Do alignments improve the gaming experience?

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Again, not interested in modern ethical philosophy. The group should come to a decision on what level of violence in defense of self and others is acceptable at this table, in this game world, without needing a degree in philosophy to play (unless, I suppose, the theme and tone of your game requires a degree in ethical philosophy to play).

For someone who has said he does not want to bring his day job to the gaming table, it sure shows up a lot in your discussions of the gaming table.

I have to agree strongly with this. I am at the table to game, not to use it as a proxy for discussing the philosophy of ethics. Heck, I even minored in Philosophy in college, but I really don't think the game table is the place to name drop or get swept up in philosophical jargon. To
 

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My view of the D&D alignment system (which I am in favor of):

Lawful Good
: "I borrowed my neighbor's lawnmower with his permission. I accidentally broke it. I will pay to have it repaired and I will mow his

yard for a month to make up for it."


Neutral Good: "I borrowed my neighbor's lawnmower without his permission. I accidentally broke it. I will pay to have it repaired and I'll mow his


yard once to keep him off my back."


Chaotic Good: "I borrowed my neighbor's lawnmower without his permission. I accidentally broke it. I will sneak it back into his garage and I'll


leave $20 for him."


Lawful Neutral: "I borrowed my neighbor's lawnmower with his permission. I accidentally broke it. I will pay to have it repaired but I'm not mowing


his lawn."


Chaotic Neutral: "I borrowed my neighbor's lawnmower without his permission. I accidentally broke it. I will leave it in his yard for him to find in


the morning."


Lawful Evil: "I borrowed my neighbor's lawnmower with his permission. I accidentally broke it. I contacted a lawyer to sue my neighbor for his


faulty equipment."


Neutral Evil: "I took my neighbor's lawnmower without his permission. I left it in my yard to rust. I told the other neighbors that he's a


pedophile."


Chaotic Evil: "I took my neighbor's lawnmower without his permission. I then burned his house down and laughed."


True Neutral: "I can't be bothered with mowing."
 

But what do they offer to an experienced player?

Well, for classes that have alignment limitations they define what you ethically can and cannot do. If, like in my game world, HP and super human power a PC gains as they increase in level is tied, even if unknown to the PC's, to deities, it is a defining world view that when changed, has huge consequences.

So in short, they offer an experienced player much of what a character class offers an experienced player. Simple and easy peasy
 

So N'raac in your games a church can never suffer schism or heresy since every ethical question can have only one answer that is true for a given alignment.

After all in your example and in fact all your examples there can only be one valid interpretation which is handed down by the DM.

This is not interesting for me. I want more ambiguity in the game than this.
 

More that someone wouldn't find the magical equivalent of spiking a drink with GHB and raping someone to be legally or morally questionable.
I think when I click on your Paizo links I'm not getting the full thread. Is there some feature or functionality that I haven't noticed?
 

Because the source of the power lies within the precepts defined by good and it withdraws if the recipient commits an act within the precepts of evil -- I see no reason to present these forces as intelligent. They are in effect forms of elemental forces found in the D&D universe.
First, thanks for the reply. This actually makes sense to me as a cosmological set-up: good and evil aren't "values" or "aspirations" or "ideals" at all; they are just forces constituted by lists of requirements and permissions.

Personally, this isn't very attractive to me, because the actual lists seem somewhat arbitrary, in so far as they make no pretence to being motivated or generated by reference to some genuine higher ideal. I have always thought of reverence of a being like Imix as something like a sign of madness - what sensible person reveres elemental fire for its own sake? Your approach makes paladins (and clerics) too much like Imix worshippers (though perhaps less dangerous) for my taste.

The religious adherents, saints and paladins (both in the real world and from story and legend) revere the divinity/"providential force" that they do precisely because that force is (supremely) intelligent as well as perfect in its motivations and its appreciation of values. They are called to an ideal that presents itself as a genuine one, not as a somewhat arbitrary list.

