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Planescape and narrativist play
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<blockquote data-quote="I'm A Banana" data-source="post: 5662866" data-attributes="member: 2067"><p>I'm not sure I'll be using the Forge terms correctly, but here's my perspective.</p><p></p><p>Planescape's biggest conflicts were mostly between beliefs, and within an individual character (NPC or PC) about their own beliefs. </p><p></p><p>Thus, it was about distinct concepts of how reality worked. Alignments were labels to put on certain view of reality. "Lawful Good" was a description for someone who valued organization and altruism, regardless of their other virtues, which was why one of the big "villain" organizations in the game (the Harmonium, frequently presented as antagonists) was billed as mostly Lawful Good. The question was: was <em>forcing</em> people to be Good actually Good? Two fully Lawful Good people could disagree on this point, and still be entirely within the scope of their alignment.</p><p></p><p>Alignments happened to be associated with physical locations, too. So as you believed in order and others, your immortal soul would get pulled closer to the physical location of Celestia. </p><p></p><p>Because Planescape encouraged the idea that beliefs were phyiscal, tangible forces, a kind of magic, changing your beliefs literally changed your world, and changing the beliefs of lots of people literally changed <em>the</em> world. What you believe was true, with the caveat that what someone else believed was true, too. When those beliefs met, there would be conflict, and a more powerful belief would prevail. </p><p></p><p>So we have conflict vs. self, conflict vs. others, and conflict vs. nature, and all three types of conflict are, essentially, in Planescape, clashes of beliefs about reality.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5662866, member: 2067"] I'm not sure I'll be using the Forge terms correctly, but here's my perspective. Planescape's biggest conflicts were mostly between beliefs, and within an individual character (NPC or PC) about their own beliefs. Thus, it was about distinct concepts of how reality worked. Alignments were labels to put on certain view of reality. "Lawful Good" was a description for someone who valued organization and altruism, regardless of their other virtues, which was why one of the big "villain" organizations in the game (the Harmonium, frequently presented as antagonists) was billed as mostly Lawful Good. The question was: was [I]forcing[/I] people to be Good actually Good? Two fully Lawful Good people could disagree on this point, and still be entirely within the scope of their alignment. Alignments happened to be associated with physical locations, too. So as you believed in order and others, your immortal soul would get pulled closer to the physical location of Celestia. Because Planescape encouraged the idea that beliefs were phyiscal, tangible forces, a kind of magic, changing your beliefs literally changed your world, and changing the beliefs of lots of people literally changed [I]the[/I] world. What you believe was true, with the caveat that what someone else believed was true, too. When those beliefs met, there would be conflict, and a more powerful belief would prevail. So we have conflict vs. self, conflict vs. others, and conflict vs. nature, and all three types of conflict are, essentially, in Planescape, clashes of beliefs about reality. [/QUOTE]
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