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Do you find Alignments useful in your games???
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<blockquote data-quote="I'm A Banana" data-source="post: 583364" data-attributes="member: 2067"><p>Because you can somewhat see a corallary with it in the real world...if morality is absolute in the real world, nobody ever truely knows where they stand in it without using somebody else's definition of it (which could potentially be flawed).</p><p></p><p>So the city of the lizardfolk may say that sacrificing people is Good and Pure and Right. And the PC's have no idea if this is defined as truly good or not. It forces them to evaluate their own good, and how they define good, and has them rationalize why they view good as what it is, and how they're going to preserve it in the face of something which, to them, isn't.</p><p></p><p>Also, detect evil only reveals things that are actually powered by evil...so evil clerics, evil outsiders, etc. People who simply happen to have the evil alignment aren't revealed by it, so it's no sure-fire way of determining alignment.</p><p></p><p>Alignment can be an invisible quality. When a PC picks up an item of sacred power and is burned by it is it because they are Good? Evil? Neutral? If *detect evil* reveals nothing, it is because it's not powered by evil, or perhaps because somebody cloaked it?</p><p></p><p>In this way, you can have a world that determines things on a relative basis, but is still affected and influenced by absolute forces. You can have a world where Good and Evil don't equal Right and Wrong. You can have alignments that are forces, but that are indeterminate forces...PC's can never know for sure what side they are on. This, IMXP, encourages them to make a choice, and stick with it, rather than trying to force themselves to act a way that has been predetermined to be "right."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 583364, member: 2067"] Because you can somewhat see a corallary with it in the real world...if morality is absolute in the real world, nobody ever truely knows where they stand in it without using somebody else's definition of it (which could potentially be flawed). So the city of the lizardfolk may say that sacrificing people is Good and Pure and Right. And the PC's have no idea if this is defined as truly good or not. It forces them to evaluate their own good, and how they define good, and has them rationalize why they view good as what it is, and how they're going to preserve it in the face of something which, to them, isn't. Also, detect evil only reveals things that are actually powered by evil...so evil clerics, evil outsiders, etc. People who simply happen to have the evil alignment aren't revealed by it, so it's no sure-fire way of determining alignment. Alignment can be an invisible quality. When a PC picks up an item of sacred power and is burned by it is it because they are Good? Evil? Neutral? If *detect evil* reveals nothing, it is because it's not powered by evil, or perhaps because somebody cloaked it? In this way, you can have a world that determines things on a relative basis, but is still affected and influenced by absolute forces. You can have a world where Good and Evil don't equal Right and Wrong. You can have alignments that are forces, but that are indeterminate forces...PC's can never know for sure what side they are on. This, IMXP, encourages them to make a choice, and stick with it, rather than trying to force themselves to act a way that has been predetermined to be "right." [/QUOTE]
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