John Morrow said:
I'm not sure that it necessarily causes a slip into an Evil alignment, either. If you wanted to rule that repeated expedient killing makes one Evil because it becomes casual and shows a lack of compunction against killing as a first coarse of action, I think I'd agree.
Yep. You'll note in my example that it happened twice, and after the second time, I pulled the player aside and told him that,
next time, afterwards, I would note a change of the character's alignment to chaotic evil. Three times would be enough for me to indicate a pattern.
Seems like a lot of my original notes and posts are getting lost or glossed over. I get the impression that some people think that I ruled on shifting this guy's alignment after the first time this happened. It happened twice, and I told him that after the third time (which never came, BTW), his alignment would change to evil.
John Morrow said:
So long as you come to an agreement before the game, that's fine. But as I've stated in other alignment threads, I think alignment is designed to serve a specific purpose in D&D. It's designed to identify the "teams" and identify the good guys and bad guys. As such, an Evil alignment is like a black hat in an old Western, a Nazi uniform in Raiders of the Lost Ark, or a Stormtrooper helmet in Star Wars. If you've got a player who expects that approach and then toss them an innocent farm hand with a black hat, a reluctant Nazi who really hates Hitler, or a Stormtrooper with a picture of his family tucked in his armor, you are going to have problems. In most action movies as well as plenty of first-person shooters, guards are targets to be killed, not real people. If that's not the case and the players don't know it, one can run into problems.
Yeah, that's the classical view of alignment in D&D but we don't adhere too closely to that definition. Your examples of action movies and first-person shooters are accurate, but the influences of my campaign world do not include those particular references. I gave my players a big list of campaign influences before the game started and so they knew this.
What I'd noticed in another game I played in was the Paladin and her detect evil ability. Everytime we encountered someone, she'd declare "I'm going to detect evil". If the npc/creature/thing/whatever radiated as evil, she would declare, "I'm going to kill it." There was no interacting with these evil NPCs for the rest of us players. The DM got a little frustrated, too, saying that just because someone had an evil alignment did not give her "permission" to kill it.
To avoid this problem in my campaign, I talked about this with my players and explained that people committed actions which determined their alignment. There alignment was going to probably slide a little bit along the ethical and the moral axes from time to time, based on their actions. There would be cases of "good" aligned orcs and evil-aligned creatures that they normally would have considered good. These things were meant to make them think beyond just the normal alignment structure of classic D&D.
If I'd had access to it at the time, I would have used an article that ran in
Dragon not that long ago that talked about replacements for
detect evil such as
detect sin and
detect heresy.
John Morrow said:
I think it makes all the difference in the world. Most RPGs that I've ever seen have a vigilante element to them. That means that the PCs roam around and dispense justice. Whether the bad guys are evil is as relevant as whether the person in an electric chair is guilty of mass murder or not. It's the whole justification for vigilante justice.
I see what you're saying, but my game's a little different and my characters have paid the price before for dispensing vigilante justice.
John Morrow said:
Remember that most of the people that criminal justice systems execute are helpless, whether they have their hands tied behind their back when they are shot or hung or they are strapped into an electric chair or a hospital gurney at the time they are killed. If their death is a foregone conclusion, then letting them defend themselves is a mere technicality, especially if the PCs are superior (see the example of the elf ranger and the hobgoblins). Letting them plead or beg only makes things more difficult if, again, their death is a foregone conclusion. So I'm not sure why any of that matters, though it might to an individual code of honor.
The PCs in this case were not in an authoritative position to dispense legal justice.
John Morrow said:
Then why were the characters engaged in vigilante activity?
Your guess is as good as mine. The consequences of all this came up later.
John Morrow said:
I got my examples crossed. In this case, killing the guards doesn't sound justified. It sounds casual and sounds like they didn't make any attempt to establish whether these guards were particularly bad. That does show a lack of compunction for killing innocents. But I think that example differs substantially from the one that started the thread.
Yes, you're right. I probably shouldn't have derailed the thread this way.
John Morrow said:
Fair enough. And I agree with that, and I don't think "I'm Chaotic Neutral" necessarily means "I can do whatever I want" in the 3E SRD definition because both Chaotic and Neutral have boundaries.
I definitely don't think that and had made it quite clear before we started that I did not view the alignment that way. There were two players who wanted to use that alignment despite my speechifying about how I would not simply turn away and let CN characters act any way
they chose.
John Morrow said:
Yes, I think there are relative levels of cruelty, especially if killing is justified or necessary. There are always humane and cruel ways to kill.
Yes, there are. But, I think that being cruel is being cruel. Either you act cruelly or you don't.
John Morrow said:
I think it would be fair to call the player on having no compunctions against killing the innocent. Again, I got my signals crossed between the examples.
Cool - no problem.
John Morrow said:
Fair enough. I'm not advocating excuse making or abuse of the CN alignment. But the question remains whether the actions could fall within that alignment, independent of the excuse-making. That's what I'm trying to address. In my assessment, for Neutral to occupy a space between Good and Evil (rather than being a depthless dividing line), it needs to include characters that are "More good than absolute Neutral but still not quite Good" and characters that are "More evil than absolute Neutral but still not quite Evil".
Yes, I agree, but I look at it more in terms of the character's actions. Sometimes the individual character would act "more good than absolute neutral but still not quite Good" and sometimes the character would act "more evil than absolute Neutral but still not quite Evil". In the case of my player, he was continuing a pattern of behavior each time that was becoming indicative of him having a
preference for that certain type of behavior, which in this case I found to be "more evil than absolute Neutral".
John Morrow said:
Looking for a functional interpretation of the SRD definitions, I've drawn my lines at ideological rather than pragmatic behavior. The Neutral character works in a soup kitchen to feed the poor because they will be praised for it (a pragmatic reason). The Good character works at a soup kitchen to feed the poor because they want to help the poor and could care less about praise (an ideological reason). The Neutral character beats up or tortures a villain because it's the only way to get information from them (a pragmatic reason). The Evil character buts up or tortures others because they enjoy inflicting pain (an ideological reason). Because of that, my interpretation of Neutral seems to be a lot wider than a lot of the other interpretations here.
That's a good way of looking at it. I can appreciate those definitions. To fit your definitions, though, the player in my game would have needed a pragmatic reason for his actions. When pressed, he could not provide any.