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Rule of Three: 20/3/12
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<blockquote data-quote="GM Dave" data-source="post: 5859792" data-attributes="member: 6687992"><p>All this talk on what is or is not X alignment but not a single word on how this can be used to actually move an adventure, reward a player, make a better story.</p><p></p><p>This is my problem with alignment talk is that it is all 'blah' or stuff for players to 'justify' their actions instead of motivate a story or response to a situation.</p><p></p><p>A faith attribute would be more motivating as then players would have a measure of how much they were connected to the tenants of their god and would be more specific.</p><p></p><p>A goal mechanic would at least be something that would get players making choices and committing to actions.</p><p></p><p>Currently, alignment is like pudding dropped on the floor. It makes an interesting pattern on the floor but after that it just lies there and begins to stink after a while.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5859792, member: 6687992"] All this talk on what is or is not X alignment but not a single word on how this can be used to actually move an adventure, reward a player, make a better story. This is my problem with alignment talk is that it is all 'blah' or stuff for players to 'justify' their actions instead of motivate a story or response to a situation. A faith attribute would be more motivating as then players would have a measure of how much they were connected to the tenants of their god and would be more specific. A goal mechanic would at least be something that would get players making choices and committing to actions. Currently, alignment is like pudding dropped on the floor. It makes an interesting pattern on the floor but after that it just lies there and begins to stink after a while. [/QUOTE]
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Rule of Three: 20/3/12
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