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How do you measure, and enforce, alignment?
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<blockquote data-quote="Imaculata" data-source="post: 7176842" data-attributes="member: 6801286"><p>Before I started my pirate campaign, I made it clear to my players what sort of alignments I expected of them. I gave them no restrictions, except no evil characters. I told them that even though they will be playing pirates (and are there for outside the law) that doesn't mean they are evil/cruel people. I left it to them how to treat their prisoners, and whether they felt their characters would use torture as a means to extract information from their enemies. Most importantly, what I expected of them was to make a group of heroes, who would be able to work together, and be loyal to their crew.</p><p></p><p>There have been moments when the PC's have flirted with evil acts, but I think that falls well into the neutral alignment. In a world of piracy, even the heroes are violent and sometimes cruel people. But there's still a clear difference between the PC's and the villains.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7176842, member: 6801286"] Before I started my pirate campaign, I made it clear to my players what sort of alignments I expected of them. I gave them no restrictions, except no evil characters. I told them that even though they will be playing pirates (and are there for outside the law) that doesn't mean they are evil/cruel people. I left it to them how to treat their prisoners, and whether they felt their characters would use torture as a means to extract information from their enemies. Most importantly, what I expected of them was to make a group of heroes, who would be able to work together, and be loyal to their crew. There have been moments when the PC's have flirted with evil acts, but I think that falls well into the neutral alignment. In a world of piracy, even the heroes are violent and sometimes cruel people. But there's still a clear difference between the PC's and the villains. [/QUOTE]
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Community
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How do you measure, and enforce, alignment?
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