Better Knight, or better Paladin? The two need not be the same.
Within the default D&D context they are exactly the same. Likewise within Dragonlance, and Tolkien, and Arthurian legend, and real-world attitudes of the high mediaeval upper class.

And here are some relevant quotes:

AD&D 2nd ed PHB, reprinted version
The paladin is a warrior bold and pure, the exemplar of everything good and true. . . T]he paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry.

Pathfinder SRD
Through a select, worthy few shines the power of the divine. . . Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve.

OSRIC p 18
The Paladin class in OSRIC superficially resembles such legendary warriors as Sir Galahad or Sir Gawaine of the Arthurian cyclecycle, but is more closely similar to characters described in the works of Poul Anderson. His “Three Hearts and Three Lions” [a book which draws extensively upon the tropes of Arthurian and Carolingian romance] is particularly highly recommended.

4e PHB pp 89-91:
Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. . . As fervent crusaders in their chosen cause, paladins must choose a deity. . . Paladins are not granted their powers directly by their deity, but instead through various rites performed when they first become paladins. Most of these rites involve days of prayer, vigils, tests and trials, and ritual purification followed by a knighting ceremony . . .​

And of course both in Unearthed Arcana from AD&D, and in Essentials 4e, paladins are described as cavaliers - which is a synonym for "knight".

But even if one thought that not all paladins were knights, how would that alter my point that Sturm Brightlblade is an example, at the heart of D&D canon, of fetishistic adherence to pointless rules being seen as a vice rather than a virtue, and hence not a marker of goodness?

did we set out to play a game where providence is real, or an REH model sword & sorcery world?
I don't know - but if it is established from the start that the gameworld is one without divine providence, what is a paladin even doing in that gameworld?

Whereas for me the matter is actually flipped around: default D&D permits the paladin as a class, and therefore has to leave open the rationality of being a paladin (otherwise the player of a paladin is being set up to lose from the get-go), and therefore has to leave open the question of divine providence. And for me, that is all I need - that the matter is left open. The players can sort out the details, and resolve the question, in play.

you playing a Paladin <snip> If the other Paladin keeps his powers, then yours must be wrong about torture being evil. If yours keeps his powers, then he is wrong about your actions being evil
Why? Divine beings move in mysterious ways (recall Job, and also the prodigal son). Perhaps providence has plans for this erring paladin that haven't been revealed yet, but that will be in due course.

It would be a sin of pride and a failing of humility to presume to judge in these circumstances! And of course you can always talk to the other player, whether in character or out of it.

And in case you think I'm just making all this up, this is exactly the approach taken by the paladin of the Raven Queen in my game to the "backsliding" invoker-wizard. Why does the Raven Queen keep him around and powered up? Because he's going to be useful in some grand scheme some day! It just hasn't been fully revealed yet.

pemerton said:
if N'raac as GM believes that killing in defence of others is never good, then a paladin who keeps doing that will probably drift away from LG towards LN. If the GM "addresses" this with the player, that strikes me as pretty close to the GM telling the player how to play a paladin. The player has two choices: stop playing a paladin; or play a paladin in the way the GM thinks is fitting. To me, this is no different from the GM telling the player of the thief that his/her PC is not sneaky enough, and so is going to have to forcibly change class to a fighter (but one who forevermore can use only leather armour).
You are conflating player with game role.
What do you mean by "game role"?

I no more have to bring my personal morality to the table as GM than I as a player must share my character’s belief system.
Who said that you do?

But how does this bear on the fact that if the GM tells the player that s/he is engaging in action that is drifting away from LG to LN, and hence that his/her PC's paladin status is in jeopardy, this is telling the player how to play a paladin. Playing a LG PC is part and parcel of what it is to play a paladin, just as playing a sneaky PC is part and parcel of what it is to play a thief. Telling the player how to be honourable is not fundamentally different from telling a player how to be sneaky.

up front communication is the key
To what? It can be the key to making sure the player knows how the GM expects him/her to play a paladin. That doesn't speak to my contention, though, that the GM telling the player of a paladin (upfront or otherwise) how s/he must play to successfully be honourable is not very different, as far as I can see, from the GM telling the player of a thief (upfront or otherwise) how s/he must play to successfully be sneaky.

