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Killing In The Name Of Advancement
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<blockquote data-quote="Lylandra" data-source="post: 7743452" data-attributes="member: 6816692"><p>I don't have so much of a problem with alignment per se. Using the evil necromancer and his undead minions as an example, then being a hero can very much include killing this individual to end his threat. </p><p></p><p>What irks me is the inclusion of whole naturally occuring cultures/peoples/species that are quasi "always evil" as if evil was ingrained into their DNA, making them free to kill on sight for everyone who deem themselves good. Because this greatly reduces individualism and kills off different ways of solving problems. Also, I find the inclusion of alignment into genetics very, very troubling. </p><p></p><p>For example, even if Goblins have a very different culture and social structure, a canny hero could use these structures to keep the Goblins at bay. Intimidate them. Duel their chieftain/greatest champion to show your superiority. Make the greatest, biggest bomb in existence. </p><p></p><p>Now I understand how other players might want a different style to their game, especially in terms of relaxing escapism vs. puzzle/problem-solving escapism. I, too, do love a playing good hack'n slay adventure game on my computer. And if I ever get the opportunity to play a PC in a Diablo-esque world, I would most likely slay masses of demons and their cultists and spawns. But this is a very specific setting and not the standard, modern D&D world to me.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7743452, member: 6816692"] I don't have so much of a problem with alignment per se. Using the evil necromancer and his undead minions as an example, then being a hero can very much include killing this individual to end his threat. What irks me is the inclusion of whole naturally occuring cultures/peoples/species that are quasi "always evil" as if evil was ingrained into their DNA, making them free to kill on sight for everyone who deem themselves good. Because this greatly reduces individualism and kills off different ways of solving problems. Also, I find the inclusion of alignment into genetics very, very troubling. For example, even if Goblins have a very different culture and social structure, a canny hero could use these structures to keep the Goblins at bay. Intimidate them. Duel their chieftain/greatest champion to show your superiority. Make the greatest, biggest bomb in existence. Now I understand how other players might want a different style to their game, especially in terms of relaxing escapism vs. puzzle/problem-solving escapism. I, too, do love a playing good hack'n slay adventure game on my computer. And if I ever get the opportunity to play a PC in a Diablo-esque world, I would most likely slay masses of demons and their cultists and spawns. But this is a very specific setting and not the standard, modern D&D world to me. [/QUOTE]
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