Well, likewise. I replied in the spirit of the question.
So your contribution to this conversation began and ended in bad faith. Noted.
Well, likewise. I replied in the spirit of the question.
So your contribution to this conversation began and ended in bad faith. Noted.
Yep. Several. Over the course of the years, I've had opportunity to teach several folks how to play, who really needed a handle on what a "role" really was, and how you build a character and personality that isn't your own, and display it for the rest of the players. For several of these folks, having a guideline to work with was instrumental.
Also, for several tables that were admittedly playing in large part for escapism, the mechanical ability to just figure out, once and for all, whether the bad guys really were bad, was a solid way for them to be ale to relax more into the game.
And, in a couple, the system was well-used to drive some of the metaphysics of the world - when Good, Evil, Law, and Chaos are palpable forces, as much as gravity is, that can be a great story-driving tool.
The person who taught me to play is also responsible for much of my negative outlook on the alignment system.
For instance, he disallowed Lawful Evil PCs because it was a "contradiction in terms", and defrocked a Paladin for failing to attack a much more powerful Evil monster that was peacefully negotiating with us.
This is also entirely fair... but the exact opposite of what most of the system's defenders say it's good for.
In fact, I'd argue it's this quality that makes alignment unsuitable for the exact kind of game those defenders claim they want and that alignment is necessary for.
I'm not sure how relevant it is to the vast majority of D&D games, however... and I have seen a lot of games derailed by the glaring contradictions in alignment.
But, honestly, this thread isn't about your thoughts on alignment, or mine. It was about the OP's thoughts on the matter.