From my point of view all of that is the player's gig - part of playing the PC in accordance with the player's conception of it.

For someone who has said he does not want to bring his day job to the gaming table, it sure shows up a lot in your discussions of the gaming table.
Huh? Once again you seem to have mistaken me for you. You are the one who is asking these questions about whether or not defensive violence is good or evil if perpetrated by someone who wants that assailant dead anyway (in post 1176). I just offered an answer to your question - but I didn't write that answer to adjudicate a D&D game, I can assure you! If you didn't want the question answered, why did you ask it? If you don't think moral philosophy is the best way to answer it, what alternative method do you suggest?

Because I don't play with mechanical alignment I don't need to answer that question before I play the game. I don't need to tell my player what s/he can or cannot do if s/he wants a PC to remain a paladin. As [MENTION=22779]Hussar[/MENTION] has articulated pretty clearly, I want these matters, if they come up, to be addressed by the players in the course of play.

I really don't think the game table is the place to name drop or get swept up in philosophical jargon.
Luckily I'm not at the game table. I'm on a discussion board discussing things (including by answering a question which was put to me by another poster).
 
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A point to remember and a reason I have not once in this thread taken a single stand on what constitutes good or evil in this thread is because at the game table I don't have to.


Just like I don't police my players I don't presume that my interpretations of DnD alignment are anything more than my personal interpretations. I certainly won't present them as fact.
 

I think N'raac's example of the two LG characters gives a good chance to show how the two play styles work and I think, showcases some of the strengths and weaknesses of the different approaches. Now, before I go any further, I want to posit a baseline. No one is being dishonest. Everyone honestly believes what they are saying and no one is being a dick. There are no bad players or DM's in the example groups. There, with that boilerplate out of the way, let's look at how things play out at the two different tables.

Scenario 1 -Mechanical Alignment Table- two players are playing LG classes where alignment has specific impacts on the class (probably cleric or paladin, but there are others) are faced with a difficult situation. One LG character decides that he wants to torture a prisoner in order to gain information necessary to succeed at their goals. The other LG character opposes this, as he sees torture as evil.

Player 1: I'm going to torture this prisoner to get the information we need. If we fail, many people will die and LG posits that the greatest good for the greatest numbers is a primary consideration. Yes, torture is not something we'd do every day, but, there are extenuating circumstances and sacrificing this one guy means that we save many more.

Player 2: The ends do not justify the means. That's a very slippery slope and many horrible things have been done in the name of the "greater good". Torture is evil. Full stop. Don't do this.

Both players turn to the DM for a ruling. Is this an evil act or not. Since there are no "aha gotcha" rules in play, the DM makes an adjudication and the players play accordingly.

The strength here, to me, is consistency. Everyone knows where they stand and can act accordingly. Regardless of how the DM rules, everyone knows which way is up. It's faster certainly and resolves a lot of inter-party conflict. The weakness, though, is, at the end of the day, the DM here is telling one of the players that he's wrong. Depending on who the DM backs, the other player now has to adjust his character to fit with the ruling. if the DM says that torture is evil, no matter what, then Player 1 either has to conform to that ruling or risk mechanical punishments for not doing so. Again, presuming that both characters are playing classes where alignment matters.

Scenario 2 - Descriptive alignment table - Two players are playing LG classes, but, because alignment is descriptive, there are no mechanical penalties for straying outside of alignment. One LG character decides that he wants to torture a prisoner in order to gain information necessary to succeed at their goals. The other LG character opposes this, as he sees torture as evil.

Player 1: I'm going to torture this prisoner to get the information we need. If we fail, many people will die and LG posits that the greatest good for the greatest numbers is a primary consideration. Yes, torture is not something we'd do every day, but, there are extenuating circumstances and sacrificing this one guy means that we save many more.

