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How do you measure, and enforce, alignment?
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<blockquote data-quote="Hillsy7" data-source="post: 7171421" data-attributes="member: 6689191"><p>I'm a little in column A, a little in column B here.....</p><p></p><p>Generally, I'm against Evil because, as has been mentioned, there's often a certain element of either "Look, I'm gonna be disruptive, but it's just my character", or "I want my character to develop into a nice person, so I'm gong to have to play an A$$hat to start with".....but I think that's a symptom of poor character motivation for the games I want to play in or Run.</p><p></p><p>In many ways, for me the Evil character is more interesting than the neutral character by the way I measure things....I class neutral as the "I'm all right jack" selfish archetype - an Evil character (by my barometer) has to BEAT someone in order to get what he wants. That can open up a lot of interesting narrative doors: I don't just want to be a brilliant Paladin - I want to be the best paladin and I'll do anything to make sure no one beats me too it. Lawful Evil characters often, at least in literature, have the most Pro-activeness - they know what they want, and they have plans to get it.</p><p></p><p>I have a character design for an Evil Halfling Sorceror who fits in the Sherlock Holmes, amazing detective narrative. He doesn't just want to be a great detective, he wants to beat all the other detectives. He'll solve their crimes first, deliberately send them on false leads (They should be smarter and smell a fish), drop an investigation if something better turns up, and generally steal as much of the limelight he can (NB: none of these people would be the PC characters)....But he's actively playing a positive role, be charming and polite, get people endebted to him, and help the group because that's the way he'll get the best results. He wants to actively TAKE glory away from others, not compete for it in a fair contest. And killing them means he has no one to measure himself against.</p><p></p><p>That's the way I measure Evil at least......</p><p></p><p>Obviously I'd brief the GM before I went that way, but I have reasonable confidence I can play it undisruptively. So if a player were to pitch that sort of idea to me, with that sort of thought behind it, I'll give them the "Everybody has fun" warning and give them my blessing. And if someone pitches a Chaotic Good character who just does whatever he feels right and screw everyone else, I'd have more worry about that.</p></blockquote><p></p>
[QUOTE="Hillsy7, post: 7171421, member: 6689191"] I'm a little in column A, a little in column B here..... Generally, I'm against Evil because, as has been mentioned, there's often a certain element of either "Look, I'm gonna be disruptive, but it's just my character", or "I want my character to develop into a nice person, so I'm gong to have to play an A$$hat to start with".....but I think that's a symptom of poor character motivation for the games I want to play in or Run. In many ways, for me the Evil character is more interesting than the neutral character by the way I measure things....I class neutral as the "I'm all right jack" selfish archetype - an Evil character (by my barometer) has to BEAT someone in order to get what he wants. That can open up a lot of interesting narrative doors: I don't just want to be a brilliant Paladin - I want to be the best paladin and I'll do anything to make sure no one beats me too it. Lawful Evil characters often, at least in literature, have the most Pro-activeness - they know what they want, and they have plans to get it. I have a character design for an Evil Halfling Sorceror who fits in the Sherlock Holmes, amazing detective narrative. He doesn't just want to be a great detective, he wants to beat all the other detectives. He'll solve their crimes first, deliberately send them on false leads (They should be smarter and smell a fish), drop an investigation if something better turns up, and generally steal as much of the limelight he can (NB: none of these people would be the PC characters)....But he's actively playing a positive role, be charming and polite, get people endebted to him, and help the group because that's the way he'll get the best results. He wants to actively TAKE glory away from others, not compete for it in a fair contest. And killing them means he has no one to measure himself against. That's the way I measure Evil at least...... Obviously I'd brief the GM before I went that way, but I have reasonable confidence I can play it undisruptively. So if a player were to pitch that sort of idea to me, with that sort of thought behind it, I'll give them the "Everybody has fun" warning and give them my blessing. And if someone pitches a Chaotic Good character who just does whatever he feels right and screw everyone else, I'd have more worry about that. [/QUOTE]
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