Given that, I attempted to engage the conversation with an "in spirit" analogue to pre-4e alignment (* code/ethos QC by GM, homage to 4e's power sources - specifically with respect to how alignment constraints mandate being in accords with the ideals of those sources, lest the power source be turned off -, and generic Druid tropes). However, I think I can provide a (brief) breakdown of where troubles would have arisen for our play if the game was played under the auspices of 3.5. That is below the quoted text that provides *
Alright, so let us just pretend for a moment that 4e has all of the trappings of mechanical alignment and that Druids are a Divine character (rather than Primal) and could have their power font "turned off".
How I would think about it - noting that I'd never really questioned using mechanical alignment until this thread and have never found it a detriment in play myself (in that no one I've played with has ever done something egregious enough to make me question their alignment).
Case 1:
(a) It is established that druids are divine characters who are granted their powers from their unity with, and reverence for, nature where that unity is disrupted by going to the extremes of LG, CG, LN, or CN or not revering nature.
(b) The player decided to play a character of that class
(c) In the course of play the character stops revering nature, likes civilization just as much as nature, and move towards LG, and the player recognizes these changes in the character.
If (a) has been established as an axiom of the game, then shouldn't the player whose character gets to (c) voluntarily start having all their nature granted powers fail without the DM even needing to intervene? To me, the player not role-playing as if their powers are being gradually shut down seems in the same family as a player trying to have their magic-user attempt to cast spells with no penalty while wearing armor, the paladin killing babies for fun and thinking they get to keep their powers, or the player of a deafened character having them knowing what's being said around them. In all those cases the player seems like they are trying to _cheat_ in the sense of not playing the game by its rules. If the player tried to ignore the casting penalty for armor, would you as DM make them take the penalty (or stop playing with them)? I don't see how it is different if the player recognizes (a) as a rule and recognizes that they are violating it.
I would expect that the DM and player would work something out for the player to maintain some slightly altered powers by shifting their allegiances to a different divinity/power (become some sort of unique cleric/druid/divine-caster type).
Case 1.1:
I agree (quite readily based on several anti-alignment posters previous posts) that it gets more complicated if we change (c) and the player doesn't recognize that they are shifting away from nature and are shifting towards an extreme alignment. Then it gets into the DM having to either point that out to them or to ignore it. That seems to go with your (3). I completely get the argument about not wanting the DM to have to enforce things that can be tied to a value judgement - things like the differences between LG and N (with LG tendencies) or what it means to revere and work for nature. I assume you would enforce things that don't have a value judgement - say a player isn't using their armor penalty as an arcane caster because they were forgetting to do so or because they found it annoying?
Case 2:
(a) It is established that druids are divine characters who are granted their powers from their unity with, and reverence for, nature where that unity is disrupted by going to the extremes of LG, CG, LN, or CN or not revering nature.
(b) The player would like to play a druid but has a character idea where their aliegence is split between a god of nature and a god of civilization, has a different stance on nature, and a world view that might not fit with N.
In this case I would think they would bring that idea to the DM. If having a special druid archetype or alternate version of the druid didn't do violence to the setting, then I would expect the DM to help the player up a custom character class to fit their vision of the characters. (For example, in last years 1e game the DM let me switch out my thief's pick pocket and open locks for ranger tracking.) If the proposed class modification doesn't fit the established world at all, I wouldn't expect the DM to go with it any more than I would expect them to allow an elf in an agreed upon all human campaign, allow fire-arms in an agreed upon bronze age one, or let the player unilaterally decide to use some psionic supplement to introduce those to the game.
On all points 1-3, there is a problem for play in my game. This character's body of work wouldn't have panned out. Its evolution would have been tortured or rendered null. And all the while I would have had to spend mental overhead on the adjudicating the cosmological fallout. Those, singularly and certainly together, equal "harmful to my (and my players) preferred table aesthetic and play."
I think I would like a distinction between (i) having alignment/codes of honor and their having effects on the characters and (ii) how they are enforced. I don't find (i) to be that much different than many other restrictions placed on players and their characters in the game. The difference I see is in (ii) with the judgement required of the DM if they are the enforcers and how some DMs find it objectionable to insert disagreements on values into the game and/or how much mental overhead is used up for some DMs in monitoring such things if they are the enforcer.
If a game doesn't want (i), that's fine -- you've just redefined how divine casters work in your game and they're different from RAW. It just makes no sense to now say your playing a "3.5 D&D Druid" ... you're playing "a house-ruled druid that gets rid of the connection to nature". People house-rule things all the time.
If you go with (i), then you could put (ii) in the hands of the players and not the DMs, and if the whole table notices the paladin thinks killing babies is good then you stop playing with them instead of intruding to strip their powers. For me, I don't find (ii) to take much mental overhead and (until reading this thread) didn't find it any different from enforcing the armor wearing caster penalty.
I don't agree that Case 1 above necessarily means this character's body of work would have been negated -- unless they insisted they were a perfectly good druid still or the DM refused to work on a rebuild with them.