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Is it possible to have a Chaotic society?
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<blockquote data-quote="LuYangShih" data-source="post: 1169284" data-attributes="member: 10414"><p>Again, most of the interpetations here are subjective, not objective. First off, real world cultures are poor examples. Not only do they not operate in a system using the D&D alignments, but they are far too detailed in comparison to most in game cultures. Elder-Basilisk pointed out that most cultures from fantasy literature are not intricately detailed, and to that I say, of course. Neither are most cultures in game worlds.</p><p></p><p>When I create a culture in my own world, I usually give them a few basic attributes, a simple way their society operates, a few laws perhaps, and that is all. Now, by the D&D system, I want to be able, based on those "few" facts, to be able to assign an alignment. This is very easy with Good and Evil, but it is more difficult with Law and Chaos. However, I do not think this is a valid excuse to throw out Law and Chaos from the D&D alignment system. </p><p></p><p>Now, for me, Law is simply a more focused, disciplined approach, while Chaos is more fluid in its stance on issues. I like to use deities and religion from D&D cultures as examples, as they are the easiest to quanitfy and differentiate from each other. Take Cyric, a CE deity from the FR, Vs. Bane, a LE deity, for example. The difference in approach is obvious, and one is clearly Chaotic, while the other is clearly Lawful. Now, if it is that easy to quantify deities, why is it so hard to quantify cultures?</p></blockquote><p></p>
[QUOTE="LuYangShih, post: 1169284, member: 10414"] Again, most of the interpetations here are subjective, not objective. First off, real world cultures are poor examples. Not only do they not operate in a system using the D&D alignments, but they are far too detailed in comparison to most in game cultures. Elder-Basilisk pointed out that most cultures from fantasy literature are not intricately detailed, and to that I say, of course. Neither are most cultures in game worlds. When I create a culture in my own world, I usually give them a few basic attributes, a simple way their society operates, a few laws perhaps, and that is all. Now, by the D&D system, I want to be able, based on those "few" facts, to be able to assign an alignment. This is very easy with Good and Evil, but it is more difficult with Law and Chaos. However, I do not think this is a valid excuse to throw out Law and Chaos from the D&D alignment system. Now, for me, Law is simply a more focused, disciplined approach, while Chaos is more fluid in its stance on issues. I like to use deities and religion from D&D cultures as examples, as they are the easiest to quanitfy and differentiate from each other. Take Cyric, a CE deity from the FR, Vs. Bane, a LE deity, for example. The difference in approach is obvious, and one is clearly Chaotic, while the other is clearly Lawful. Now, if it is that easy to quantify deities, why is it so hard to quantify cultures? [/QUOTE]
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