JamesonCourage
Adventurer
I meant misinterpret from what the author / designer meant by it.I think the notion of "misinterpret" is not all that helpful here.
Well, I mean... you can't?Which also goes to the issue of "strong thematic materia" and "squeezing stardard views into the alignment system". You can't at one-and-the-same-time preserve the strength of the thematic material, and tell people that it's all about a fictional moral system that has no bearing upon or connection to real world values.
I generally agree; the code is the part of the D&D mythology, but it's usually not (in my experience) why people want to play Paladins.People gerally don't play paladins because they adhere to some fictional, stipulated moral code which (for no particular reason?) we happen to label "lawful good" or "honourable" or "chivalric" - at least, not in my experience. They are interested in exploring the idea of a genuinely lawful good warrior who is genuinely honourable and chivalric. That's what gives the material it's thematic heft.
Ah, but that's not what I mean. The players can explore real world values, but alignment isn't about real world values. In D&D, Good is different from our "good" (much less well-defined). Thus, my players have had quite a lot of enjoyment as Good characters that have had more than one set of problems with what Good is in-game. That is because my players were following a more modern view of "good", and it doesn't always match up with D&D's Good, which is a more tangible force in the game world.That's not to say there's not some scope for tweaking on the margins - the GM might explain to the players, for instance, that certain social norms are different in the gameworld from the contemporary USA (eg that debt bondage is widely understood as a permissible institution, even though it is obviously at odds with contemporary human rights norms as well as bankruptcy practices). But the more the GM says "This isn't about real world values, it's about these fictional values that I'm elucidating for you", the more the GM is killing off the strength of the thematic material.
No idea; I don't read fantasy books; I loathe long descriptions, and they're too often filled with it. I'm trying to read something short for the first time in years (Conan the Conqueror, the 223-page story), and it's taking me months, because I don't read for long, and I don't pick it up for weeks. It's a lot more tolerable than Tolkien was to me, though. I couldn't get past the initial Shire scene. It just took too long.Putting too much pressure on this has the tendency to cause the paladin ideal to collapse into incoherence, or perhaps self-delusion on the part of the paladin - for a D&D example, sse Sturm Brightblade in Dragonlance - did he exemplify paladinhood, or ought he to have fallen?
At any rate, I can't comment on that Paladin, I can only use my own experiences. As always, play what you like
