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LIfe Without Alignment
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<blockquote data-quote="WayneLigon" data-source="post: 4011964" data-attributes="member: 3649"><p>Those are not alignment systems. Those are behavioral suggestions or genre conventions. Dark Champions, for instance, certainly has no Code vs Killing. Neither does Fantasy HERO. Disadvantages in GURPS and HERO are not moral imperatives; they are relative and, increasingly, seen as something of a point grab. </p><p></p><p>For instance: If I choose to take the disad Murder Addiction in GURPS, that doesn't make my character Evil in the sense that choosing to be Chaotic Evil in D&D does. My GURPS character could have a perfectly good reason for doing what he does; he might even be forced to do it by circumstance, culture, or any of a number of other reasons. He might well do it because he likes to hear his victim's last screams, or he could be doing it because he suffers from a mental disorder. Or maybe that's just the way his alien culture operates, much like the Predator society. </p><p></p><p>Being Addicted to Murder is, in the context of most game worlds that a person is likely to play in, a disad because it adds complexity and invonvenience to the PC's life. It hinders him in his goals. Now, if you were playing, perhaps, GURPS Predator, then everyone around you would have a variant of that disad and understand it; there would be no repurcusion and thus no disadvantage. In that culture, the Disad might be worth, at best, 5 points if it even existed as a 'disad' at all.</p><p></p><p>That's not D&D style alignment, since D&D-style alignment doesn't give a hoot about your culture or circumstances. Evil is Evil and Good is Good.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 4011964, member: 3649"] Those are not alignment systems. Those are behavioral suggestions or genre conventions. Dark Champions, for instance, certainly has no Code vs Killing. Neither does Fantasy HERO. Disadvantages in GURPS and HERO are not moral imperatives; they are relative and, increasingly, seen as something of a point grab. For instance: If I choose to take the disad Murder Addiction in GURPS, that doesn't make my character Evil in the sense that choosing to be Chaotic Evil in D&D does. My GURPS character could have a perfectly good reason for doing what he does; he might even be forced to do it by circumstance, culture, or any of a number of other reasons. He might well do it because he likes to hear his victim's last screams, or he could be doing it because he suffers from a mental disorder. Or maybe that's just the way his alien culture operates, much like the Predator society. Being Addicted to Murder is, in the context of most game worlds that a person is likely to play in, a disad because it adds complexity and invonvenience to the PC's life. It hinders him in his goals. Now, if you were playing, perhaps, GURPS Predator, then everyone around you would have a variant of that disad and understand it; there would be no repurcusion and thus no disadvantage. In that culture, the Disad might be worth, at best, 5 points if it even existed as a 'disad' at all. That's not D&D style alignment, since D&D-style alignment doesn't give a hoot about your culture or circumstances. Evil is Evil and Good is Good. [/QUOTE]
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