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How do you measure, and enforce, alignment?
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<blockquote data-quote="MostlyHarmless42" data-source="post: 7178626" data-attributes="member: 6845520"><p>I often use the listed alignment as more "guidelines" for a player to aspire to follow or a guide for the character if they are absent and I have to rub them. I by no means prevent a player from taking any action, however I will on ocassion give them a heads up if they are abot to commit an act that is drastically different from their alignment. Additionally, I factor in their previous actions and conversations. This is particularly useful for newer players who may not be aware of the full consequence of their actions.</p><p></p><p>I also go out of my way to make sure to describe some actions as how I interpret them to players, so they are aware of it ahead of time (i.e. necromancy spells, theft, etc.). For example, I have always described the good vs evil spectrum as one thing: the amount one values life. A good character will try and accomplish their goals, but will typically try to avoid bloodshed or loss of life doing so. Typically if they have to take a life it is after they have exhausted all other options, or it is a sort of inherently "evil" opponent like fiend or undead. Crusader type characters can still smite their enemies, but a true test of "goodness" for these sorts of characters tends to be the moments that *aren't* black and white. For example, do they kill the demon running an orphanage with no ulterior motive other than to help the children just because he's a demon? What about the necromancer who brought back his wife because she couldn't bare to live without her? He may be guilty, but is she? Or should Batman kill the Joker because we know he'll just get out of jail again? It is this hesitation to kill that *makes* someone good as opposed to neutral or evil.</p><p></p><p>A neutral character tends to kill only if someone is in the way of their goals or it is the easiest option, and they tend to try and justify their killing, whether for legal reasons or personal (i.e. so they aren't viewed as a monster).</p><p></p><p>An evil character tends to view living beings as pawns or disposable. This does NOT mean they don't have good goals, mind you, just that they don't value the individual. A great example of this is Light Yagami from Death Note, or The Punisher. They tend to have god complexes, be jaded, or believe their way is the only one.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7178626, member: 6845520"] I often use the listed alignment as more "guidelines" for a player to aspire to follow or a guide for the character if they are absent and I have to rub them. I by no means prevent a player from taking any action, however I will on ocassion give them a heads up if they are abot to commit an act that is drastically different from their alignment. Additionally, I factor in their previous actions and conversations. This is particularly useful for newer players who may not be aware of the full consequence of their actions. I also go out of my way to make sure to describe some actions as how I interpret them to players, so they are aware of it ahead of time (i.e. necromancy spells, theft, etc.). For example, I have always described the good vs evil spectrum as one thing: the amount one values life. A good character will try and accomplish their goals, but will typically try to avoid bloodshed or loss of life doing so. Typically if they have to take a life it is after they have exhausted all other options, or it is a sort of inherently "evil" opponent like fiend or undead. Crusader type characters can still smite their enemies, but a true test of "goodness" for these sorts of characters tends to be the moments that *aren't* black and white. For example, do they kill the demon running an orphanage with no ulterior motive other than to help the children just because he's a demon? What about the necromancer who brought back his wife because she couldn't bare to live without her? He may be guilty, but is she? Or should Batman kill the Joker because we know he'll just get out of jail again? It is this hesitation to kill that *makes* someone good as opposed to neutral or evil. A neutral character tends to kill only if someone is in the way of their goals or it is the easiest option, and they tend to try and justify their killing, whether for legal reasons or personal (i.e. so they aren't viewed as a monster). An evil character tends to view living beings as pawns or disposable. This does NOT mean they don't have good goals, mind you, just that they don't value the individual. A great example of this is Light Yagami from Death Note, or The Punisher. They tend to have god complexes, be jaded, or believe their way is the only one. [/QUOTE]
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How do you measure, and enforce, alignment?
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