In that paragraph, I suggest two mutually exclusive choices as being equally valid.
<snip>
I find it sufficient to look to these choices, assess that they fit within the bounds of reasonableness for the alignment in question, and move on.
Are you willing to accept that there is at least one GM in the world - namely, me - for whom the task you have described is undesirable, and an impediment to enjoying the game? (And perhaps more than one, if [MENTION=22779]Hussar[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] are also in agreement.)
I don't understand how you reiterating what
you enjoy doing with alignment is meant to make
me enjoy it.
I have never seen alignment constrain role playing when applied in our games.
In that case, what work is it doing? If players never make decisions based on considerations of alignment - whether they would violated alignment requirements or not - then what work is it doing in the game? The only examples you've given me of using alignment so far would be ones in which the GM overrides a players' view as to the moral permissibility of an action. That doesn't strike me as a great facilitator of players debating the moral merits and demerits of the options before their PCs, but perhaps I've missed something.
pemerton said:
If I am going to play an honourable man in an RPG, I want to be able to have as meaningful effect on the fiction as any other player of the game.
“Meaningful” is not a synonym for “desirable”.
As I used it, "meaningful" is a synonym for "desired", along these lines: if I am going to play an honourable man in an RPG, my desires for the way the events of the game unfold should be just as likely to be realised as those of any other player.
What if the player does not agree whether a certain feat, spell, class, magic item or race is good for the game?
Good question!
In general I'm not a huge fan of unilateral GM rules changes, but there are conflict of interest issues here - the player has an interest in maximising the mechanical effectiveness of his/her PC - which are not present in the case of alignment. There is no mechanical benefit to being dishonourable, nor is there any mechanical penalty for being honourable.
Isn’t loss of the goodwill of the King also a loss? The character has less resources to draw on.
Changes in fictional positioning, in my game at least, have a very different character from changes in mechanical effectiveness. A clever player can easily leverage new fictional positioning (eg having angered the king, you now draw support from the rebels). Whereas losing mechanical effectiveness is simply that - a loss in mechanical effectiveness.
I mean, either it doesn't matter - in which case why do it - or it does matter, in which case what is the justification for doing it?
Because I am not playing a Gygaxian game. Mechanical effectiveness is a means to an end, of shaping the fiction. It is not an end in itself. Changing the fiction is meaningful in and of itself, for aesthetic reasons, which have nothing to do with whether a player is able to exert more or less control over the fiction.
In the context of the example of play I gave, turning on Venca matters because it is a dramatic moment in the fiction; an expression of commitment (or absence thereof); a pivotal moment in the unfolding story. It's irrelevant to its significance that it results in the PC being stronger or weaker.
I’m seeing a suggestion the player was influenced by the evaluative judgment of other players (although they apparently look the other way about existing service to Vecna).
And? Why would a player not be influenced by what other players think of him-/her (putting to one side conditions such as autism)? D&D is particularly ill-suited to Byronic individualism, because it presupposes party play. But I don't see how this bears at all on the use of mechanical alignment.
So what if we change the facts a bit
<snip>
Is it OK for him to decide that, while both honour and righteousness demand the King’s Justice be carried out, it would be inconvenient for me to have to deal with Lucann afterwards, so I’ll take the politicially expedient choice instead? Screw honour.
Who knows? You posit these scenarios as if they can be answered outside the context of play. Whereas the whole thrust of what I'm saying is that they can't be.
The issue of intraparty dynamics, in particular, is a complex issue in D&D play. Would my decisions about how to play Thurgon be influenced by the real-life consideration that [MENTION=16586]Campbell[/MENTION] is trying to play Lucann, and I don't want to put too big an obstacle in his way? Absolutely. Do I want Manbearcat interfering in that and making me lose levels or PC abilities for trying to be a reasonable player? Absolutely not!
In this particular context, what if I decide that my Commandant who was seduced and killed by the dryad was thereby displaying his own weakness? And that what honour really requires is standing by my comrade Lucann, and what service to the Iron Tower really requires is re-establishing those ancient pacts between humans and elves, to which Lucann and the dryad have the key? There's any number of ways of going, none of which I think need to be predetermined, and in respect of which I don't need the GM to hold my hand.
“Honour” may demand actually following the orders the PC is given, even when the PC does not wish to do so.
That is uncontentious but seems irrelevant to mechanical alignment. I already posted a lengthy example of actual play upthread, in which a PC had to keep a promise given in his name (by the other PCs) even though he didn't want to. Why did the player play his PC that way, even though
he didn't want to have to keep the promise either? Because he is committed to playing his PC a certain way. He doesn't need me as GM interfering with, or adjudicating, that commitment.
If the cosmic forces are real, palpable things in game (the 3e alignment extract hits this nicely), then they are “physical moral consequences”.
<snip>
In any case, you have now made the judgement that Vecna is not pleased. How is that so different from the judgement that the Paladin’s source of power is not pleased?
