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How do you measure, and enforce, alignment?
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<blockquote data-quote="Xeviat" data-source="post: 7171137" data-attributes="member: 57494"><p>I explain alignment to my players as what your character feels good about doing and what makes them feel bad. Without specific examples, a Good aligned character gets the "warm fuzzies" from acts of good, and they feel incredible guilt from acts of evil. A lawful person feels good following the rules, while a chaotic person feels like they're being constrained by them. An evil person forced to do good deeds feels cheated.</p><p></p><p>I'd love to have rules to reward and penalize behavior, but I mostly stick to inspiration awards. But I consider alignment to be descriptive rather than prescriptive. If your good character is forced to do evil consistently enough, and they no longer feel guilt (like they start justifying it), then we switch them to Neutral. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7171137, member: 57494"] I explain alignment to my players as what your character feels good about doing and what makes them feel bad. Without specific examples, a Good aligned character gets the "warm fuzzies" from acts of good, and they feel incredible guilt from acts of evil. A lawful person feels good following the rules, while a chaotic person feels like they're being constrained by them. An evil person forced to do good deeds feels cheated. I'd love to have rules to reward and penalize behavior, but I mostly stick to inspiration awards. But I consider alignment to be descriptive rather than prescriptive. If your good character is forced to do evil consistently enough, and they no longer feel guilt (like they start justifying it), then we switch them to Neutral. Sent from my iPhone using Tapatalk [/QUOTE]
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How do you measure, and enforce, alignment?
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