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General Tabletop Discussion
*TTRPGs General
Mechanical Alignment: How Well Does it Work?
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<blockquote data-quote="howandwhy99" data-source="post: 5483326" data-attributes="member: 3192"><p>"Squicks out", that's cool. I call 'em table rules. Others call them a social contract. I think most of us basically have our "don't be a jerk" behavior when trying to have fun understanding. But it is useful to spell these things out before any potentially, let's call it "wide ranging", activity.</p><p></p><p>I use a alignment table. I don't see it as draconian. "Your sword broke"; "You take 6 HP worth of damage"; "You're fatigued after running for the last hour"; These are all draconian by that standard. You take a resource loss. Some are bigger than others, some specialty classes lose class abilities. Losing your character is the biggest, BUT... you can always get them back. Resurrect them, convert them when they are an NPC, hell, kill them, then have the player declare an alignment shift, and then resurrect them. It doesn't matter to me how you do it, but crack the underlying code of the game. Learn how to master it. You can get the PC back, or the HPs, or any of the other resources. It's part of the game.</p><p></p><p>I would say my game discourages the chaotic alignment. It is NPC-only. You can lose your PC due to alignment shift. But this is accumulated actions against the group who aren't currently holding a Chaotic alignment. It's basically choosing to switch camps and start being an enemy and not an ally. It's a cooperative game. You can declare you won't be helping anyone but yourself, but actively working against them is another thing entirely.</p><p></p><p>I don't know if this emulates some fiction better than others. Narrative emulation isn't what I'm shooting for anyways. Be in the lawful or neutral camp, neither is in opposition to the other, but it is a cooperation game and cooperative (i.e. lawful) behavior is rewarded in achieving one's ends.</p><p></p><p>Also, I reward XP by class. And it only effects game resources tied to class abilities. The others are not tied to XP, though they can be traded for with it. "I'll give up some of my skill as a fighter to see in the dark and disappear when I hold my breath" though this is class levels, not XP amounts insufficient to trigger a mechanical change.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5483326, member: 3192"] "Squicks out", that's cool. I call 'em table rules. Others call them a social contract. I think most of us basically have our "don't be a jerk" behavior when trying to have fun understanding. But it is useful to spell these things out before any potentially, let's call it "wide ranging", activity. I use a alignment table. I don't see it as draconian. "Your sword broke"; "You take 6 HP worth of damage"; "You're fatigued after running for the last hour"; These are all draconian by that standard. You take a resource loss. Some are bigger than others, some specialty classes lose class abilities. Losing your character is the biggest, BUT... you can always get them back. Resurrect them, convert them when they are an NPC, hell, kill them, then have the player declare an alignment shift, and then resurrect them. It doesn't matter to me how you do it, but crack the underlying code of the game. Learn how to master it. You can get the PC back, or the HPs, or any of the other resources. It's part of the game. I would say my game discourages the chaotic alignment. It is NPC-only. You can lose your PC due to alignment shift. But this is accumulated actions against the group who aren't currently holding a Chaotic alignment. It's basically choosing to switch camps and start being an enemy and not an ally. It's a cooperative game. You can declare you won't be helping anyone but yourself, but actively working against them is another thing entirely. I don't know if this emulates some fiction better than others. Narrative emulation isn't what I'm shooting for anyways. Be in the lawful or neutral camp, neither is in opposition to the other, but it is a cooperation game and cooperative (i.e. lawful) behavior is rewarded in achieving one's ends. Also, I reward XP by class. And it only effects game resources tied to class abilities. The others are not tied to XP, though they can be traded for with it. "I'll give up some of my skill as a fighter to see in the dark and disappear when I hold my breath" though this is class levels, not XP amounts insufficient to trigger a mechanical change. [/QUOTE]
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