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Group Dynamics and the Chaotic Neutral Bard ...
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<blockquote data-quote="Jhaelen" data-source="post: 6079049" data-attributes="member: 46713"><p>It's not that simple. As a new player, I'd ask the DM what alignments are allowed. If the DM doesn't think to restrict alignments to something that's compatible with the rest of the group _and_ support actually being cooperative.</p><p>E.g. no one can really expect a chaotic evil group to cooperate for longer than a single adventure if that.</p><p></p><p>In my last 3e campaign I only allowed LG, NG, LN, and NN alignments to make sure the pcs had some grounds to cooperate (that, and all of them shared a common background of working as guards of the realm).</p><p>If as a DM I allowed a player to choose a CN alignment, I'd expect her to not always cooperate.</p><p></p><p>I'm not saying you cannot have a party of mixed alignments cooperating, but it requires some careful preparation on the side of the players. E.g. in our current 4e Dark Sun campaign I'm playing an evil templar in an otherwise mostly unaligned party with the occasional good aligned member. This only works because my long-term goals align with the rest of the party and the pc is a kind of undercover agent for his Sorcerer King. Still, it means that my character won't hold back should one of the other characters' actions interfere with my goals or find out the truth about him. Of course he'd prefer to make it look like an accident... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>TL;DR: IF a group decides to allow the full range of alignments, then they must be prepared to deal with it. Otherwise, just play without alignments (which is actually my personal preference).</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6079049, member: 46713"] It's not that simple. As a new player, I'd ask the DM what alignments are allowed. If the DM doesn't think to restrict alignments to something that's compatible with the rest of the group _and_ support actually being cooperative. E.g. no one can really expect a chaotic evil group to cooperate for longer than a single adventure if that. In my last 3e campaign I only allowed LG, NG, LN, and NN alignments to make sure the pcs had some grounds to cooperate (that, and all of them shared a common background of working as guards of the realm). If as a DM I allowed a player to choose a CN alignment, I'd expect her to not always cooperate. I'm not saying you cannot have a party of mixed alignments cooperating, but it requires some careful preparation on the side of the players. E.g. in our current 4e Dark Sun campaign I'm playing an evil templar in an otherwise mostly unaligned party with the occasional good aligned member. This only works because my long-term goals align with the rest of the party and the pc is a kind of undercover agent for his Sorcerer King. Still, it means that my character won't hold back should one of the other characters' actions interfere with my goals or find out the truth about him. Of course he'd prefer to make it look like an accident... ;) TL;DR: IF a group decides to allow the full range of alignments, then they must be prepared to deal with it. Otherwise, just play without alignments (which is actually my personal preference). [/QUOTE]
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