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Rethinking Alignment, Inspiration, and the Great Wheel
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<blockquote data-quote="Campbell" data-source="post: 8051722" data-attributes="member: 16586"><p>The two games I have exposure to that make alignment relevant without becoming a burden on the players are Freebooters on the Frontier and The Nightmares Underneath. They both use an independent 5-point alignment system where a character can be chaotic, evil, good, neutral, or lawful. A lawful character is not more good or evil than a chaotic one.</p><p></p><p>In The Nightmares Underneath you choose your alignment when you create your character and changing it is also generally a player choice. Here are the definitions :</p><p></p><p></p><p></p><p>While there are some other mechanics that interface with alignment the main use of alignment is to help determine how your character interacts with social institutions in the settlements they become a part of and spend time between delves into the nightmare realms. Spending money on institutions can shift the institutions alignment over time, shifting its nature closer to your alignment. Also characters of different alignments have access to social opportunities unique to their alignment so it can be helpful to have varied alignments in the group. Here is an example:</p><p></p><p></p><p></p><p>Freebooters on the Frontier uses a carrot based model to alignment rather than a stick based one. Your alignment is based on a set of character traits voted on by the group at the end of each session so alignment can fairly fluid. You gain an experience trigger to check against at the end of each session based on your alignment. Here they are:</p><p></p><p></p><p></p><p>The nice thing it's one of many sources of experience. There are also triggers for playing to your traits, realizing a class specific goal, finding memorable treasure, overcoming a dangerous obstacle, and finding stuff out about the world.</p></blockquote><p></p>
[QUOTE="Campbell, post: 8051722, member: 16586"] The two games I have exposure to that make alignment relevant without becoming a burden on the players are Freebooters on the Frontier and The Nightmares Underneath. They both use an independent 5-point alignment system where a character can be chaotic, evil, good, neutral, or lawful. A lawful character is not more good or evil than a chaotic one. In The Nightmares Underneath you choose your alignment when you create your character and changing it is also generally a player choice. Here are the definitions : While there are some other mechanics that interface with alignment the main use of alignment is to help determine how your character interacts with social institutions in the settlements they become a part of and spend time between delves into the nightmare realms. Spending money on institutions can shift the institutions alignment over time, shifting its nature closer to your alignment. Also characters of different alignments have access to social opportunities unique to their alignment so it can be helpful to have varied alignments in the group. Here is an example: Freebooters on the Frontier uses a carrot based model to alignment rather than a stick based one. Your alignment is based on a set of character traits voted on by the group at the end of each session so alignment can fairly fluid. You gain an experience trigger to check against at the end of each session based on your alignment. Here they are: The nice thing it's one of many sources of experience. There are also triggers for playing to your traits, realizing a class specific goal, finding memorable treasure, overcoming a dangerous obstacle, and finding stuff out about the world. [/QUOTE]
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Rethinking Alignment, Inspiration, and the Great Wheel
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