And then some
Seeker95 said:
My players do not use alignment.
I do.
....
Alignment is not something the player chooses, like height or race or class. Rather, I assign alignment based on character actions. No single act will change alignment as the game progresses, but I keep track of behaviors, and adjust alignments accordingly.
Exactly, but I add a little mechanic to make it easier on me, as well as make it easier to integrate the far-flung aspects of my campaign world.
I added a slightly modified version of the Honor and Taint mechanics from OA. Character's give themselves an initial assessment based on the descriptions in the PHB, and I give them Honor (for lawfulness) and Taint (because none of us are free of sin) scores as a starting point. If the Honor score goes up, by keeping their word to NPC's, fulfilling contracts, telling the truth when it is against their best interest, etc. they become more lawful. If the Taint score goes up, by killing innocents, torturing, stealing from the not-so-rich, etc. then their alignment starts sliding to the dark side.
I give them periodic hints as to where they are headed, and give them warnings in the form of dire omens, prophesy, and rumors about their deeds to let them keep the alignments they started with. If they stray too far, I let them know about it, but there is no IMMEDIATE penalty for changing alignments, unless they are restricted by class.
If they tip the good-evil balance too far (Taint score greater than Level + Charisma mod = Evil, less than 1 by way of atonements, etc = Good) they gain the appropriate alignment descriptor, and suffer the consequences.
Ditto for the law-chaos balance (Honor greater than level = Lawful, less than Wisdom mod = Chaotic).
It works for me, and gives my guys real and abstract consequences for their actions.