Do alignments improve the gaming experience?

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Not only to I make the players pick an alignment, but I allow them to choose where their character falls on a spectrum of vices and virtues. If they dont' have a good idea, then I make them roll a d6.

[TABLE="width: 500"][TR][TD]Sin[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]4[/TD][TD]5[/TD][TD]6[/TD][TD]Virtue[/TD][/TR][TR][TD]Pride[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]Humility[/TD][/TR][TR][TD]Envy[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]Kindness[/TD][/TR][TR][TD]Wrath[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]Patience[/TD][/TR][TR][TD]Sloth[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]Diligence[/TD][/TR][TR][TD]Avarice[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]Charity[/TD][/TR][TR][TD]Gluttony[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]Abstinence[/TD][/TR][TR][TD]Lust[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1[/TD][TD]2[/TD][TD]3[/TD][TD]Chastity[/TD][/TR][/TABLE]
I've found this really helps the players not only chose an alignment, but better know what subtle tendencies their character may have. For example, a Lawful Good Paladin may have issues with Lust.
 

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I'm not certain why we continue to discuss this issue as if a silver bullet exists. Why does there need to be a single solution that works for all gaming groups in all situations? We talk about players and GMs in generalities as if they were not unique individuals with individual needs and wants. I would never argue that mechanical alignment does not serve a purpose for those who enjoy its effects on play. I also realize there is a tremendous amount of variability in the way that mechanical alignment is dealt with in games.

What I do find problematic is that any explanation of why I don't find its use to be fruitful in my games is treated as a personal affront. I think we need to be extroadinarily careful about throwing around terms like bad roleplay and poor GMing as if there were some sort of platonic ideal of what a roleplaying game should be. To my mind the best sort of roleplay and best sort of GMing is the type that is suited to the social dynamics and play priorities of the group in question.

I'm fully willing to discuss if my play priorities should be considered by the designers of the game or if they are too contradictory to the rest of the market. That's a conversation I'm willing to have. I personally think its a shame that there appears to be an element of the community who does not wish to see the diversity of the hobby embraced in what at least was once the hobby's standard bearer. I'm not certain how large a segment of the community people like me are, but I feel like we are at least significant.

I'm asking for a seat at the table of the community I've been part of for almost 15 years. I don't want to control it - just be a part of it.
 

I agree Campbell. I've tried to be careful throughout this thread not to speak for anyone else. Alignment mechanics do not improve the game for me.

If they work for others than fine. But I don't think I've yet to argue that anyone was wrong for saying it does or doesn't.
 

To me this is down to the player's expectations of the GM. If the players have their PCs parole the prisoner instead, what will the GM do? If the GM has all paroled prisoners break their word to the PCs, then no wonder the players stop playing their PCs as decent people!

Two issues seem juxtaposed here. The first is whether the characters are "decent people" who do not cut the throats of their prisoner, but spare his life, perhaps set him free, etc. The second is whether that decency has positive, neutral or negative in-game consequences. If the GM has the consequences of Good behaviour consistently be negative - the prisoners break their word, return to attack the PC's, warn the Big Boss, etc. - then it is quite understandable that players will gravitate away from Good alignments in his game. If people generally attack spellcasters on sight in the GM's world, and it is common for dead magic zones to make magic useless, I expect players will similarly gravitate away from wizards and sorcerers in similar fashion. This GM penalizes those character choices.

Second is whether the characters are decent people - ie of Good alignment - because the players say they are. That is, they routinely kill the prisoners, torture townsfolk for information, etc., rationalizing that it is all for the Greater Good - do they get to declare they are still Good, and we all accept that because this is the player's character, so the player gets to dictate whether they are good? Or do the cosmological forces of Good see through such rationalizations and they are not Good, however loud and long they may protest because the character's actions speak louder than the player's words?

4e is set up with multiple barriers to your poison scenario, including the rarity of poisons, and their magic-item style cost. The player of a paladin who wants to immobilise a target, instead of spending 250 gp on a 5th level poison, can spend that on some other item that will enhance an attack.

He has access to the poison. He chooses to use it. Does he, or does he not, gain a mechanical action? Is the use of poison deemed "honourable" because the player says it is so, or is it not?

