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Forcing Players to create GOOD characters...
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<blockquote data-quote="Gothmog" data-source="post: 1189306" data-attributes="member: 317"><p>Sabaron, you've hit the problem directly. Most players see chaotic as an excuse to do whatever they want and antagonize other characters, which does equal chaotic evil. Unless you are playing a seriously mentally ill character, evils and chaotics DON'T just do whatever they feel like. IME, chaotics tend to be MUCH more disruptive to gorup play than evils do- and its one of the reasons I don't usually allow chaotics of any sort in my campaigns, even CG. The other thing is that too many people use alignment to dictate a character's actions, rather than what it is better suited for- as a reflection of the character's actions. </p><p></p><p>The absolutes of alignment in D&D sometimes get to me as well. One of the most interesting RPing experiences I ever had was playing a LE leader of a mercenary company in a heroic campaign. He fully supported the LG king during a war, and was good friends with the LG paladin in the group. Valdemar (my LE cahracter's name) was an exiled noble from another kingdom, and made a deal with the king for financial and political support during the war in return for backing when he took back his homeland from his CE brother. While LE, Valdemar wasn't a psychopath- he was very good to his men, stern, sometimes brutally efficient, but he respected the laws of the kingdom and worked within in to his advantage, even if he didn't always agree with them. Valdemar and his troops made a big difference in the planning and strategy of the war, and were instrumental in the victory of the Good guys, and the king honored his deal with Big V in the end. At one point Valdemar and his men were accused of witchcraft against another noble house (who had lost lands and titles during the war, and Valdemar was a personal enemy of the CG leader of the house). During the investigation and trial, the paladin was instrumental in clearing Valdemar's name, and bringing the noble to justice for faking witchcraft. In standard D&D alignments, the paladin and Valdemar would never be allowed to associate, but luckily the DM in this case used alignment as a guideline instead of a straighjacket. The end result was one of the most enjoyable, bad-ass characters I have ever played, and the relationship (and sometimes tension) between Valdemar and the paladin added a lot to the game.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1189306, member: 317"] Sabaron, you've hit the problem directly. Most players see chaotic as an excuse to do whatever they want and antagonize other characters, which does equal chaotic evil. Unless you are playing a seriously mentally ill character, evils and chaotics DON'T just do whatever they feel like. IME, chaotics tend to be MUCH more disruptive to gorup play than evils do- and its one of the reasons I don't usually allow chaotics of any sort in my campaigns, even CG. The other thing is that too many people use alignment to dictate a character's actions, rather than what it is better suited for- as a reflection of the character's actions. The absolutes of alignment in D&D sometimes get to me as well. One of the most interesting RPing experiences I ever had was playing a LE leader of a mercenary company in a heroic campaign. He fully supported the LG king during a war, and was good friends with the LG paladin in the group. Valdemar (my LE cahracter's name) was an exiled noble from another kingdom, and made a deal with the king for financial and political support during the war in return for backing when he took back his homeland from his CE brother. While LE, Valdemar wasn't a psychopath- he was very good to his men, stern, sometimes brutally efficient, but he respected the laws of the kingdom and worked within in to his advantage, even if he didn't always agree with them. Valdemar and his troops made a big difference in the planning and strategy of the war, and were instrumental in the victory of the Good guys, and the king honored his deal with Big V in the end. At one point Valdemar and his men were accused of witchcraft against another noble house (who had lost lands and titles during the war, and Valdemar was a personal enemy of the CG leader of the house). During the investigation and trial, the paladin was instrumental in clearing Valdemar's name, and bringing the noble to justice for faking witchcraft. In standard D&D alignments, the paladin and Valdemar would never be allowed to associate, but luckily the DM in this case used alignment as a guideline instead of a straighjacket. The end result was one of the most enjoyable, bad-ass characters I have ever played, and the relationship (and sometimes tension) between Valdemar and the paladin added a lot to the game. [/QUOTE]
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