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Forcing Players to create GOOD characters...
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<blockquote data-quote="Norfleet" data-source="post: 1190074" data-attributes="member: 11581"><p>The "problem line" that people tend to draw when they say "No Evil" or "Good Only" is, if you take the classical D&D axial map, where North is Good, South is Evil, West is Lawful, and East is Chaotic, a horizontal line.</p><p></p><p>However, from play experience, the *REAL* problem line is actually a diagonal line that begins somewhere on the southeast area of "Chaotic Good", runs through the Chaotic Neutral area, through the southeast sector of the True Neutral box, through Neutral Evil, and ending somewhere on the southwest part of the Lawful Evil box. Characters who are aligned above that line work fine: People who are below the line have a pronounced tendency to cause problems in groups, either through being unharmonious, incooperative, or backstabbing, or being very difficult to motivate. In short, characters with chaotic tendencies can cause problems. Characters with evil/non-good tendencies can cause problems. When a character has both of these, the odds of a problem occurring become that much likely. Obviously, the most problematic character is a chaotic evil character. The term "Chaotic Evil Party" may as well be an oxymoron.</p><p></p><p>Drawing the line at "no evil characters" is really overgeneralization. The real problem isn't "evil" chracters, it's Chaotic Evil psychotic characters. If I were picking people for a heroic party, I'd rather have a lawful evil character onboard than a chaotic neutral one. The lawful evil character fits into a party of do-gooders by being the anti-hero. The chaotic neutral character is simply a loose cannon. The party may very well be appalled by the callousness of the LE character, but at least he can be counted on to have the same goals.</p></blockquote><p></p>
[QUOTE="Norfleet, post: 1190074, member: 11581"] The "problem line" that people tend to draw when they say "No Evil" or "Good Only" is, if you take the classical D&D axial map, where North is Good, South is Evil, West is Lawful, and East is Chaotic, a horizontal line. However, from play experience, the *REAL* problem line is actually a diagonal line that begins somewhere on the southeast area of "Chaotic Good", runs through the Chaotic Neutral area, through the southeast sector of the True Neutral box, through Neutral Evil, and ending somewhere on the southwest part of the Lawful Evil box. Characters who are aligned above that line work fine: People who are below the line have a pronounced tendency to cause problems in groups, either through being unharmonious, incooperative, or backstabbing, or being very difficult to motivate. In short, characters with chaotic tendencies can cause problems. Characters with evil/non-good tendencies can cause problems. When a character has both of these, the odds of a problem occurring become that much likely. Obviously, the most problematic character is a chaotic evil character. The term "Chaotic Evil Party" may as well be an oxymoron. Drawing the line at "no evil characters" is really overgeneralization. The real problem isn't "evil" chracters, it's Chaotic Evil psychotic characters. If I were picking people for a heroic party, I'd rather have a lawful evil character onboard than a chaotic neutral one. The lawful evil character fits into a party of do-gooders by being the anti-hero. The chaotic neutral character is simply a loose cannon. The party may very well be appalled by the callousness of the LE character, but at least he can be counted on to have the same goals. [/QUOTE]
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