The only way I can see this poison issue coming up in any regular way is a paladin being in play alongside an executioner assassin. If a group have worked out how to make that viable for them - along the lines of a superman-batman team-up - then go for it. It shouldn't be any more overpowered than the paladin teaming up with a fighter, so it's not as if the player of the paladin has a reason to angle for a poison-using buddy rather than someone else.

Crossing company lines, I am reminded of an Avengers issue where Thor states that they have won the day, but the actions of a teammate have robbed the victory of all honour. If my character is an honourable warrior, truly concerned with fighting a fair fight, is that consistent with continuing to work with this poisoner, or with conveniently stepping out of the room so my less honourable "friends" can torture the prisoner without offending my honour. Should my honourable character also suggest, before leaving, that they be careful THIS TIME so the prisoner does not accidentally fall down the stairs, run into a door, slip and skin themselves with a knife then pour salt in the wound, apply a red-hot brand to their genitalia, set their own hair on fire or suffer any other clumsy misfortunes similar to the last dozen prisoners I left them alone to interrogate?

Which is it?

It is both. A dishonourable tactic is being employed to achieve a desired end. The desired end is benevolent, the tactics used to achieve it less so. Is developing a vaccine that can cure cancer benevolent and honourable? Is testing it on homeless people a benevolent and honourable means to achieve that end?

Is the defeat of the evil tyrant a good, and benevolent/ objective? So does that justify mandatory military service for all members of our Good nation between the ages of 16 and 35, with draft-dodging or desertion punishable by death to maintain military ?

In our world, we can have endless debates, but Good is not a cosmological force which directly influences our world. And if Good is a cosmological force, then it has an answer to these questions.

If the player sincerely believes that the action declared is honourable, then who is deciding that in fact it is "less than honouable"? And why is that other person's decision authoritative?

Those posters who are indicating that the Paladin would not use a less than honourable tactic such as this in their games appear to be deciding it is less than honourable. They keep telling us that examples posted of alignment issues would never happen in their games, not because the actions can be justified as being within the parameters of Lawful or Good behaviour by a sincere player, but because their players would never stoop to such machinations, and would never claim a character taking such actions is honourable, good, etc. Hence the hive mind - we all agree what is appropriate, or at least acceptable, for a Good or Lawful character, in which case mechanical alignment would never really come up.

Who is judging that the character is out of alignment?

The tangible cosmological forces of Law, Chaos, Good and Evil which, as they are not PC's, are managed by the GM.

If the player makes that judgement, then s/he can rewrite the character sheet appropriately. If the GM would play the character differently, OK - the GM can remember that next time s/he is a player in the game. In the meantime, let the player play his/her PC.

By all means. And let the GM adjudicate the results, including the success or failure of the action (adjudicated by die rolls for the skills the GM considers appropriate to the DC set by the GM with whatever bonuses or penalties the GM adjudicates to be applicable) and the reactions of NPC's from urchins in the street through leaders of men to deities and beyond them to the cosmological forces of Good, Evil, Law and Chaos.

What is forbidden is the player playing his/her PC as s/he conceives of it - for instance, what is forbidden is a paladin exhibiting the player's rather than the GM's conception of honour, where those do conceptions differ.

You keep coming back to the player being prohibited from making choices, rather than the fact that his choices have consequences beyond his direct control. In my view, there are a wide range of possible choices with a given a alignment, nor does the occasional choice which might fall outside that alignment mean alignment as a whole has changed. You keep coming back to the Honourable Dwarf (you know, the one who conveniently left the room while his less honourable companions questioned the prisoner and **surprise** committed him to something, instead of just torturing the prisoner). Would he be less than Honourable to decide that the Justice of the Land must override the hastily and ill-considered commitments of his companions, which they had no Lawful authority to undertake? Or to carry out the promise made for him, but never again leave either of the two who made that ill-considered promise alone in an interrogation again? Or to keep his word, poorly given, and sever all ties with those who so cavalierly committed him to such an action? Some of those choices might be considered "disruptive" to the game, or they might be considered great role playing, depending on the group.

And how does not wanting to play with cheats or liars suddenly turn into playing with "only those who share the hive mind"? What hive mind? @Hussar has expressly disavowed imposing his view on a player's action declaration.