Player 2: The ends do not justify the means. That's a very slippery slope and many horrible things have been done in the name of the "greater good". Torture is evil. Full stop. Don't do this.

The discussion continues for some time. The DM does not intervene. Eventually Player 1 puts it to the challenge - either Player 2 can forcefully stop him, or he's going to go ahead and torture this guy. Player 2 has his character leave in disgust to wait outside.

The strength here is that the DM is in no way telling the players how to play their characters. And, it allows for alignment conflicts where the players themselves have to find some sort of resolution. It's interesting to me, here, that you can make a pretty decent case in either direction. The alignment descriptions are broad enough that it's possible for either character to be right. As a DM, I'd be sure to test this at a later time as well. If Player 1 believes the ends justify the means, then, how far will he go with that? Is it always true? What's the limit? And, additionally, I would want to add in more conflict between the two characters in new situations. How will they handle things the next time around? Will there be any give or take between the two viewpoints? Can one viewpoint win the other over?

The downside here is it could very well blow up in my face. The game grinds to a screeching halt as the two players get locked into a never ending debate and endless alignment wank. And, true, it also means that there will be times when there is apparent contradiction - two people sharing a morality, possibly worshipping the same god, can hold very contradictory viewpoints. Again, I can see how this could be problematic for some people.

At the end of the day, I obviously prefer Scenario 2. That should come as no surprise to anyone. It's a play style thing. Both points have good and bad. To me, and purely to me, alignments don't add enough to the game to really want mechanical alignment. Descriptive, for me, is just more fun.
 

So N'raac in your games a church can never suffer schism or heresy since every ethical question can have only one answer that is true for a given alignment.

And we're back to "there can be only one approach to every issue for each alignment". I thought we might actually have gotten beyond that one. To take, say, an LG church, one might favour Law more than Good ("Suffer not a witch to live"), while another favours Good over Law ("Let he who is without sin cast the first stone"). They might differ over which tenets of Good take priority, perhaps in respect of defensive violence, with one sect believing in protection of the innocent and the other in turning the other cheek/the meek shall inherit the Earth. This is before we get into the possibility of different alignments worshipping the same deity.

But none of those LG churches seem likely to be built on premises of "Do as thou wilt shall be the whole of the law" or to practice human sacrifice.

The religious adherents, saints and paladins (both in the real world and from story and legend) revere the divinity/"providential force" that they do precisely because that force is (supremely) intelligent as well as perfect in its motivations and its appreciation of values. They are called to an ideal that presents itself as a genuine one, not as a somewhat arbitrary list.

The real world - real or fictional - also features monotheism prominently, an aspect not present in many D&D worlds. The real world therefore is far from a perfect template. Your suggestion that religion does not present rules which may seem somewhat arbitrary is an interesting one. Does the religion prescribe diet (fish on Fridays; no pork; no beef)? Perhaps it sets rules on celibacy or birth control? Does it have writings on tattooing (Leviticus rules against it, I believe).

Within the default D&D context they are exactly the same. Likewise within Dragonlance, and Tolkien, and Arthurian legend, and real-world attitudes of the high mediaeval upper class.

And here are some relevant quotes:
AD&D 2nd ed PHB, reprinted version
The paladin is a warrior bold and pure, the exemplar of everything good and true. . . T]he paladin lives for the ideals of righteousness, justice, honesty, piety, and chivalry.​


Not seeing "knight" in here.

Pathfinder SRD
Through a select, worthy few shines the power of the divine. . . Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve.

Still no knight

OSRIC p 18
The Paladin class in OSRIC superficially resembles such legendary warriors as Sir Galahad or Sir Gawaine of the Arthurian cyclecycle, but is more closely similar to characters described in the works of Poul Anderson. His “Three Hearts and Three Lions” [a book which draws extensively upon the tropes of Arthurian and Carolingian romance] is particularly highly recommended.

