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The alignments defined
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<blockquote data-quote="Jacob Lewis" data-source="post: 7977589" data-attributes="member: 6667921"><p>Alignment is one of those sacred cows that (surprisingly) has never really evolved in the game. Too often, we see it as a static script or recipe that we use to dictate our characters' personalities, when in fact, it should be a fluid gauge used to determine their general motives and ethics. All intelligent creatures possess a free will, even if they choose to believe that they have no choice or act in a way that is expected of them. This is why I think alignment should tracked rather than just announced. Actions determine alignment, not the other way around.</p><p></p><p>For new players, I think it's easier to simply break down the components into their individual axis and describe them in the most general terms, allowing players to discover the nature of their actions through narrative rather than prescribing it to them. </p><p></p><p>GOOD: places the needs and well-being of others before themselves.</p><p></p><p>EVIL: places their own needs and desires above all else.</p><p></p><p>LAWFUL: believes in the structure of order for the good of all</p><p></p><p>CHAOTIC: finds conformity and predictability to be unnatural</p><p></p><p>In order to determine the true nature of one's actions, you must consider their motive and their intent.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7977589, member: 6667921"] Alignment is one of those sacred cows that (surprisingly) has never really evolved in the game. Too often, we see it as a static script or recipe that we use to dictate our characters' personalities, when in fact, it should be a fluid gauge used to determine their general motives and ethics. All intelligent creatures possess a free will, even if they choose to believe that they have no choice or act in a way that is expected of them. This is why I think alignment should tracked rather than just announced. Actions determine alignment, not the other way around. For new players, I think it's easier to simply break down the components into their individual axis and describe them in the most general terms, allowing players to discover the nature of their actions through narrative rather than prescribing it to them. GOOD: places the needs and well-being of others before themselves. EVIL: places their own needs and desires above all else. LAWFUL: believes in the structure of order for the good of all CHAOTIC: finds conformity and predictability to be unnatural In order to determine the true nature of one's actions, you must consider their motive and their intent. [/QUOTE]
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