How did we become the ones that equated not playing with cheats and liars into only playing with those who share the hive mind? It seems you are deciding what everyone's arguments are, not just your own. Despite the constant protests that there is no "hive mind", both you and [MENTION=22779]Hussar[/MENTION] have repeatedly claimed that no sincere player, and no player you game with, has ever, or would ever, play their character in a manner remotely similar to the examples raised where mechanical alignment would come into play. It seems like your groups are of sufficiently similar mindset - the "hive mind" - that serious disagreements on alignment interpretation would never arise in your games. Yet, somehow, despite the fact that these disagreements would never arise, somehow the very use of alignment would have radical negative implications for your games.

Adjudicating physical consequence fairly and so as to drive play forward, rather than stifle it, is (in my view, at least) at the heart of GMing once you move away from Gygaxian "skilled" play. This is true in framing a combat encounter - what is at stake if the PCs lose? - or in framing a non-combat challenge - what happens if the PCs don't extinguish the fire in the first 10 minutes of fighting it?

Someone a little bit upthread noted that some players would view powerful NPC's who disagree with the PC's conception of morality as at least an equal "stick" to the alignment rules. If their characters are jeered in the street, criticized for their actions, or arrested for their crimes, that's just the heavy-handed GM trying to beat them into submission and play their characters the way he wants them played.

There are extreme views on both sides. On the one side is the GM who considers each alignment can justifiably make only one decision in response to each choice they face, so he basically scripts the characters for the players - any deviation will be severely penalized. On the other side is the player who considers any negative consequence arising due to his character's choices being the mean micromanaging GM attempting to enforce his iron-fisted rule on the players. Somewhere between the two extremes lies a vast continuum of good gaming.

If the player sincerely thinks his/her PC is honourable, and the GM wants to introduce NPCs who disagree, that has to be done with thought and care, just like framing any other situation. The GM also has to be open to the PC persuading the NPCs that s/he is right and their adverse judgement was mistaken. (This is where social resolution mechanics can be helpful.)

OK, let's leave aside the difference between whether the character's behaviour was Good or Honourable or what have you and being a smooth talker who can persuade others to buy into his rationalizations. Do the players have to be equally open to the possibility that the NPC's persuade them that their view is right, and their adverse judgement was appropriate, such that the character will accept whatever consequences they feel are appropriate, or is this a one way street where only the NPC's views are subject to logic and persuasion?

Let's take that one step further, to the two player characters who disagree on whether torturing the mad bomber's sister is an acceptable tactic. They use their interaction skills, the social resolution mechanics are implemented, and one of the characters wins overwhelmingly. Is the other character now obliged to fervently believe that he was in error, and be grateful for being prevented from his inappropriate action and being set back on the True Path of Righteousness, regardless of how the player feels about the issue?

Does my character get to always be right because he invests lots of character resources into the ability to persuade others to see things his way, or is he just very good at pulling the wool over others' eyes? If the choice is mine, then I choose the former. And I do so in all sincerity because I envision my character always and invariably knowing, and adhering to, the moral right of any situation.
 

Then it's time to have an out of character conversation to find out what's going on. Trying to bludgeon the player back into line with alignment mechanics works poorly IMO.

This approach seems less about the "bludgeoning"... and more about the approach to bludgeoning. As I and others on this side of the debate have tried to stress... alignment is only a bludgeoning tool if the DM/GM uses it in such a manner in the same way I could bludgeon a player "back into line" with an OoC conversation. Conversely I see nothing that is inherently less about bludgeoning a player into accepting your views of his character in an OoC conversation as opposed to using the alignment rules in-game.
 

What I do find problematic is that any explanation of why I don't find its use to be fruitful in my games is treated as a personal affront. I think we need to be extroadinarily careful about throwing around terms like bad roleplay and poor GMing as if there were some sort of platonic ideal of what a roleplaying game should be. To my mind the best sort of roleplay and best sort of GMing is the type that is suited to the social dynamics and play priorities of the group in question.
Replace "why I don't find" with "why I do find" and your statement is just as true.
 

