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Societies: Lawful and Chaotic; What Are They?
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<blockquote data-quote="jgbrowning" data-source="post: 407119" data-attributes="member: 5724"><p>quote:</p><p>--------------------------------------------------------------------------------</p><p>Originally posted by jgbrowning </p><p>well i think we can all agree that the current system of law-chaos, good-evil doesn't do a good job of explaining societies because the determing factor of the definition is mutable. The determining factor here being an individual's perception. Other than to say we can't come to terms with the issue since its one of perception and not objective.. well i dont have much to say.</p><p>--------------------------------------------------------------------------------</p><p></p><p>"On another thread, we have the issue of those not willing to accept these definitions are a matter of perception. They are "divinely inspired", for lack of a better term. But I agree with what you say. Just as long as the definitions are set at the beginning of the campaign, or the default PHB definitions accepted, that is fine."</p><p></p><p></p><p></p><p>Well what i was talking about was not the concept of an divinely inspired concept of law-chaos. I was refering to how we, as players of the game, interpret such rules.</p><p></p><p>and even divinely inspired wouldnt mean doodle in a world with a multiplicity of gods. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> one god says a=a, one says a=b. which ones right? unless your running a monotheistic game, or a game with a single big 'ole creator god that's still involved even clerics will have problems.</p><p></p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 407119, member: 5724"] quote: -------------------------------------------------------------------------------- Originally posted by jgbrowning well i think we can all agree that the current system of law-chaos, good-evil doesn't do a good job of explaining societies because the determing factor of the definition is mutable. The determining factor here being an individual's perception. Other than to say we can't come to terms with the issue since its one of perception and not objective.. well i dont have much to say. -------------------------------------------------------------------------------- "On another thread, we have the issue of those not willing to accept these definitions are a matter of perception. They are "divinely inspired", for lack of a better term. But I agree with what you say. Just as long as the definitions are set at the beginning of the campaign, or the default PHB definitions accepted, that is fine." Well what i was talking about was not the concept of an divinely inspired concept of law-chaos. I was refering to how we, as players of the game, interpret such rules. and even divinely inspired wouldnt mean doodle in a world with a multiplicity of gods. :) one god says a=a, one says a=b. which ones right? unless your running a monotheistic game, or a game with a single big 'ole creator god that's still involved even clerics will have problems. joe b. [/QUOTE]
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