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IMO, Alignment should be "Fill in the blank"
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<blockquote data-quote="Charlaquin" data-source="post: 8292392" data-attributes="member: 6779196"><p>Well, personally I don’t think it should be anyone’s business what a character “should” or “shouldn’t” do except that character’s player. If characteristics are going to be a tool for people to point at to tell other people they’re playing their characters wrong, I’d much rather be left out of the game. That said, if you want a justification for why a character with that ideal would decide not to voice it to the Slaver-Queen, that can easily be done. Real people’s actions aren’t 100% consist with their beliefs 100% of the time (heck, real people aren’t even consistent in <em>what they believe</em> a lot of the time.) Someone who holds the ideal that no one should ever be changed <em>might</em> stand resolute in that belief in the face of adversity, but on the other hand, self preservation might win out when the chips are down.</p><p></p><p>In my opinion the most rewarding kind of roleplay is when the character is put into internal conflict - when they are forced to choose between two or more equally desirable (or equally undesirable) outcomes. That’s the only way you learn who the character <em>truly</em> is, what they care about when it <em>truly</em> matters. When this character is put before the Slaver-Queen, they know that telling her what they think of her would put themselves and potentially their allies in danger. Are they willing to risk that to uphold their ideal, or do they sacrifice their ideal for their own safety? It should be up to the player to decide, and what they decide will reveal what the character is made of. That’s the good stuff!</p><p></p><p>EDIT: Of course, D&D strongly mechanically incentives players to choose their characters’ wellbeing over higher ideals whenever those things come into conflict. That’s why murderhoboism is so prevalent. Offering a Benny for choosing to stay true to the character’s personal characteristics can help players feel like portraying those characteristics isn’t just a sucker’s bet. It should be a difficult choice, and Inspiration <em>can</em> help make it feel that way.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8292392, member: 6779196"] Well, personally I don’t think it should be anyone’s business what a character “should” or “shouldn’t” do except that character’s player. If characteristics are going to be a tool for people to point at to tell other people they’re playing their characters wrong, I’d much rather be left out of the game. That said, if you want a justification for why a character with that ideal would decide not to voice it to the Slaver-Queen, that can easily be done. Real people’s actions aren’t 100% consist with their beliefs 100% of the time (heck, real people aren’t even consistent in [I]what they believe[/I] a lot of the time.) Someone who holds the ideal that no one should ever be changed [I]might[/I] stand resolute in that belief in the face of adversity, but on the other hand, self preservation might win out when the chips are down. In my opinion the most rewarding kind of roleplay is when the character is put into internal conflict - when they are forced to choose between two or more equally desirable (or equally undesirable) outcomes. That’s the only way you learn who the character [I]truly[/I] is, what they care about when it [I]truly[/I] matters. When this character is put before the Slaver-Queen, they know that telling her what they think of her would put themselves and potentially their allies in danger. Are they willing to risk that to uphold their ideal, or do they sacrifice their ideal for their own safety? It should be up to the player to decide, and what they decide will reveal what the character is made of. That’s the good stuff! EDIT: Of course, D&D strongly mechanically incentives players to choose their characters’ wellbeing over higher ideals whenever those things come into conflict. That’s why murderhoboism is so prevalent. Offering a Benny for choosing to stay true to the character’s personal characteristics can help players feel like portraying those characteristics isn’t just a sucker’s bet. It should be a difficult choice, and Inspiration [I]can[/I] help make it feel that way. [/QUOTE]
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