Reflecting on and riffing on [MENTION=16586]Campbell[/MENTION]'s post.
I think actual play examples are helpful if we're asking how alignment might (or might) improve the gaming experience. They give a sense of how someone's game unfolds. They illustrate what someone cares for in gaming.
There's a reason that I've referred to this post multiple times in this thread. The post is the one about the dwarf "paladin" (fighter/cleric) who ended up being bound by a promise that he didn't want to keep, given in his name by companions who didn't want him to know about it and weren't intending to honour it (until he forced them to). Of all my actual play posts over the years of my 4e campaign, I think it's the best and clearest illustration of how I enjoy approaching moral questions in my game.
There are a few reasons for that.
First, it is relatively high-stakes in story terms. It's about brining a vicious murderer and pillage to justice.
Second, it shows how a GM can modulate the unfolding game - NPC personality and backstory, skill challenge framing from check to check, etc - to keep those stakes in the foreground, and so prevent the players from squibbing on dealing with them.
Third, it shows a player choosing an outcome on the basis of a sense of his PC's moral duty which does not depend upon the threat of external alignment sanction. It thereby helps rebut, in my view, the claim that there must, in general, be a conflict of interest in letting players decide what honouring their PCs' ideals requires. It also helps rebut the claim that, in general, immersion into the role of a paladin or cleric or similar conviction-oriented PC requires a sense of the GM as arbiter of moral truth.
Fourth, it shows how intra-party moral disagreements can be handled within the bigger D&D picture of party play, without need for an external dictation of moral requirements, and with recourse to the device of "we're all good aligned" or some similar externally enforced basis for intra-party tolerance.
There's probably some other reasons too, but the above are some of the main ones.
I think actual play examples are helpful if we're asking how alignment might (or might) improve the gaming experience. They give a sense of how someone's game unfolds. They illustrate what someone cares for in gaming.
There's a reason that I've referred to this post multiple times in this thread. The post is the one about the dwarf "paladin" (fighter/cleric) who ended up being bound by a promise that he didn't want to keep, given in his name by companions who didn't want him to know about it and weren't intending to honour it (until he forced them to). Of all my actual play posts over the years of my 4e campaign, I think it's the best and clearest illustration of how I enjoy approaching moral questions in my game.
There are a few reasons for that.
First, it is relatively high-stakes in story terms. It's about brining a vicious murderer and pillage to justice.
Second, it shows how a GM can modulate the unfolding game - NPC personality and backstory, skill challenge framing from check to check, etc - to keep those stakes in the foreground, and so prevent the players from squibbing on dealing with them.
Third, it shows a player choosing an outcome on the basis of a sense of his PC's moral duty which does not depend upon the threat of external alignment sanction. It thereby helps rebut, in my view, the claim that there must, in general, be a conflict of interest in letting players decide what honouring their PCs' ideals requires. It also helps rebut the claim that, in general, immersion into the role of a paladin or cleric or similar conviction-oriented PC requires a sense of the GM as arbiter of moral truth.
Fourth, it shows how intra-party moral disagreements can be handled within the bigger D&D picture of party play, without need for an external dictation of moral requirements, and with recourse to the device of "we're all good aligned" or some similar externally enforced basis for intra-party tolerance.
There's probably some other reasons too, but the above are some of the main ones.