Reaper Steve said:
Not the case anymore. W&M states that their are 'no forced race relations' and 'no inherent racial emnity between PC races' (p.14).
I know. That's part of my point.
tomBitonti said:
With POL, folks from different settlements ("points") will have every reason to distrust each other. Each settlement is a unique clan and a unique "alignment".
This is not the case in canonical PoL, as set out in W&M, which discusses the role of the different points of light as safehavens for all members of PC races. (Thus the importance of the removal of inherent enmity between races.)
The need to protect all these safehavens is what (on my analysis) gives the PCs a motivation to adventure together despite their diverse origins.
KarinsDad said:
Nobody would want to work with individuals from other communities. They would not trust outsiders.
In the canonical descriptoin of PoL this is not the case.
KarinsDad said:
In a PoL setting, everybody would want to be part of big strong organizations that could protect them. They would not want to be part of small adventuring groups that could easily get killed moving from one community to the next.
Part of the conceit of PoL, as set out in W&M, are that there are no such organisations. Thus, protection depends upon small bands of adventurers doing heroic things. Thus, we can explain the motivation of the PCs to band together, despite their diverse origins, without needing to appeal to alignment considerations.
mach1.9pants said:
I really like the 4E idea of everybody has their own morals and you only have game effects if you commit yourself (paladin or cultist), body and soul, to an ideal. And even then you can't be detected based on it.
So do I. What I like about PoL is that it explains how this diversity is not an obstacle to a small group of adventurers banding together to invade dungeons.
tomBitonti said:
I do agree that the alignments, split roughly as "good" vs "evil", do allow "good" players to band up and fight "evil". From that point of view, alignment never really worked, anyways, as the "Law" vs "chaos" distinction never seemed to matter as much as the "Good" vs "evil".
But what you describe
is alignment working in the metagame sense I am talking about. The fact that (as you observe) most players ignored Law vs Chaos is part of what made it work.
mach1.9pants said:
Pemerton: I guess you just run your campaigns different from me, I never use alignment as anything but a bit of background info when I run vanilla; and have homebrewed it out of my last 2 campaigns.
Actually I haven't said anything about how I run my campaigns. My account of the role of alignment is based mainly on what is said about it in some of the earlier D&D texts, such as the 1st ed PHB and DMG, early White Dwarf articles by Lewis Pulsipher, and the extensive discussions in articles and forum letters in the first 100 or so numbers of Dragon.
In my own games I don't use alignment and try to set up real social relations that will bind a party together (recongnising the metagame imperative for this). But I haven't tried the PoL way, and as a result my games tend not be classic D&D games but more political/social games. What I think is very clever about the PoL design is that it uses the ingame social situation to drive a classic D&D game. This has never been done before in a published D&D text that I'm aware of - it was almost always alignment-driven (ie the GM in guise of Elminster or whomever says "As Good PCs you surely have no choice but to go and smite these Evil entities").
Wepwawet said:
For me, what kept the party together was just social/emotional ties and common objectives... Alignment was just a way to (poorly) define general character behaviour...
The traditional difficulty that alignment resolves is the following: why does this group of close friends spend its time engaged in acts of murder and robbery? And how did they become friends in the first place, given their disparate racial and social backgrounds? Alignment, by positing the boon companions as Good and their victims as Evil, provided a short-hand answer to both questions.
Obviously the game has outgrown that explanation, and this creates pressure to downplay or disregard alignment. But other fantasy RPGs that have done this (RQ, RM in some versions, Pendragon, Chivalry and Sorcery, Ars Magica< HeroQuest, The Dying Earth) also do not support classic D&D dungeon-raiding play. As already stated, PoL is the first attempt I know of in published D&D material to reconcile the abolition of alignment with traditional D&D play, by instituting an alternative (and in my view much more clever) metagame device. (It may be that I should be crediting Eberron with this achievement rather than PoL, but I don't know it well enough, and all the reviews I've read of the first few Eberron modules suggest that they were pulpy railroads rather than classic dungeons.)