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Political Correctness - An end to alignment troubles
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<blockquote data-quote="Zappo" data-source="post: 1113650" data-attributes="member: 633"><p>I've had many occasions of repeating my stance on the alignment wars. In my campaigns, we first decide the character's personality and only after we decide an alignment. The alignment determines the effect of certain spells and magics <strong>only</strong>. It does <em>not</em> determine the character's behaviour; with just 9 alignments to choose from that would a rather tight straightjacket. Rather, it's the behaviour or personality that determines the alignment.</p><p></p><p>PCs don't have to adhere to their alignment; simply, if they don't then they'll change it. I don't consider acting against your alignment to be intrinsically "acting out of character". I consider this alteration of alignment as the mechanical representation of a character's evolution. In my campaigns, NPCs and even monsters can and do change alignment when they are subject to events that prod their minds one direction or another (even though there are characters, such as outsiders or undead, that are so inhuman in their mindsets that alignment shifts are unheard of).</p><p></p><p>When dealing with Wombat's player, the LG wizard acting as a CN characters, I would simply have changed the PCs' alignment. I don't see why not.</p><p></p><p>Jürgen Hubert's problem, though, is a different one. It's the problem of detectability of alignment. IMC, beeping as evil isn't a big deal. Yeah, people that know you beep as evil will probably trust you a bit less and assume that you have an agenda. But IMC detecting as evil doesn't automatically make you a psychopath bent on world destruction, a mortal's alignment generally isn't unchangeable, most people that beep as evil are just barely this side of neutral, and anyone that knows about detect evil spells knows this as well.</p></blockquote><p></p>
[QUOTE="Zappo, post: 1113650, member: 633"] I've had many occasions of repeating my stance on the alignment wars. In my campaigns, we first decide the character's personality and only after we decide an alignment. The alignment determines the effect of certain spells and magics [b]only[/b]. It does [i]not[/i] determine the character's behaviour; with just 9 alignments to choose from that would a rather tight straightjacket. Rather, it's the behaviour or personality that determines the alignment. PCs don't have to adhere to their alignment; simply, if they don't then they'll change it. I don't consider acting against your alignment to be intrinsically "acting out of character". I consider this alteration of alignment as the mechanical representation of a character's evolution. In my campaigns, NPCs and even monsters can and do change alignment when they are subject to events that prod their minds one direction or another (even though there are characters, such as outsiders or undead, that are so inhuman in their mindsets that alignment shifts are unheard of). When dealing with Wombat's player, the LG wizard acting as a CN characters, I would simply have changed the PCs' alignment. I don't see why not. Jürgen Hubert's problem, though, is a different one. It's the problem of detectability of alignment. IMC, beeping as evil isn't a big deal. Yeah, people that know you beep as evil will probably trust you a bit less and assume that you have an agenda. But IMC detecting as evil doesn't automatically make you a psychopath bent on world destruction, a mortal's alignment generally isn't unchangeable, most people that beep as evil are just barely this side of neutral, and anyone that knows about detect evil spells knows this as well. [/QUOTE]
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