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How do you do smart chaotic evil?
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<blockquote data-quote="nevin" data-source="post: 9885467" data-attributes="member: 7024481"><p>AD&D has both unintentionally and intentionally perpetuated screwed up thinking on alignments for a long time. Part of the problem is that for a DM it's a good way to make a functional NPC for the world. I need an enemy of the king, fine I have a LE Noble who believes he would be a better king. Boom 2 dimensional brick in my story. Using it like that I'd argue it works as intended behind the scenes. </p><p></p><p>Problem is sometimes DM's take it too far. We've probably all played those games where the Evil Cultists never run and are always ready to die to the last man woman and child simply because they are evil. Then later that DM starts to whine about the murder hobos who just kill everyone. HMMMM who trained that party to think that way? </p><p></p><p>Then you get the attention seeking player who wants to play lets say in this instance CN (kookoo crazy nutbag) who just does random naughty word to get attention. To begin with anybody of any alignment could be an attention seeker or have a problem with authority, or be a bit of a narcissist but somehow it's always the CN, Narcissist, character who acts out whenever told what to do. Sadly all CN means is that people should be free to do their own thing and I come first from an alignment perspective. I come first in a normal social structure if the NPC or character is intelligent should all by itself add some behavioral brakes to the behavior. If you believe you come first and you do random crazy unpredictable things if your intelligence is even average you should know, you are going to die early probably hanging from a gallows because you burned up the wrong ship with the wrong noble on it. </p><p></p><p>Using alignment as a shortcut to create a type of character is ok but I do wish people (and DM's ) would spend a bit more time remembering that everyone but the crazies typically avoid bad consequences. Of course if the player is going for crazy then I just throw consequences at them. But that only works if you the DM aren't throwing stuff at the party that could make anyone crazy. The misuse of alignment in games tends to run strong at both ends of the table.</p></blockquote><p></p>
[QUOTE="nevin, post: 9885467, member: 7024481"] AD&D has both unintentionally and intentionally perpetuated screwed up thinking on alignments for a long time. Part of the problem is that for a DM it's a good way to make a functional NPC for the world. I need an enemy of the king, fine I have a LE Noble who believes he would be a better king. Boom 2 dimensional brick in my story. Using it like that I'd argue it works as intended behind the scenes. Problem is sometimes DM's take it too far. We've probably all played those games where the Evil Cultists never run and are always ready to die to the last man woman and child simply because they are evil. Then later that DM starts to whine about the murder hobos who just kill everyone. HMMMM who trained that party to think that way? Then you get the attention seeking player who wants to play lets say in this instance CN (kookoo crazy nutbag) who just does random naughty word to get attention. To begin with anybody of any alignment could be an attention seeker or have a problem with authority, or be a bit of a narcissist but somehow it's always the CN, Narcissist, character who acts out whenever told what to do. Sadly all CN means is that people should be free to do their own thing and I come first from an alignment perspective. I come first in a normal social structure if the NPC or character is intelligent should all by itself add some behavioral brakes to the behavior. If you believe you come first and you do random crazy unpredictable things if your intelligence is even average you should know, you are going to die early probably hanging from a gallows because you burned up the wrong ship with the wrong noble on it. Using alignment as a shortcut to create a type of character is ok but I do wish people (and DM's ) would spend a bit more time remembering that everyone but the crazies typically avoid bad consequences. Of course if the player is going for crazy then I just throw consequences at them. But that only works if you the DM aren't throwing stuff at the party that could make anyone crazy. The misuse of alignment in games tends to run strong at both ends of the table. [/QUOTE]
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