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General Tabletop Discussion
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Replacing Alignment with Character Arcs and Values
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<blockquote data-quote="MGibster" data-source="post: 9023429" data-attributes="member: 4534"><p>I think maybe you encountered a bit more negativity at the beginning of this thread than you should have. I'm going to tell you what I like about this idea and I'm going to switch gears and tell you what I think the pitfalls are. </p><p></p><p>What I like most about this is that it's a decent way to get players engaged with the game. It also gives the DM a good idea of what player characters want to do. i.e. A DM will know to give opportunties for friendships to be developed/tested, to bring justice where necessary, to have an opportunity to survive a harrowing situation, etc., etc., etc. </p><p></p><p>I do see some potential difficulties though. The biggest problem for me is that the player sets a path for their character prior to the game even starting making it more difficult for them to make changes in response to the events of the campaign. (This was my biggest problem with prestige classes in 3rd edition. ) i.e. I'm on a courageous arc, but because of in game events I might become more interested in building a friendship with some NPCs. I might think twice about spending time doing that if I'm on a courageous path. </p><p></p><p>Also, you list order as good or evil which makes sense. But why is anarchy good only? It should also be good or evil.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9023429, member: 4534"] I think maybe you encountered a bit more negativity at the beginning of this thread than you should have. I'm going to tell you what I like about this idea and I'm going to switch gears and tell you what I think the pitfalls are. What I like most about this is that it's a decent way to get players engaged with the game. It also gives the DM a good idea of what player characters want to do. i.e. A DM will know to give opportunties for friendships to be developed/tested, to bring justice where necessary, to have an opportunity to survive a harrowing situation, etc., etc., etc. I do see some potential difficulties though. The biggest problem for me is that the player sets a path for their character prior to the game even starting making it more difficult for them to make changes in response to the events of the campaign. (This was my biggest problem with prestige classes in 3rd edition. ) i.e. I'm on a courageous arc, but because of in game events I might become more interested in building a friendship with some NPCs. I might think twice about spending time doing that if I'm on a courageous path. Also, you list order as good or evil which makes sense. But why is anarchy good only? It should also be good or evil. [/QUOTE]
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