Out of curiosoty, what version of D&D are you playing?We use alignment languages.
I figured it wasn't a spoken language. The impression I got reading the Rules Cyclopedia was that you could communicate things to people of the same alignment without people of different alignments understanding. Is that how you've played?Their design really is up to the DM. I think of them as behavior that expresses the alignment held by a PC. That includes strategies and tactics. It isn't a natural language.
Interesting, so could someone tell what someone's alignment is by watching them "speak" their alignment language, or is it just by watching them act in general? Cause that's radically different from anything I've ever seen played before in AD&D 2e, 3.x, and 4e.They are useful in determining enemies, allies, and neutrals. But more difficult than simply using the spell Know/Detect Alignment.
It's definitely a larger part of older editions. One of the problems I've encountered is people wanted to apply relativistic morality to the game and alignments.Alignment is a huge part of D&D to my understanding. It outlines the predetermined actions of the NPCs and behaviors of everything else in the world with an alignment. Which is, well, everything.
It's Diaglo's OD&D. OD&D has 3 alignments: Lawful, Neutral, and Chaotic. They are designations of factions in the whole games, the multiverse, from the deities on down.Out of curiosoty, what version of D&D are you playing?
I still haven't decoded what they are in the OD&D game, but I play them as part of all human behavior/expression. Certain tactics and strategies express certain alignment leanings. Behaving/expressing an alignment not one's own may eventually shift a PC to an unplayable alignment, Chaotic, and as an NPC they would keep expressing as such until converted. Sort of like resurrecting a PC to be played again, but they aren't dead in the mean time.I figured it wasn't a spoken language. The impression I got reading the Rules Cyclopedia was that you could communicate things to people of the same alignment without people of different alignments understanding. Is that how you've played?
Well, yes. But the players are deciphering what that means in the particular game. In general, if a creature is being destructive, they are expressing chaos. If constructive, then lawful. And more self serving lies in the realm of neutrality.Interesting, so could someone tell what someone's alignment is by watching them "speak" their alignment language, or is it just by watching them act in general? Cause that's radically different from anything I've ever seen played before in AD&D 2e, 3.x, and 4e.
Yeah, but we don't have good or evil or bad behaviors as alignments in the multiverse. These are loosely defined as some spells can detect such, but that detection is mostly about malevolent or benevolent behavior towards the individual caster/user. If you attempted to attack a party member, protection from evil would kick in assuming the spell was in place. This is regardless of one's intent. An attack to harm is harm and falls under evil to the person. And similar magics with evil in the descriptor follow suit. It's different from AD&D and other systems.snip
Sort of, but personality usually really isn't alignment in this case. No good or evil archetypes fall under it. Allies could appear mean and nasty, but still be allies with lawful or neutral alignments - even if they behaved malevolently to another while following the law. It's more about the tactics used in play. Did they burn down the town after clearing it of goblins? They're expressing chaotic tendencies/chaotic alignment language. Those fortifications could have been repopulated for one's self and allies, but now those resources have been destroyed. I think it's far more about the scripted actions used by NPCs, than PCs. And as players don't know those scripts necessarily they learn the alignment languages as they go along.I'd like to hear more about alignment language too. From what howandwhy99 says, it sounds like Disney character cueing: you know character X is a good guy because he walks straight and proud and smiles, and you know character Y is a bad guy because he stoops over and twirls his mustache. Am I off?
Oh, I was expecting these 'languages' to be...I dunno, something grandiose. I'd call what you're describing as 'in-game actions,' unless I'm missing something important here. Calling in-game actions a 'language' is rather misleading. Who thought of that label?Sort of, but personality usually really isn't alignment in this case. No good or evil archetypes fall under it. Allies could appear mean and nasty, but still be allies with lawful or neutral alignments - even if they behaved malevolently to another while following the law. It's more about the tactics used in play. Did they burn down the town after clearing it of goblins? They're expressing chaotic tendencies/chaotic alignment language. Those fortifications could have been repopulated for one's self and allies, but now those resources have been destroyed. I think it's far more about the scripted actions used by NPCs, than PCs. And as players don't know those scripts necessarily they learn the alignment languages as they go along.
No doubt there's a healthy dose of tradtion involved, but that's not the whole story. I'll get into that with my next post.To copy-paste from paizo:
I've gratefully and happily killed it in my games.
It survived for x editions because of tradition.
I'm thinking Gygax created them. If you recall, this was all an extension of wargaming. So alignment language probably originally referred to a common tongue all the allies on one side of the war used. One's alignment is a designation of allegiance to a group in that war.Oh, I was expecting these 'languages' to be...I dunno, something grandiose. I'd call what you're describing as 'in-game actions,' unless I'm missing something important here. Calling in-game actions a 'language' is rather misleading. Who thought of that label?