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My "new" idea for dealing with alignment
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<blockquote data-quote="Tsyr" data-source="post: 414871" data-attributes="member: 354"><p>I've recently had a thought on alignment, and I'm going to test it in my next campaign. I didn't put this in house rules because it's not so much a new rule as a way to deal with an existing one. If the mods prefer, they can move it, I won't mind.</p><p></p><p>Now, mind, I'm sure I'm not the first person to try this. Probably not even the first person to suggest it here. But I'd like to get others imput on it.</p><p></p><p>My campaign world has a fairly strong "good vs evil" theme. Not that I prevent people playing evil characters and only allow pure heros or anything... it's more like how it is in the WoT books... a person can be good, evil, neutral, whatever. But in the background, there is a sort of "natural opposition" between the forces of good and evil. If you follow. Anyhow. I wanted a way to deal with this without making it seem overly apparent right away, or overly corney, so this was my thought. (And I didn't want to remove alignment totaly, Holy swords and similar aren't as cool that way).</p><p></p><p>Players will have alignment. They just won't know it. I'll keep that information to myself, changing it whenever it seems like they shift from one to another. IE, if a really "good" character gets a sword that only works for good people, he wouldn't know that... it works for him, so who cares, right? But if he starts taking advantage of the power it gives, it might stop working for him. Likewise, a not-so-good person might have a sword that just seems like a plain +1 magical sword, but after he does enough "good" to shift his alignment up a notch, it starts working for him. Again, with no direct reason apparent. Likewise, the first time a player with a talisman that is said to "Protect against evil in all its forms" gets burned when he tries to put it on... muahahahahaha!</p><p></p><p>Well? Thoughts? Suggestions? Flames?</p></blockquote><p></p>
[QUOTE="Tsyr, post: 414871, member: 354"] I've recently had a thought on alignment, and I'm going to test it in my next campaign. I didn't put this in house rules because it's not so much a new rule as a way to deal with an existing one. If the mods prefer, they can move it, I won't mind. Now, mind, I'm sure I'm not the first person to try this. Probably not even the first person to suggest it here. But I'd like to get others imput on it. My campaign world has a fairly strong "good vs evil" theme. Not that I prevent people playing evil characters and only allow pure heros or anything... it's more like how it is in the WoT books... a person can be good, evil, neutral, whatever. But in the background, there is a sort of "natural opposition" between the forces of good and evil. If you follow. Anyhow. I wanted a way to deal with this without making it seem overly apparent right away, or overly corney, so this was my thought. (And I didn't want to remove alignment totaly, Holy swords and similar aren't as cool that way). Players will have alignment. They just won't know it. I'll keep that information to myself, changing it whenever it seems like they shift from one to another. IE, if a really "good" character gets a sword that only works for good people, he wouldn't know that... it works for him, so who cares, right? But if he starts taking advantage of the power it gives, it might stop working for him. Likewise, a not-so-good person might have a sword that just seems like a plain +1 magical sword, but after he does enough "good" to shift his alignment up a notch, it starts working for him. Again, with no direct reason apparent. Likewise, the first time a player with a talisman that is said to "Protect against evil in all its forms" gets burned when he tries to put it on... muahahahahaha! Well? Thoughts? Suggestions? Flames? [/QUOTE]
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