This one says your comparisons to Arthurian legend is superficial only, and also mentions only two Knights of the Round Table, neither Arthur nor Lancelot whom you have addressed, as being of the very select worthy few, contrary to your "one and the same" claim. Perhaps all Paladins are Knights, but not all Knights are Paladins!

4e PHB pp 89-91:
Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. . . As fervent crusaders in their chosen cause, paladins must choose a deity. . . Paladins are not granted their powers directly by their deity, but instead through various rites performed when they first become paladins. Most of these rites involve days of prayer, vigils, tests and trials, and ritual purification followed by a knighting ceremony . . .

So why must they choose a deity to receive powers a deity doesn't grant anyway? Again, no Knights​

And of course both in Unearthed Arcana from AD&D, and in Essentials 4e, paladins are described as cavaliers - which is a synonym for "knight".

Cant speak to essentials, but in UA, Paladins became a subclass of the Cavalier, so once again, all Paladins are Cavaliers, but many Cavaliers are not Paladins.

But even if one thought that not all paladins were knights, how would that alter my point that Sturm Brightlblade is an example, at the heart of D&D canon, of fetishistic adherence to pointless rules being seen as a vice rather than a virtue, and hence not a marker of goodness?

Emphasis added - that sounds much more LN than LG. Does a Paladin view the tenets of Law and Good as "pointless rules", or to "their chosen cause", "something greater than themselves"?

I don't know - but if it is established from the start that the gameworld is one without divine providence, what is a paladin even doing in that gameworld?

Fighting for his chosen cause. He doesn't really need to if everything will work out whether he tries or not.

It would be a sin of pride and a failing of humility to presume to judge in these circumstances!

So you are judging the player or character who presumes to judge as committing a sin, then, and failing in a virtue.

What do you mean by "game role"?

In that context, the game role of the player was GM. You referred to the GMs views of Good, where I perceive the GM adjudicating the game world's Good, whether exactly as defined in the rules and interpreted by the GM, or house ruled to differ in some manner.

But how does this bear on the fact that if the GM tells the player that s/he is engaging in action that is drifting away from LG to LN, and hence that his/her PC's paladin status is in jeopardy, this is telling the player how to play a paladin. Playing a LG PC is part and parcel of what it is to play a paladin

And some acts are inconsistent with playing LG.

just as playing a sneaky PC is part and parcel of what it is to play a thief. Telling the player how to be honourable is not fundamentally different from telling a player how to be sneaky.

If the PC chooses to wear bright colours with bells on his boots, and feston himself with glowing baubles, should we assume he is nonetheless very sneaky?

Huh? Once again you seem to have mistaken me for you. You are the one who is asking these questions about whether or not defensive violence is good or evil if perpetrated by someone who wants that assailant dead anyway (in post 1176). I just offered an answer to your question - but I didn't write that answer to adjudicate a D&D game, I can assure you!

Without digging through the thread, I believe the question under review was whether defensive violence was good or evil in the game context. That would logically lead to assessing the question in light of the game rules and definitions of Good and Evil. Much of this thread seems to come down to questions posed by someone suggesting that this question is wholly unanswerable in the game's alignment terms and can only cause irreconcilable differences at the gaming table. When the issue is addressed through the lens of the alignment rules to show that no, this really is not that tough under those rules, it then gets turned into a real world philosophical debate. Again, real world ethical philosophy is not relevant to the game rules. Good and Evil are what the rules state them to be. A longsword does 1-8 damage, as does a battle axe, regardless of whether a physics and/or biology expert demonstrates that one causes greater physical trauma in the real world, and they use the same rolls to hit even if physics show without question that one is superior in penetrating armor, or certain types of armor.

Just like I don't police my players I don't presume that my interpretations of DnD alignment are anything more than my personal interpretations. I certainly won't present them as fact.

How is interpreting the game rules for alignment markedly different than interpreting the game rules for spells, class powers, combat, etc.? Why can't the player decide exactly how his spells work, whether he hits and how much damage he does to match the concept of the character? Who would know better than the player how powerful his character is, based on his conception of that character?
 

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