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<blockquote data-quote="I'm A Banana" data-source="post: 6408954" data-attributes="member: 2067"><p>Again, depends on the perspective. Someone with the view that there are people who deserve eternal punishment as a form of cosmic justice would view all those torments as evidence of the cosmos's goodness. Someone who thought that peace and happiness is just laziness and idleness dressed up would see those worlds as foundationally corrupt. These are all valid perspectives in PS as it is, and abandoning alignment wouldn't disrupt those beliefs.</p><p></p><p>There are "nice" planes. "Pleasant" planes. Planes that look like they'd be comfortable. But you can't call that morally good any more than you can call a pleasant mountain pasture in this world morally good. It's just aesthetically pleasing. Which removes some of the power of tweaking alignments. In PS with alignments, you can see that moral Goodness is (currently) exemplified by these planes, and thus draw some parallels with your behavior, knowing that if you adhere to their (arbitrary) codes in life, you'll get paradise forever in death. Which means that if you view the place as an enabler of idleness and sloth, you have as your enemies people who know -- and can cast spells to confirm! -- that they're Good. They can try and say you're empirically wrong. Of course, they don't realize that you're a PS PC, and so will wind up changing the planes based on what you know to be good, upending their incorrect understanding. </p><p></p><p></p><p></p><p>Well, functionally, in any PS campaign, you have an arbitrary number of whatever planes you want. It's not a setting about map exploration, I'd wager very few campaigns hit every layer of every plane. A given game only uses a relevant subset for their own purposes (that subset that most challenges the PC's beliefs, really). The planes (and parts of planes) that any individual campaign sees are based in the needs of that campaign. Those different flavors of good and evil functionally exist like five different colors of chromatic dragon exist: so there's a variety in your worlds and antagonists. Not because it somehow makes "sense." What makes sense is up to the PC, after all! <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=":)" /> There is no inherently right or wrong numbers or maps of planes.</p><p></p><p>Without alignments, that doesn't really change. You could keep the great wheel. Even have "alignment theory" as a possible explanation for it. Or you can ditch it. Or you can keep alignments and ditch the great wheel since it was ever "only a model." Or whatever. PS isn't fundamentally a game about maps and good guys vs. bad guys. A Sensate who had never been to Pandemonium still wouldn't believe it exists, and in the map THEY draw, you don't have Pandemonium. </p><p></p><p></p><p></p><p>Without alignments, none of that matters. With alignments, none of that matters <em>in play</em>. In PS, it only matters where you believe you belong, and if you believe differently than others.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6408954, member: 2067"] Again, depends on the perspective. Someone with the view that there are people who deserve eternal punishment as a form of cosmic justice would view all those torments as evidence of the cosmos's goodness. Someone who thought that peace and happiness is just laziness and idleness dressed up would see those worlds as foundationally corrupt. These are all valid perspectives in PS as it is, and abandoning alignment wouldn't disrupt those beliefs. There are "nice" planes. "Pleasant" planes. Planes that look like they'd be comfortable. But you can't call that morally good any more than you can call a pleasant mountain pasture in this world morally good. It's just aesthetically pleasing. Which removes some of the power of tweaking alignments. In PS with alignments, you can see that moral Goodness is (currently) exemplified by these planes, and thus draw some parallels with your behavior, knowing that if you adhere to their (arbitrary) codes in life, you'll get paradise forever in death. Which means that if you view the place as an enabler of idleness and sloth, you have as your enemies people who know -- and can cast spells to confirm! -- that they're Good. They can try and say you're empirically wrong. Of course, they don't realize that you're a PS PC, and so will wind up changing the planes based on what you know to be good, upending their incorrect understanding. Well, functionally, in any PS campaign, you have an arbitrary number of whatever planes you want. It's not a setting about map exploration, I'd wager very few campaigns hit every layer of every plane. A given game only uses a relevant subset for their own purposes (that subset that most challenges the PC's beliefs, really). The planes (and parts of planes) that any individual campaign sees are based in the needs of that campaign. Those different flavors of good and evil functionally exist like five different colors of chromatic dragon exist: so there's a variety in your worlds and antagonists. Not because it somehow makes "sense." What makes sense is up to the PC, after all! :) There is no inherently right or wrong numbers or maps of planes. Without alignments, that doesn't really change. You could keep the great wheel. Even have "alignment theory" as a possible explanation for it. Or you can ditch it. Or you can keep alignments and ditch the great wheel since it was ever "only a model." Or whatever. PS isn't fundamentally a game about maps and good guys vs. bad guys. A Sensate who had never been to Pandemonium still wouldn't believe it exists, and in the map THEY draw, you don't have Pandemonium. Without alignments, none of that matters. With alignments, none of that matters [I]in play[/I]. In PS, it only matters where you believe you belong, and if you believe differently than others. [/QUOTE]
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