I don't know if this is addressed at all in the other thread, but what I wanted to ask is would the game be better if alignment wasn't present?
Anyway have you ever run games where the PCs eventually discover the various churches aren't exactly the alignment their god is supposed to be?
If this ever came up in your games how did you or your players react to such a reveal?
Anyway I got a little into the character that I developed a faith for her, but I'm getting off topic how do you handle alignments in your game?
Alignment is a tool like any other. I find that it is most useful as an attitudinal shorthand as mentioned earlier. (
e.g, Lawfuls value rules to govern society, Goods value the wellbeing of others, &c.) Just remember people are complex and contain internal contradictions. Regardless of a mortal's alignment, however, spells that target different alignments don't function against them in my game. They're just not able to be committed enough, unless you're a high level cleric perhaps.
For more cosmic matters like gods, I group them into a small number of alignment like groups (Law, Chaos, Vril, Oblivion), mostly from what metaphysical source they spawned from. These ancient or primal entities are better exemplars of an old-school alignment, because of reasons in my game. A spell like
holy word would be mostly just vexing to a mortal but potentially devastating to an opposed primal creature.
False priests are great when used sparingly. Their powers are usually supplied by some other agent on the sly. You do have to present some kind of "tell" that ultimately shows the person is a shill or a dupe. Rarely, the priest isn't false at all, and then there is a heterodoxy to resolve if the church is particularly large.