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Mechanical Alignment: How Well Does it Work?
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<blockquote data-quote="MinistryOfGame" data-source="post: 5483213" data-attributes="member: 93346"><p>In my game, players are told beforehand that if they play outside the chosen alignment for their character, then their character's alignment will eventually shift. That shift will cost them 2 levels, but otherwise they get to play the character. The exception is if their character turns evil, it becomes an NPC.</p><p></p><p>I do this more because I see D&D as a team game, and I want people to work as part of the team for positive reasons, and I don't think it's true to the evil alignment to do that (except for limited time and for one's own purposes, or out of fear of other, stronger, party members). The 'lose 2 levels' mechanic means that if someone is playing their character wildly different to their alignment, then it will probably change before they reach second level, and as such it doesn't cost them anything, and their character has probably become the right alignment for them too. Everybody wins.</p><p></p><p>Two caveats - people who join a game late (and so their characters aren't first level) I will give 1 level's worth of slack to get their alignment straight. People who have found their roleplay guiding their character to an alignment shift over a long period of time (as part of that character's story) can discuss it with me, and if I think it's plot-worthy or just a cool story, then there's no penalty.</p><p></p><p>Note that I don't run WoD Vampire games like this at all. Those games I see as primarily about individual character development, and evil characters/backstabbing/intriuge/politics are all part of the experience. </p><p></p><p>While D&D characters in my games all get the opportunity to develop their character, they do so within the confines of the group. If they want to make a character that turns around and backstabs the group, fine! But their character will turn evil, become an NPC, and probably become a mover and shaker in the story to follow.</p></blockquote><p></p>
[QUOTE="MinistryOfGame, post: 5483213, member: 93346"] In my game, players are told beforehand that if they play outside the chosen alignment for their character, then their character's alignment will eventually shift. That shift will cost them 2 levels, but otherwise they get to play the character. The exception is if their character turns evil, it becomes an NPC. I do this more because I see D&D as a team game, and I want people to work as part of the team for positive reasons, and I don't think it's true to the evil alignment to do that (except for limited time and for one's own purposes, or out of fear of other, stronger, party members). The 'lose 2 levels' mechanic means that if someone is playing their character wildly different to their alignment, then it will probably change before they reach second level, and as such it doesn't cost them anything, and their character has probably become the right alignment for them too. Everybody wins. Two caveats - people who join a game late (and so their characters aren't first level) I will give 1 level's worth of slack to get their alignment straight. People who have found their roleplay guiding their character to an alignment shift over a long period of time (as part of that character's story) can discuss it with me, and if I think it's plot-worthy or just a cool story, then there's no penalty. Note that I don't run WoD Vampire games like this at all. Those games I see as primarily about individual character development, and evil characters/backstabbing/intriuge/politics are all part of the experience. While D&D characters in my games all get the opportunity to develop their character, they do so within the confines of the group. If they want to make a character that turns around and backstabs the group, fine! But their character will turn evil, become an NPC, and probably become a mover and shaker in the story to follow. [/QUOTE]
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