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<blockquote data-quote="John Morrow" data-source="post: 2143861" data-attributes="member: 27012"><p>And I think it's important to remember that we have trials and rules of war because we can't always tell who is good and bad at first glance. D&D has an alighment system, which allows us to peer into a person's soul to seperate the good from the bad. Similarly, the availability of detect and truth spells would produce a very different sort of justice system than we are used to. "You are charged with doing X. Did you do X? Failure to answer under the influence of a truth detection spell is admission of guilt." Think breathalyzer tests and drunk driving.</p><p></p><p></p><p></p><p>Just put them in Arkham Asylum. I'm sure they'll make sure they don't escape <em>this</em> time... <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=":)" /></p><p></p><p></p><p></p><p>I think it works fine with modern morals and ethics so long as define the alignments appropriately and remember the cultural context is not contemporary Western civilization. Remember, "adventuring" is considered just fine and heroic when it's insurgents fighting against an Evil government like many of the partisans during WW2. If your D&D setting is as orderly and peaceful as the United Staes, Europe, or Japan and doesn't need adventurers then I think something is very wrong or misguided going on there.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2143861, member: 27012"] And I think it's important to remember that we have trials and rules of war because we can't always tell who is good and bad at first glance. D&D has an alighment system, which allows us to peer into a person's soul to seperate the good from the bad. Similarly, the availability of detect and truth spells would produce a very different sort of justice system than we are used to. "You are charged with doing X. Did you do X? Failure to answer under the influence of a truth detection spell is admission of guilt." Think breathalyzer tests and drunk driving. Just put them in Arkham Asylum. I'm sure they'll make sure they don't escape [i]this[/i] time... :) I think it works fine with modern morals and ethics so long as define the alignments appropriately and remember the cultural context is not contemporary Western civilization. Remember, "adventuring" is considered just fine and heroic when it's insurgents fighting against an Evil government like many of the partisans during WW2. If your D&D setting is as orderly and peaceful as the United Staes, Europe, or Japan and doesn't need adventurers then I think something is very wrong or misguided going on there. [/QUOTE]
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