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<blockquote data-quote="Aberzanzorax" data-source="post: 5575385" data-attributes="member: 64209"><p>Oh, agreed.</p><p> </p><p> </p><p>I'd never suggest a single action being the reason for an alignment change (unless it was somewhat secretly the culmination of a number of other actions, that at the time seemed good....like infiltrating a church as a priest and at the last moment killing their good god). Maybe a huge act if the player was trying to intentionally change alignments (like self sacrifice on the altar of their evil god to save the good guys might make them neutral instead of evil in one fell swoop). But single acts should be very rare and very meainingful.</p><p> </p><p> </p><p>And yeah, I only brought up alignments because others brought up "railroading" and such, and it seemed to be relevant to their points. To the OP, it's not AS relevant, though still relevant, because "out of alignment" and "out of character" are both allowed, but #1 is a DM issue, and #2 is a player issue (the player of the character, mainly, but also the players of other characters who now have to deal with this newish individual). </p><p> </p><p>Sometimes people change. It's the DM's job to record and apply game rules to those changes, and to still provide challenges and consequences to them. But it's not the DM's job to prevent it (though alerting the player is good form if the player is not paying attention, or is sort of uninformed as to how morality fits into the game). It is the player's own job to roleplay these changes, and ideally does so in a meaninful rather than "I'm metagaming and really wouldn't have done that" way. It is the other players' job to determine how to react to this seemingly foreign behavior from the changed individual.</p><p> </p><p> </p><p>I also give a TON of alignment leeway when DMing, and expect so when playing. </p><p> </p><p> </p><p>I'm not saying DMs are supposed to trick players or gotcha them...I'm just saying that consistent behavior of a certain type has an in game rule/name applied to it. When the wrong one is applied, the DM's job (after observing consistency and intensity) is to correct it.</p><p> </p><p> </p><p> </p><p>To S'mon, I do wonder...is it a god of slavery or a god of slaves?</p><p> </p><p>A god of slaves might be a god of liberation or enduring, and would certainly be good.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5575385, member: 64209"] Oh, agreed. I'd never suggest a single action being the reason for an alignment change (unless it was somewhat secretly the culmination of a number of other actions, that at the time seemed good....like infiltrating a church as a priest and at the last moment killing their good god). Maybe a huge act if the player was trying to intentionally change alignments (like self sacrifice on the altar of their evil god to save the good guys might make them neutral instead of evil in one fell swoop). But single acts should be very rare and very meainingful. And yeah, I only brought up alignments because others brought up "railroading" and such, and it seemed to be relevant to their points. To the OP, it's not AS relevant, though still relevant, because "out of alignment" and "out of character" are both allowed, but #1 is a DM issue, and #2 is a player issue (the player of the character, mainly, but also the players of other characters who now have to deal with this newish individual). Sometimes people change. It's the DM's job to record and apply game rules to those changes, and to still provide challenges and consequences to them. But it's not the DM's job to prevent it (though alerting the player is good form if the player is not paying attention, or is sort of uninformed as to how morality fits into the game). It is the player's own job to roleplay these changes, and ideally does so in a meaninful rather than "I'm metagaming and really wouldn't have done that" way. It is the other players' job to determine how to react to this seemingly foreign behavior from the changed individual. I also give a TON of alignment leeway when DMing, and expect so when playing. I'm not saying DMs are supposed to trick players or gotcha them...I'm just saying that consistent behavior of a certain type has an in game rule/name applied to it. When the wrong one is applied, the DM's job (after observing consistency and intensity) is to correct it. To S'mon, I do wonder...is it a god of slavery or a god of slaves? A god of slaves might be a god of liberation or enduring, and would certainly be good. [/QUOTE]
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