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Morality and D&D?
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<blockquote data-quote="funkysnunkulator" data-source="post: 3746141" data-attributes="member: 54963"><p>hmmmmmm. big question. fun question.</p><p></p><p>well, in our game, we use the great wheel, only a much larger version of it. we have and alignment field. that is it is like a matrix. actions define alignment. so does choice.</p><p></p><p>in our game, killing of any kind is despicable. yet, it IS necessary. one of the things that makes mortals more capable of "moral ambiguity" is the fact that they are mortal. out on the planes, morals and ethics (or for the whitewolfians: nature and demeanor) are much more pronounced and extreme.</p><p></p><p>these forces are all present in the prime, creating a more.... muddled effect. a lawful good archon can only kill for a very very very very specific set of reasons. a lawful good mortal who slips, can serve a penance or strive to toe the line without thunderous concequences. and archon who falters..... wow. look out. legendary consequences. mythical consequences.</p><p></p><p>now, of our players/characters go trippin' around the planes... they had better toe the line. when in rome and all. even deeply lawful evil characters better play by the rules when in pelion or arvandor.</p><p></p><p>we use alignment less as an absolute descriptor and more like a zone of potential.</p><p></p><p>now for our version of the great wheel. we have about 3 times the number of outer planes to reflect the different "flavors" of the alignment combinations.</p><p></p><p>for example:</p><p></p><p>standard wheel good alignments</p><p></p><p>elysium (NG)</p><p>beastlands (NG / CG)</p><p>arborea (CG)</p><p>ysgard (CN / CG)</p><p>limbo (CN)</p><p>pandemonium (CE / CN)</p><p>abyss (CE)</p><p>carceri (NE / CE)</p><p>gray waste (NE)</p><p>gehenna (NE / LE)</p><p>baator (LE)</p><p>acheron (LN / LE)</p><p>mechanus (LN)</p><p>arcadia (LN / LG)</p><p>celestia (LG)</p><p>bytopia (NG / LG)</p><p>concordia (TN)</p><p></p><p>in our game, we have all of these plus two additional planes between each to represent different "shades" of the alignments. we also have other planes specific to setting (like the planes of forgotton realms). we have more transitive planes, more elemental planes.</p><p></p><p>for the alignment field, we introduce alignment components. a character has a minimum of one of each of the alignment components.</p><p></p><p>concordance 1 (mortals only change this rarely)</p><p>neutral 1</p><p>chaos 1</p><p>law 1</p><p>good 1</p><p>evil 1</p><p></p><p>everyone that exists has these. now planes have axioms given by a code. a plane might have a code of G2N1L1 (this is bytopia). as your character progresses, they gain or lose alignment components. at the time of death or transition they may read thus:</p><p></p><p>N2C1L2G2E1 or N1C1L3G2E1. while at first glance they both look bound for bytopia, the second is going elsewhere.</p><p></p><p>gotta jump off here. game is getting busy. will provide the chart later.</p></blockquote><p></p>
[QUOTE="funkysnunkulator, post: 3746141, member: 54963"] hmmmmmm. big question. fun question. well, in our game, we use the great wheel, only a much larger version of it. we have and alignment field. that is it is like a matrix. actions define alignment. so does choice. in our game, killing of any kind is despicable. yet, it IS necessary. one of the things that makes mortals more capable of "moral ambiguity" is the fact that they are mortal. out on the planes, morals and ethics (or for the whitewolfians: nature and demeanor) are much more pronounced and extreme. these forces are all present in the prime, creating a more.... muddled effect. a lawful good archon can only kill for a very very very very specific set of reasons. a lawful good mortal who slips, can serve a penance or strive to toe the line without thunderous concequences. and archon who falters..... wow. look out. legendary consequences. mythical consequences. now, of our players/characters go trippin' around the planes... they had better toe the line. when in rome and all. even deeply lawful evil characters better play by the rules when in pelion or arvandor. we use alignment less as an absolute descriptor and more like a zone of potential. now for our version of the great wheel. we have about 3 times the number of outer planes to reflect the different "flavors" of the alignment combinations. for example: standard wheel good alignments elysium (NG) beastlands (NG / CG) arborea (CG) ysgard (CN / CG) limbo (CN) pandemonium (CE / CN) abyss (CE) carceri (NE / CE) gray waste (NE) gehenna (NE / LE) baator (LE) acheron (LN / LE) mechanus (LN) arcadia (LN / LG) celestia (LG) bytopia (NG / LG) concordia (TN) in our game, we have all of these plus two additional planes between each to represent different "shades" of the alignments. we also have other planes specific to setting (like the planes of forgotton realms). we have more transitive planes, more elemental planes. for the alignment field, we introduce alignment components. a character has a minimum of one of each of the alignment components. concordance 1 (mortals only change this rarely) neutral 1 chaos 1 law 1 good 1 evil 1 everyone that exists has these. now planes have axioms given by a code. a plane might have a code of G2N1L1 (this is bytopia). as your character progresses, they gain or lose alignment components. at the time of death or transition they may read thus: N2C1L2G2E1 or N1C1L3G2E1. while at first glance they both look bound for bytopia, the second is going elsewhere. gotta jump off here. game is getting busy. will provide the chart later. [/QUOTE]
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