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Magic: The Gathering - A 3.5 Rules Module
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<blockquote data-quote="Michael Morris" data-source="post: 6025181" data-attributes="member: 87"><p>What of the guilds of Ravnica?</p><p></p><p>When I say the colors are inclusive, what I mean is nothing prevents a character from having multiple, even opposed alignments. Even Rath cycle had the Sliver Queen, the ultimate expression of multicolor.</p><p></p><p>A character can lose alignments, but that is rarer than picking them up. Also, running the inclusive approach leads to fewer arguments in play in my experience.</p><p></p><p>Also, keep in mind that legend and planeswalker cards depict characters at certain moments in time, and the colors appearing on the card reflect the character at a particular moment in time. The role of colors in the card game cannot be the same as in any RPG based on the card game. At some point you have to translate according to spirit rather than trying a direct mechanical translation which is unlikely to work at all, let alone well.</p><p></p><p>So, if I want a character who is Golgari he can be black and green. There will be a certain cognitive dissonance to his philosophy and actions, but all the same the character can work.</p><p></p><p>Therein is the advantage of the system.</p><p></p><p>Traditional alignments are exclusive - that is, you can't be good and evil, or lawful and chaotic. These are exclusive to each other, and neutrality upon either spear gives us 9 traditional alignments.</p><p></p><p>Chromatic alignment has the five base alignments, the five allied pairs, the five enemy pairs, the five arcs, the five wedges, the nephalim aligments (4 color) and finally a 5 color aligned character, for a total of 31 possible alignment combinations. That huge number would be too large except that the root structure of the 5 and their relationships makes it not only possible but relatively easy to grasp.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6025181, member: 87"] What of the guilds of Ravnica? When I say the colors are inclusive, what I mean is nothing prevents a character from having multiple, even opposed alignments. Even Rath cycle had the Sliver Queen, the ultimate expression of multicolor. A character can lose alignments, but that is rarer than picking them up. Also, running the inclusive approach leads to fewer arguments in play in my experience. Also, keep in mind that legend and planeswalker cards depict characters at certain moments in time, and the colors appearing on the card reflect the character at a particular moment in time. The role of colors in the card game cannot be the same as in any RPG based on the card game. At some point you have to translate according to spirit rather than trying a direct mechanical translation which is unlikely to work at all, let alone well. So, if I want a character who is Golgari he can be black and green. There will be a certain cognitive dissonance to his philosophy and actions, but all the same the character can work. Therein is the advantage of the system. Traditional alignments are exclusive - that is, you can't be good and evil, or lawful and chaotic. These are exclusive to each other, and neutrality upon either spear gives us 9 traditional alignments. Chromatic alignment has the five base alignments, the five allied pairs, the five enemy pairs, the five arcs, the five wedges, the nephalim aligments (4 color) and finally a 5 color aligned character, for a total of 31 possible alignment combinations. That huge number would be too large except that the root structure of the 5 and their relationships makes it not only possible but relatively easy to grasp. [/QUOTE]
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