Warbringer
Explorer
As always, conversations with you seem to end up at a higher level, which in case there is any doubt is a good thing 
As Anscombe suggests, answering for Satan: “ the good of making evil my good is my intact liberty on the unsubmissiveness of my will.” He (Satan) maintains credible as an agent as a pursuer of value, by substituting evil for good in his own goal of action.
Agreed, ultimately any meaning associated to terms or values used in evaluation of “Alignment” will by reduction (interpretation) devolve at the edges. But all models are subject to that proviso which I readily accepted above.
Defining truth and goodness within the alignment system does not preclude the character aspiring for truth and goodness.
I’m not criticsing your game in any fashion, indeed there are many game elements that you have discussed that I hold in the highest regard towards what I consider advanced roleplay. It does not surprise in the least that your table resolves moral conflicts at the game table and moves on with their goals, but there are many tables where this is not the case, especially with new players or new groups still finding their dynamic.
The whole point of this discussion has been to call for a system that better articulates what the intent of Alignment is in the system and to provide better guidelines and rules around the execution of the game.
For what it’s worth, I do use alignment, but it is very different from as published. Players choose 4-6 traits that they feel describe the core of their character. The traits are scored to the 9 alignments. The player wants to introduce a new trait, they score it and the table tweaks it. During roleplay, the character can gain and lose traits as the player wishes to reflect his changing attitude about the world and their actions in session. Changing these traits causes alignment drift, but it is the playing of the traits that is the importance, not adherence to their “alignment”
Thanks again for a great discussion

(Another objection to AD&D alignment, of course, is that it requires that evil people judge what they do as not being good, which verges on irrationality - it's true that Milton's Satan says "Evil be thou my good!" but he is clearly using the word "evil" in some sort of ironic or "inverted commas" sense.)
As Anscombe suggests, answering for Satan: “ the good of making evil my good is my intact liberty on the unsubmissiveness of my will.” He (Satan) maintains credible as an agent as a pursuer of value, by substituting evil for good in his own goal of action.
On that note, the return by Moral modernists to Aristotelian-Thomistic tradition, while arguably avoiding any attempt to create a final universal account of moral rationality, do return us the concept of morality have teleological roots, a perfect form for any idea or virtue. (Note, it is of course far more nuanced than this.)This general line of criticism (influenced in part by Aristotle) emphasises the importance of values, and of a virtuous character that exemplifies those values, over compliance to universally binding rules.
First, as I replied to [MENTION=6668292]JamesonCourage[/MENTION] upthread, your statements of "absolute morality" are going to require interpretation, and it is very easy to come up with plausible situations that might arise ingame that apply interpretive pressure. This will be all the worse because it's likely that some of the words that require interpretation will carry, as part of their ordinary language meaning, ideas or elements that get their content from ordinary evaluative languages and practices - so the process of interpretation will undo the decoupling.
Agreed, ultimately any meaning associated to terms or values used in evaluation of “Alignment” will by reduction (interpretation) devolve at the edges. But all models are subject to that proviso which I readily accepted above.
This one I disagree with on multiple levels. To rephrase, the Paladin is the form of A and B, but where A and B are bounded by description and formula they are no longer A and B, but derivatives A’ and B’ that cannot be the perfect representation of A and B. Therefore the Paladin cannot exist in the purpose she was created for.Second, decoupling means that the paladin is no longer an examplar of truth and goodness. Rather, s/he is an examplar of X and Y, where X and Y are some fictional constructs at best related in some fashion to the GM's conception of truth and goodness. Which, for me at least, pretty much defeats the purposes of having PCs ilke the paladin in the agme (as [MENTION=93444]shidaku[/MENTION] pointed out).
Defining truth and goodness within the alignment system does not preclude the character aspiring for truth and goodness.
Well, I play a game in which some of the issues are to be overcome by the players, using their PCs as vehicles. And I know from experience that I can have a perfeclty good game which "allows for the dramatic and thematic impact of actual real questions of good and evil" provided only that I drop AD&D-style mechanical alignment rules.
This may be true of your game. It is not true of mine, though. Moral issues arise at my table all the time; they are "resolved" by the players playing their PCs.
I’m not criticsing your game in any fashion, indeed there are many game elements that you have discussed that I hold in the highest regard towards what I consider advanced roleplay. It does not surprise in the least that your table resolves moral conflicts at the game table and moves on with their goals, but there are many tables where this is not the case, especially with new players or new groups still finding their dynamic.
The whole point of this discussion has been to call for a system that better articulates what the intent of Alignment is in the system and to provide better guidelines and rules around the execution of the game.
For what it’s worth, I do use alignment, but it is very different from as published. Players choose 4-6 traits that they feel describe the core of their character. The traits are scored to the 9 alignments. The player wants to introduce a new trait, they score it and the table tweaks it. During roleplay, the character can gain and lose traits as the player wishes to reflect his changing attitude about the world and their actions in session. Changing these traits causes alignment drift, but it is the playing of the traits that is the importance, not adherence to their “alignment”
Thanks again for a great discussion