What I do find problematic is that any explanation of why I don't find its use to be fruitful in my games is treated as a personal affront. I think we need to be extroadinarily careful about throwing around terms like bad roleplay and poor GMing as if there were some sort of platonic ideal of what a roleplaying game should be.
I'm not saying that this isn't happening in the thread, but is this happening often in this thread? I'm skipping most of it (because when I check in an skim, most of it is the normal boring stuff), so I'm not sure.

I know that when I chipped in pages ago (no idea how many), I said something along the lines of "I don't use alignment in my RPG, as it's not my preference, but here's how I used alignment to help aid moral debates in my long-running 3.5 game of D&D." I got a couple questions, then people stopped responding. Which is fine, by the way, because I had expressed a disinterest in becoming deeply involved in this thread.

It just seemed like my conversation went smoothly, and nobody was telling anyone they were GMing poorly or RPing badly, though I did kinda feel like anti-alignment people were saying I shouldn't have used alignment. No insults were thrown either way, though.
 

N'raac said:
It is both. A dishonourable tactic is being employed to achieve a desired end. The desired end is benevolent, the tactics used to achieve it less so. Is developing a vaccine that can cure cancer benevolent and honourable? Is testing it on homeless people a benevolent and honourable means to achieve that end?

On a side note, in a Vampire The Masquerade game I ran many years ago, the PC's (all vampires) discover a secret laboratory that is kidnapping vampires, killing them and using their blood to develop an AIDS vaccine (vampire blood in VtM heals people). It was an interesting scenario. Do they stop the scientists, who are successfully curing AIDS and protect the Masquerade, or do they help them? Funnily enough, no mechanical alignment needed whatsoever.


Is the defeat of the evil tyrant a good, and benevolent/ objective? So does that justify mandatory military service for all members of our Good nation between the ages of 16 and 35, with draft-dodging or desertion punishable by death to maintain military ?

In our world, we can have endless debates, but Good is not a cosmological force which directly influences our world. And if Good is a cosmological force, then it has an answer to these questions.

Read more: http://www.enworld.org/forum/showth...e-the-gaming-experience/page136#ixzz2xUfGXwKA

But, that's the problem in a nutshell. The bolded part is my whole problem. If there are answers to these questions, then there is no more discussion. It's good or its evil. End of story. I don't want there to be an answer to the question. I certainly don't want to impose that answer over the ideas of my players and I don't really want the DM telling me the answer either. On top of that, I really don't want to enforce those answers by stripping away player character resources at a meta-game level (forcing alignment change, stripping XP, stripping class features).

My answer to all of these issues is, "Well, go with what you feel is the correct answer, seen through the lens of your character, and lets see where that takes us shall we?"

How did we become the ones that equated not playing with cheats and liars into only playing with those who share the hive mind? It seems you are deciding what everyone's arguments are, not just your own. Despite the constant protests that there is no "hive mind", both you and @Hussar have repeatedly claimed that no sincere player, and no player you game with, has ever, or would ever, play their character in a manner remotely similar to the examples raised where mechanical alignment would come into play. It seems like your groups are of sufficiently similar mindset - the "hive mind" - that serious disagreements on alignment interpretation would never arise in your games. Yet, somehow, despite the fact that these disagreements would never arise, somehow the very use of alignment would have radical negative implications for your games.

Read more: http://www.enworld.org/forum/newreply.php?p=6283067&noquote=1#ixzz2xUh5rn2T

Wait, what? Who said that disagreement never occurs? Who said that alignment (or more accurately, morality) is never disagreed on? Good grief, the whole point of ejecting mechanical alignment is to encourage disagreements between the players. If there is objective alignment, then there cannot be disagreement, can there? No one can claim, "Well, I thought this was good" when they absolutely know that it's evil.

The examples that we are rejecting are the rather ridiculous ones like baby eating paladins. It's just as ridiculous as the Smite on Sight paladin, which can be justified under alignment mechanics. But, will almost never see actual play.
 

But, that's the problem in a nutshell. The bolded part is my whole problem. If there are answers to these questions, then there is no more discussion. It's good or its evil. End of story. I don't want there to be an answer to the question. I certainly don't want to impose that answer over the ideas of my players and I don't really want the DM telling me the answer either. On top of that, I really don't want to enforce those answers by stripping away player character resources at a meta-game level (forcing alignment change, stripping XP, stripping class features).

