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How do you measure, and enforce, alignment?
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<blockquote data-quote="Ilbranteloth" data-source="post: 7173326" data-attributes="member: 6778044"><p>Those would be fine. I might consider that more selfish than evil. I welcome character flaws and they could lead to some difficult situations. But I think the main difference is that when people play an evil alignment, they take that as allowing them to do what they want, including actions that disrupt the party. </p><p></p><p>Under the right circumstances, with the right group, I'll consider evil characters. Even an all evil campaign. In my experience, though, most players who have wanted to play evil characters in my campaigns don't have the skills to play them well. They just want to kill or steal things, and usually from their party because they want to "play evil."</p><p></p><p>If I allow it, I have to find ways to put boundaries on them. A modern example would be the mafia. There's a lot of structure and more powerful people than you. So you might actually have a purpose against your party members, but you can't directly kill or steal from them without possible repercussions. As the game goes on, though those become less effective once players think their characters can beat that aspect because they have enough allies in the organization. </p><p></p><p>In other words, looking for ways to direct the evil actions outside the party. In realty, an evil person in a party usually won't upset that anyway, if there's a benefit for them. You need to have a player that can play that well, though, and the table as a whole has to be onboard with the idea that if evil characters are allowed, that at some point they might turn against one or more in the party up to and including theft, having them captured or enslaved, or killed, even by their own hand. And you have to have plans for handling that. Once the PC turns against the party do they become an NPC? Or perhaps there's a common enemy so great that they are forced to work together again? </p><p></p><p>It's really is a question of what's evil and what's selfish, self-centered, callous, or morally questionable. The Nazis were evil, but not all the soldiers were. Likewise, against enemies like the Nazis allied soldiers sometimes performed evil acts. That's why alignment isn't a thing in my campaign for most mortals, although you can perform enough evil acts to become evil where it matters. Kind of like how Anakin was not evil (maybe annoying) but became evil, although not irredeemably so. Where Palpatine was irredeemably evil, and without Luke Vader probably was too. </p><p></p><p>But usually the main issue I run into with playing evil characters is that players tend to equate that with betraying their party. And if they can't work together it's tough to have a game.</p><p></p><p></p><p></p><p></p><p>Sent from my iPhone using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7173326, member: 6778044"] Those would be fine. I might consider that more selfish than evil. I welcome character flaws and they could lead to some difficult situations. But I think the main difference is that when people play an evil alignment, they take that as allowing them to do what they want, including actions that disrupt the party. Under the right circumstances, with the right group, I'll consider evil characters. Even an all evil campaign. In my experience, though, most players who have wanted to play evil characters in my campaigns don't have the skills to play them well. They just want to kill or steal things, and usually from their party because they want to "play evil." If I allow it, I have to find ways to put boundaries on them. A modern example would be the mafia. There's a lot of structure and more powerful people than you. So you might actually have a purpose against your party members, but you can't directly kill or steal from them without possible repercussions. As the game goes on, though those become less effective once players think their characters can beat that aspect because they have enough allies in the organization. In other words, looking for ways to direct the evil actions outside the party. In realty, an evil person in a party usually won't upset that anyway, if there's a benefit for them. You need to have a player that can play that well, though, and the table as a whole has to be onboard with the idea that if evil characters are allowed, that at some point they might turn against one or more in the party up to and including theft, having them captured or enslaved, or killed, even by their own hand. And you have to have plans for handling that. Once the PC turns against the party do they become an NPC? Or perhaps there's a common enemy so great that they are forced to work together again? It's really is a question of what's evil and what's selfish, self-centered, callous, or morally questionable. The Nazis were evil, but not all the soldiers were. Likewise, against enemies like the Nazis allied soldiers sometimes performed evil acts. That's why alignment isn't a thing in my campaign for most mortals, although you can perform enough evil acts to become evil where it matters. Kind of like how Anakin was not evil (maybe annoying) but became evil, although not irredeemably so. Where Palpatine was irredeemably evil, and without Luke Vader probably was too. But usually the main issue I run into with playing evil characters is that players tend to equate that with betraying their party. And if they can't work together it's tough to have a game. Sent from my iPhone using [url=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/url] [/QUOTE]
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How do you measure, and enforce, alignment?
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