Kamikaze Midget said:
Well the very nature of the alignment rules and the heavy use of fantasy archetypes gave them an answer long before the Blood War enters into it. It is reasonable to expect a game so heavily influenced by fantasy cliches to adhere to that one, too.
Yes and no.
Kamikaze Midget said:
Now, if you're getting away from fantasy archetypes in your game, sure, it comes across as heavy-handed, but alignment is only one thing you'd be changing in that case (the very nature of PC classes heavily reinforces archetype, the narrative structure of heroic fantasy reinforces archetype, etc.).
Again, yes and no.
The interaction beteween Paladin status and alignment is the most prominent example of what you describe, I think (in principal it could be a problem for Monks, Bards and Barbarians also, but I haven't seen very many alignment threads dedicated to the crisis of the individualist Monk who lost her powers).
Kamikaze Midget said:
Basically, D&D has long poised itself as Star Wars and LotR in terms of fantasy -- you can tell who the bad guys are because they wear black and shoot red lazers and look ugly, and of COURSE they're going to fight themselves. It resists redefining evil, so everyone can know evil at a glance, unless evil is being particularly tricky.
I think of Saruman as the potential counter-example here - a game in which players have the choice of how their PC's respond to adversity, and whether they make trade-offs that involve taking power from dark sources (like Sauron) is to me a potentially interesting one. Saruman's motives were self-serving, but not entirely so.
Alignment rules are the main obstacle to this sort of game in D&D, because once the character becomes Evil the game leaves no room for the belief by the individidual ingame that s/he is nevertheless acting in the right (or at least a reasonable way), and it also tells the player that his/her PC has crossed the line into wrong and unreasonable.
This is probably also true of Star Wars, because the Dark Side of the Force is pretty self-explanatorily wicked - but even there it's not quite as blatant as being labelled Evil.
Kamikaze Midget said:
I think it's a bit odd to request that D&D allow for relativistic gameplay wherein the nature of evil is something that can be discovered and may change from world to world. I'm fairly sure 4e will still define Good and Evil (just as more extreme than they are now), at least.
I hope not. Maybe my hopes are misguided. By the way, this has nothing to do with relativism. Most moral philosophers and ordinary people in the real world deny moral relativism. But obviously they lack the "moral detection" capacity that 3E D&D has (eg, and without running afoul of the "no politics" rule, when a mass murdere performs Know Alignment on himself he doesn't get a result of Evil, does he?).
My issue here isn't absolutism vs relativism, it's simulationism vs gamism & narrativism - ie it's a game design issue, not a meta-ethics issue.
Mechanical alignment gets in the way of gamist play (because it unexpectedly, and from the point of view of the player's own priorities it pointlessly, leaps up and nerfs the Paladin or Cleric or whomever from time to time) and it gets in the way of narrativist play, in which the players (including the GM as one of the players) want to answer the questions - including, perhaps, ones about the truth or falsity of relativism - in the course of their own play.
Kamikaze Midget said:
I'm pretty sure that D&D characters will know Good and Evil when they see it (unless it's being tricky).
Right. This is true also of most of us in the real world, at least within certain paramaters. (It's just that we disagree about it from time to time.) The question is, looking at it from the point of view of the players, does the system tell them what their PCs know to be Good and Evil (as it does at present) or do they get to judge what their PCs know to be Good and Evil (including judging this about their PCs' own conduct). I am arguing that the Blood War, and alignment more generally (which I agree with you is an underpinning rationale for the Blood War) are an obstacle to the latter alternative.
With respect, your way of putting it in the quote immediately above fails to distinguish the (imaginary) perspective of the PCs from the (very real) persepctive of the players, and thus fails to raise the very question of narrative control (who has it, the game designers or the players of the game?) that I am addressing.
Kamikaze Midget said:
And I'm pretty sure Evil will still be self-destructive (demons and devils oppose each other, theives' guilds oppose necromancer-kings, evil deities squabble, primordials fight monsters, etc.).
What I'm advocating is that the question of whether this is a mark of Evil be left as one for the players to resolve in play. An example - some social theorists and political philosophers believe in the notion of "democratic peace" - that democracies don't wage aggressive war. Players interested in this idea could well play a game in which nation A invades nation B. Part of what would be on the table, then, is whether nation A is really a democracy or not (was its invasion defensive, for example, rather than aggressive?). This could make for an interesting modern-day or super-hero game, with espionage, commando, political/social roleplay, etc. Having rules in-game (perhaps a bit like the old Traveller law levels) which gave a mechanical answer to the question of whether or not nation A was a democracy wouldn't help that game, they'd hinder it.
Likewise I have no objection to all the plot elements you are describing. But they are most interesting when the system does not tell me how, as a player, I should interpret and respond to them.
Kamikaze Midget said:
Getting rid of the Blood War, from what I see, was less about opening up the question of the nature of Evil in the game, and more about severing ties with earlier editions, which 4e is doing in spades.
Maybe - but to me they are very much the same thing. The number of changes in 4e which (to me) seem to have the fairly obvious intent of shifting narrative control from the system (and the GM) to the players seem to be to be non-coincidental. 3E started the process by focussing on the mechanics. 4e is continuing the process by focussing particularly on system elements linked to the gameworld. Thus, per-encounter powers remove the GM's control on ability use, as even though the GM still retains control over the passage of time s/he cannot use this to completely control power recharging. Dropping alignment has the effects on the distribution of narrative control we have just been talking about. The sidebar on p 20 of W&M explains how the points of light in the PoL setting can be sources of adversity rather than safety, but only when the players toggle this on (by breaking laws or customs, or choosing to involve themselves in internal conflicts).
Or compare GR's defence of current differences between Demons and Devils, above - this is the sort of difference that only the GM can know and exploit, because it exists deep in the backstory of any plot. Whereas the 4e design team are introducing a difference which is knowable and exploitable by players, because they can visually distinguish a Demon from a Devil, and then adapt their combat tactics accordingly (as - at least we are told - Demons and Devils will fight differently).
Severing ties with early editions is a necessary part of transforming the game system. I think the 4e designers have as their main goal the support of gamist play (they know which side their bread is buttered on). But for me a pleasing (and perhaps not unintended side effect) is the increasing support of a certain type of narrativist play. It'll be more comic book than Graham Greene, but that's OK for amateur Sunday-afternoon authors.
Kamikaze Midget said:
It can be a good thing, because it slices away all those sticky legacy issues
For me, the legacy issues are system issues, not plot issues. I get the same vibe from reading what the designers are writing.
Kamikaze Midget said:
the Blood War certainly isn't the most important idea they're getting rid of, and it lets them come up with more mythologically appropriate backgrounds for demons and devils. Which I like. So I don't mourn the loss of the Blood War.
I merely defend it for what it was. It wasn't a narrow war of stupid evil that emphasized Law and Chaos. It was the archetype of self-destructive evil as D&D saw it, and that archetype is valuable in a game as rife with archetypes/stereotypes/cliches as D&D is.
I don't at all quibble with your defence of the Blood War in these terms. That's why I referred to it in my earlier posts. My objection to the Blood War is not a plot-based or literary one. I don't think it's silly as a literary, metaphorical device (again, it's not Graham Greene, but what RPG writing is?). It is a gameplay one.