you can manage "Primal Chaos" and "Divine Order", but Good, Evil, Law and Chaos throw you for such a huge loop.
They don't throw me for a loop. My point is that I am not interested in the adjudicative aspect of mechanical alignment. I could do it if I wanted to. I could also adjudicate my players' actions based on whether I like the cut of their rhetorical jibs, or any other such thing. But I don't care to.

earlier in the thread, you were aghast at the suggestion that a Paladin tearing out a baby's throat with his teeth "for the greater good" could ever occur? I'm not seeing how sacrificing a person to a Dark God is somehow less subject to moral judgment.
If a player was setting out to play a noble knight, I'm hard pressed to see why s/he would have his/her PC ride into a village on a whim, grab a baby, and tear out its throat on a whim. [MENTION=22779]Hussar[/MENTION] has already discussed this particular issue well.

The player in the episode of play I described didn't have his PC decide to sacrifice his friend and (soon to be former) companion on a whim, however. So I don't really see the connection. And I also don't see the relevance of moral judgement. I don't need to make a moral judgement to express the view stated in the paragraph above this one. I'm just making a prediction: I can't imagine a player of a noble knight declaring, on a whim, that his/her PC rides into the village, grabs hold of a baby and rips out its throat. In relation to the sacrifice episode, I'm not making a moral judgement either. Nor am I making a prediction. I'm describing an episode that actually occurred during play (in early 1994, if my memory serves me well).

It doesn't take much work, from my perspective, to classify that action.
Lots of things don't take much work. It doesn't mean I want to do them. If the point of play - as I posted in reply to Umbran some way upthread (post 454) - is to evoke an evaluative and/or expressive response on the part of a participant, then classifying actions in the way you advocate as part of the process of play is an impediment. It is antithetical to the point of play.

Pictionary would be a worse game if, before a player could show his/her picture, it had to be vetted by a referee. Similarly, for me RPGing is a worse activity if, when a player declares his/her PC's action, that action - as part of the process of play - is subjected to adjudication by a referee.

So your game simply takes place in a moral vacuum - sacrificing a sentient being, indeed a companion (fellow PC) to a Dark God has no moral implications whatsoever? No one at the table considers this "an evil action"? You are fine with an Arthurian Paladin carrying out such an act and continuing to exist in a state of divine grace, freely benefiting from the powers of Good and Righteousness that he is considered to continue representing as a paragon?
This paragraph seems to have a more than one thing going on it.

First, you seem to be (i) asserting that no reasonable person could believe that an Arthurian paladin could sacrifice a friend and companion to a dark god, yet remain a paladin, while (ii) supposing that a player might take that very view about his/her own PC. Which entails that you think players will depart from what reasonableness requires. Why would they do that? This also goes back to [MENTION=22779]Hussar[/MENTION]'s points about trusting your players. If your players are not reasonable people, why are you playing with them? If they are reasonable people, and they sincerely believe that some course of conduct is consistent with paladinhood, why do you need to contradict that view just because you see the situation differently? This is one of the reasons that I don't use alignment mechanics. I don't feel the need to impose my evaluative conceptions on the players' play of their PCs.

Second, you seem to be supposing that unless the GM imposes moral judgements as part of the adjudication of players' declared actions for their PCs, then the game is taking place in a moral vacuum. That's such a strange supposition that I hesitate to impute it to you, yet I don't see any other way to make sense of what you're saying. But the notion that events don't have value unless someone sticks an authoritative label on them, which everyone else participating in the activity in question is then obliged to abide by, is so foreign to my way of thinking that I barely know where to begin.

I'll take the example of the movie Casablanca. It is no part of authoring the script to Casablanca, nor filming, producing and distributing Casablanca, nor watching Casablanca as an audience member, to impose evaluative labels in some authoritative way on the actions or characters of Rick, or Ilsa, or Victor Lazlo, or Captain Renault, or Ferrari. But to suggest that Casablanca takes place in a moral vacuum would be absurd.

Moral implications can arise, and be judged by the participants in an RPG, without the need for the GM to adjudicate by way of mechanical alignment. My personal experience is that in fact moral implications are more likely to arise in the absence of mechanical alignment, because the players do not have the GM's judgement to hide behind. They have to take responsibility for their own decisions in playing their PCs.
 
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There are some obvious aspects of the various alignments, and some which are much less clear cut, resulting in character disagreements over how best to proceed.
If player-driven moral reasoning within alignment bands is acceptable in the absence of GM adjudication and enforcement, then I'm puzzled as to why we suddenly find ourselves in a "moral vacuum" if that permissibility is generalised to the entire field of possible action.

Not only do I fail to see the problem in eliminating alignment, as far as creating space for genuine evaluative argument is concerned, but I also see a benefit. Because it reduces the non-evaluative, nit-picky stuff about "whether this is LG or NG or LN or N" - the taxonomic debate - and turns the focus onto the actual stakes at issue - "What should we do?"
 

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