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Gaming Without Alignment
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<blockquote data-quote="Li Shenron" data-source="post: 1777351" data-attributes="member: 1465"><p>Without alignment restrictions you are going to probably have less character railroading and less in-game arguments about alignment issues, such as people complaining "you cannot do this, you're lawful!", which are good things.</p><p></p><p>As a DM you have to decide what to do with all the spells, powers and magic items related to alignment. You could simply remove all the stuff from the game but it's not very much fun. A simple solution is to keep alignment valid for extreme creatures only, such as outsiders or religious-oriented character. </p><p></p><p>A more sophisticated idea would be to use a sort of "floating alignment": your PC will not be capital Good/Evil but when they commit a Good/Evil act they would temporarily gain the alignment for the purpose of spells and effects.</p><p>As an example, someone who has committed a murder (or who's going to commit a murder - a'la Minority Report <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ) would have an evil aura for a while (days, weeks... up to the DM) and a Paladin would be probably able to track him down, without registering hundreds of evil NPCs with the Detect Evil ability.</p><p></p><p>There is a possible drawback with an alignment-free setting, that some players whose gaming is more interested in tactics rather than RP may feel somewhat entitled in playing boring characters completely driven by their own interests (and totally indifferent towards any ethics). While this sort of characters are legitimate, they are boring after a while.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1777351, member: 1465"] Without alignment restrictions you are going to probably have less character railroading and less in-game arguments about alignment issues, such as people complaining "you cannot do this, you're lawful!", which are good things. As a DM you have to decide what to do with all the spells, powers and magic items related to alignment. You could simply remove all the stuff from the game but it's not very much fun. A simple solution is to keep alignment valid for extreme creatures only, such as outsiders or religious-oriented character. A more sophisticated idea would be to use a sort of "floating alignment": your PC will not be capital Good/Evil but when they commit a Good/Evil act they would temporarily gain the alignment for the purpose of spells and effects. As an example, someone who has committed a murder (or who's going to commit a murder - a'la Minority Report :p ) would have an evil aura for a while (days, weeks... up to the DM) and a Paladin would be probably able to track him down, without registering hundreds of evil NPCs with the Detect Evil ability. There is a possible drawback with an alignment-free setting, that some players whose gaming is more interested in tactics rather than RP may feel somewhat entitled in playing boring characters completely driven by their own interests (and totally indifferent towards any ethics). While this sort of characters are legitimate, they are boring after a while. [/QUOTE]
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