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Subjective alignment
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<blockquote data-quote="Aenghus" data-source="post: 6909250" data-attributes="member: 2656"><p>I think your idea removes almost everything that's practical about the D&D alignment system, making it even more useless than many people say it is already.</p><p></p><p>I don't think alignment is useless, but making it useful requires some arbitrary objectivity, which is close to the opposite of your approach. My own campaign uses alignment, but as DM I judge it in a dictatorial way, as I want a black and white world with clear good and evil, where barring obfuscation the good are identifiably good and the evil are clearly evil , want to narrow those classified as neutral to much less than 90% of everyone and don't really care about the Law and Chaos axis much, and fully admit to my players that it's going to be simplistic and lack the nuance and complexity of real world people.</p><p></p><p>Some of the practical uses of alignment include team jerseys - alignments providing clear allies, neutrals and enemies, simplistic roleplaying pointers, potential advance warning of alignment clash within a party and the sort of plots hooks the majority of the party are likely to find compelling.</p><p></p><p>One of the things I find interesting about D&D worlds using alignment systems is that one interpretation is that individuals can be rewarded for holding to a particular alignment, but agents of that alignment, by relevant gods, or by the direct or indirect action of the alignment force itself made manifest in the gameworld.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6909250, member: 2656"] I think your idea removes almost everything that's practical about the D&D alignment system, making it even more useless than many people say it is already. I don't think alignment is useless, but making it useful requires some arbitrary objectivity, which is close to the opposite of your approach. My own campaign uses alignment, but as DM I judge it in a dictatorial way, as I want a black and white world with clear good and evil, where barring obfuscation the good are identifiably good and the evil are clearly evil , want to narrow those classified as neutral to much less than 90% of everyone and don't really care about the Law and Chaos axis much, and fully admit to my players that it's going to be simplistic and lack the nuance and complexity of real world people. Some of the practical uses of alignment include team jerseys - alignments providing clear allies, neutrals and enemies, simplistic roleplaying pointers, potential advance warning of alignment clash within a party and the sort of plots hooks the majority of the party are likely to find compelling. One of the things I find interesting about D&D worlds using alignment systems is that one interpretation is that individuals can be rewarded for holding to a particular alignment, but agents of that alignment, by relevant gods, or by the direct or indirect action of the alignment force itself made manifest in the gameworld. [/QUOTE]
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