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How do you defend alignment in D&D
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<blockquote data-quote="Silveras" data-source="post: 1868456" data-attributes="member: 6271"><p>Defending: </p><p>I like alignment because </p><ul> <li data-xf-list-type="ul">it helps me to run a game with archetypal figures. </li> <li data-xf-list-type="ul">the absolute morality of D&D helps keep the escapist fantasy simple and direct. </li> <li data-xf-list-type="ul">the PCs are expected to be heroes, or at least morally neutral mercenaries; evil parties/characters are not welcome at my games. As such, alignment helps me describe what is acceptable and unacceptable from players in my games.</li> <li data-xf-list-type="ul">provides the game mechanics to reinforce strong ethical and moral themes in the game. </li> <li data-xf-list-type="ul">serves as a convenient shorthand for the basics of how any given NPC will interact with the party.</li> </ul><p></p><p>It is important to note that alignment is, as mentioned already, a description of behavioral trends and not a straitjacket on choices. </p><p></p><p>It is also very important that in any game where alignment is going to matter, the DM needs to be very clear about how to define and describe good and evil in play. </p><p></p><p></p><p></p><p>I use a homebrew system for my players to determine their character's starting alignment. I have the players think about the dominant traits that make up the character's personality, and I gave them a numeric system for translating those into an alignment. In the end, it is rather hard <strong>not</strong> to be Neutral -- apathy is one form of Neutrality, and not having (m)any strong traits tends to put the character there. Equally strong but contradictory behaviors has the same effect -- the net result is neither Good nor Evil, Lawful nor Chaotic. </p><p></p><p>I created my version back in 1st/2nd edition, in part to address the complaint that alignment did not reflect the diversity of personalities in the real world. I also did it so that I could have a way to "codify" what I considered Good, Evil, Lawful, and Chaotic types of behavior. I made it a composite of multiple traits so that the character could have a "flaw" or two (a Paladin with a weakness for gluttony, say), and to break the perception that one action = alignment change.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1868456, member: 6271"] Defending: I like alignment because [list] [*]it helps me to run a game with archetypal figures. [*]the absolute morality of D&D helps keep the escapist fantasy simple and direct. [*]the PCs are expected to be heroes, or at least morally neutral mercenaries; evil parties/characters are not welcome at my games. As such, alignment helps me describe what is acceptable and unacceptable from players in my games. [*]provides the game mechanics to reinforce strong ethical and moral themes in the game. [*]serves as a convenient shorthand for the basics of how any given NPC will interact with the party. [/list] It is important to note that alignment is, as mentioned already, a description of behavioral trends and not a straitjacket on choices. It is also very important that in any game where alignment is going to matter, the DM needs to be very clear about how to define and describe good and evil in play. I use a homebrew system for my players to determine their character's starting alignment. I have the players think about the dominant traits that make up the character's personality, and I gave them a numeric system for translating those into an alignment. In the end, it is rather hard [B]not[/B] to be Neutral -- apathy is one form of Neutrality, and not having (m)any strong traits tends to put the character there. Equally strong but contradictory behaviors has the same effect -- the net result is neither Good nor Evil, Lawful nor Chaotic. I created my version back in 1st/2nd edition, in part to address the complaint that alignment did not reflect the diversity of personalities in the real world. I also did it so that I could have a way to "codify" what I considered Good, Evil, Lawful, and Chaotic types of behavior. I made it a composite of multiple traits so that the character could have a "flaw" or two (a Paladin with a weakness for gluttony, say), and to break the perception that one action = alignment change. [/QUOTE]
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