The examples that we are rejecting are the rather ridiculous ones like baby eating paladins. It's just as ridiculous as the Smite on Sight paladin, which can be justified under alignment mechanics. But, will almost never see actual play.

How can there be examples you reject when there is no answer to the questions? Your rejection of a given moral stance requires there be an answer. Whereas I believe those of us that are using alignment are not stating that each and every question has an objective answer for each alignment. Some do, but those are the extreme examples - the ones for which your rejection indicates you also perceive an answer. Many don't.

Is it "more good" to execute a murderous criminal out of concern for the possibility he will re-offend, or to imprison, but not kill, him because you also respect his right to live? I see no "right" or "wrong" answer here - two Good characters could rightly disagree on which Good is paramount, with no definitive answer. But if you prefer to suggest that it is Good and Righteous that he be slowly tortured to death as a show for the masses, and an example of what happens to those who stray from the Righteous Path, I think we're getting a lot closer to one of those questions that does have an answer.

My answer to all of these issues is, "Well, go with what you feel is the correct answer, seen through the lens of your character, and lets see where that takes us shall we?"

Funny... that's not your response to the poison-using Paladin or the NG fighter slitting the throats of helpless prisoners, is it? You seem to assume the GM suddenly becomes a despot demanding each decision can have only one right response if we have alignment, yet he will be accepting of any choice and action if we don't. I don't think an alignment dictator will suddenly be a better GM if we take the alignment rules away, or that their inclusion turns him into a despot.
 

How can there be examples you reject when there is no answer to the questions? Your rejection of a given moral stance requires there be an answer. Whereas I believe those of us that are using alignment are not stating that each and every question has an objective answer for each alignment. Some do, but those are the extreme examples - the ones for which your rejection indicates you also perceive an answer. Many don't.

Is it "more good" to execute a murderous criminal out of concern for the possibility he will re-offend, or to imprison, but not kill, him because you also respect his right to live? I see no "right" or "wrong" answer here - two Good characters could rightly disagree on which Good is paramount, with no definitive answer. But if you prefer to suggest that it is Good and Righteous that he be slowly tortured to death as a show for the masses, and an example of what happens to those who stray from the Righteous Path, I think we're getting a lot closer to one of those questions that does have an answer.

But, you are playing with objective alignment. As a DM you must have a right or wrong answer. Otherwise, the system doesn't work. You keep complaining about a lack of consistency, but, when pressed to actually give an answer, you prevaricate and say that there is no definitive answer. Which is it? Is alignment objective or not? Does the DM decide where something falls on the alignment spectrum or not?

In your own example, which paladin do you judge is correct in interpreting alignment and which one is wrong? Because, under mechanical alignment, in order to be consistent, you must decide. And the players must abide by your decision. That has been your constant refrain throughout this thread. Are you now refusing to decide, and thus alignment is no longer objective?


Funny... that's not your response to the poison-using Paladin or the NG fighter slitting the throats of helpless prisoners, is it? You seem to assume the GM suddenly becomes a despot demanding each decision can have only one right response if we have alignment, yet he will be accepting of any choice and action if we don't. I don't think an alignment dictator will suddenly be a better GM if we take the alignment rules away, or that their inclusion turns him into a despot.

But, you have to be an alignment dictator. By your own words, the DM defines alignment within his game. The players must abide by his decision. At no point does the player get to decide which is good or evil.

Now, if the NG fighter is killing prisoners, yeah, I'm allowed to have an opinion and I would certainly see this as out of character. So, I would pull the player aside and see why he thinks this is acceptable. And, in game, this certainly could have consequences - if it's known that the fighter kills prisoners, no one will surrender to him anymore. People will obviously treat him differently. Again, there's no problem with in game consequences. Additionally, the other players might react as well. They are allowed to have opinions on the matter.

But, you are advocating the DM as the dictator of alignment. Let's not lose sight of that. Throughout this thread, you have repeatedly stated that it is the DM and no one else, who decides morality in the game. Full stop. How is that not "alignment dictator?"
 

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