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General Tabletop Discussion
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How do you measure, and enforce, alignment?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 7175741" data-attributes="member: 31506"><p>It adds nothing in the best case scenario... seriously your Jekyll and Hyde example was literally done without the author assigning alignments, proving how utterly useless they are. It isn't like other games don't have heroes, villains, pure of heart, etc, all without the baggage and headache of arbitrating alignment. Alignment creates arguments and bad feelings, particularly when you have a person in a position of authority telling one of their friends they find something evil the other person doesn't. </p><p></p><p>When a tool adds next to nothing, and creates tons of pitfalls among many users, why NOT judge it accordingly?</p><p></p><p>Traits, bonds, ideals and flaws are a much more useful system, and tell me a hell of a lot more than "LG", for which we cant even reach a consensus on if poison should be allowed...</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 7175741, member: 31506"] It adds nothing in the best case scenario... seriously your Jekyll and Hyde example was literally done without the author assigning alignments, proving how utterly useless they are. It isn't like other games don't have heroes, villains, pure of heart, etc, all without the baggage and headache of arbitrating alignment. Alignment creates arguments and bad feelings, particularly when you have a person in a position of authority telling one of their friends they find something evil the other person doesn't. When a tool adds next to nothing, and creates tons of pitfalls among many users, why NOT judge it accordingly? Traits, bonds, ideals and flaws are a much more useful system, and tell me a hell of a lot more than "LG", for which we cant even reach a consensus on if poison should be allowed... [/QUOTE]
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How do you measure, and enforce, alignment?
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