<snip>
you clearly evaluated the player’s actions through the lens of the deity, Vecna’s, perspective
No one playing my game - certainly not the player of that PC, nor the PC him-/herself - regards Vecna as a moral authority. He is an opportunistic archlich who worked his way to godhood and now seeks to accrete further power. (The dwarf PC takes much the same view of the Raven Queen - though she was a dead sorcerer when she ascended to godhood, rather than an undead one - but that is obviously more contentious at the table.)
Judging that Vecna is not pleased therefore has no implications for the player's own evaluative situation. To put it another way: that his PC is an exemplar of necromantic secret-keeping (which is roughly what Vecna is the god of) is no part of the player's conception of his PC. The player and I have actually had interesting discussions about the PC's theory of where Vecna has gone wrong in his understanding of the significance of secrets, treating them as ends in themselves rather than as frequently important means to independently valuable ends.
The situation for a paladin is completely different, for the reasons I gave not very far upthread in a reply to Umbran. The source of a paladin's power is, almost by definition, a moral exemplar. For that source to be displeased means that the paladin has erred. The situations are fundamentally different, for me at least. (For this player and this PC, it's not clear what god might have that status. Probably Ioun, and perhaps also Pelor. Once I would have said Erathis, but I don't think so any more. The PC has changed.)
Nor is a player choosing a path different from that of his LG patron and being penalized for it obliging the player to form the view that his PC erred. We have said as much, repeatedly, upthread.
I know you have asserted that repeatedly upthread. From that repeated assertion, I learn something about your conception of a paladin, and of a paladin's relationship to a divinity. From my point of view, I find it hard to see, on that conception, how a paladin differs from a warlock, but then I've often seen posters who suggest that warlocks are really variant clerics, and so perhaps they share your view of paladinhood.
But the fact that you have a conception of paladinhood radically different from mine doesn't change my view. I think there is a fundamental difference between entering into a pact, and answering to a calling. The PC who angered Vecna was not called to Vecna's service. Vecna's values are not part of the player's conception of his PC; as I have explained above, the PC thinks Vecna is fundamentally flawed in his conception of the nature and value of secrets. The player, in choosing the Raven Queen over Vecna, did not think he was giving effect to any Vecna-ish values. Having asked the player to choose between two gods with which he is allied, and imposing a consequence as a consequence of that choice, to me at least has nothing in common with telling a player who takes him-/herself to be playing a called servant of a moral exemplar that in fact s/he is doing it wrong.
That you see no difference doesn't mean that I don't. It just tells me that you don't care about the same things in game play as I do. Which I already knew.
So we’re no longer discussing the philosophy of whether the GM’s judgments should, or should not, be permitted to alter the abilities of the PC’s. We are now only discussing the degree to which the GM should be able to apply a penalty to the PC.
You might be. I'm not. Judging that the PC has pissed someone off is not judging that they have acted well or properly; it's simply extrapolating consequences from the fictional positioning. (For instance, we're playing a game set in 1920s Italy. I judge that you're PC has pissed of Mussolini. You might reasonably take that to be a good reason to have your PC continue to act as s/he has been.) The judgements I am talking about are evaluative judgements, that I talked about upthread in introducing the notion of "evaluatively meaningful decision".
Why could the player not decide that Vecna places great value on this servant, and as such will bestow even greater powers, since what he has given to date has not sufficiently tempted him to put a greater priority on service to Vecna?
Nothing is stopping him. He has the same PC build options, and the same item wish list options, as everyone else at the table.
I would expect that Paladin who falls from grace also gains advantages in some form or another.
This is why I said upthread that I think 3E's Blackguard rules for fallen paladins are an improvement, although I would prefer it to be decided by the player rather than the GM whether or not the paladin has fallen.
I like the analysis of Thurgon undertaken by [MENTION=6696971]Manbearcat[/MENTION] earlier. To me, this is the means to express alignment. These are the values and beliefs of the character. To me, that makes him LG (whether clearly or on balance). The GM can now assess whether his views are consistent (maybe the character straddles LG and LN, so we discuss that, clarify the values and beliefs of the character and agree where he fits on the continuum). Having done so, provided the character is played consistent with those values and beliefs, his alignment should be pretty clear. And he should have a pretty good idea that chucking honour for expediency may create an issue.
Do you mean this?
*When the usurpers are overthrown, and the proper succession reestablished, then peace will come to the land.
*When the world is in chaos it is no wonder so many are easily misled - but I can lead them back to righteousness.
*Like all cowards, the dragon feeds on weakness. I will oppose it with strength.
Those beliefs were authored by me, as part of the PC creation process. (Manbearcat asked for 3 beliefs, a la Burning Wheel. In my own 4e game I asked players for one loyalty, and one reason to be ready to fight goblins.)
Having authored my beliefs, I am not interested in the GM assessing whether they are consistent! In fact, I would expect the GM to frame situations that push them into conflict (eg by having one of the usurpers turn out to be a bulwark against the chaos of the dragon). That's the main point of writing 3 belief in the Burning Wheel style: to give the GM multiple levers to manipulate.