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When modern ethics collide with medieval ethics
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<blockquote data-quote="Yora" data-source="post: 5821121" data-attributes="member: 6670763"><p>d20 modern has a neat little tool called Allegiance, but it really works completely independent from any rules.</p><p></p><p>With the Allegiance system, you pick about one to three groups, organizations, religions, or ideologies with which he particularly identifies himself and to whose teachings he is highly commited and loyal. If two people meet and know that they share an alegiance, they have a more positive attitude towards each other, and if they subscribe to opposing views and are aware of it, they have a more negative attitude.</p><p>Now the mechanical impact of allegiance is minimal to none. However, much more than alignments of good, evil, chaos, and order, allegiance is a great help for players to get into their characters mindset. If my character is good, I want him to behave in a good way, which I judge by my own modern standards of what good is. But if my character has allegiance towards the Sun God and the city guard, and I know about the religion and the city authorities in the setting, than I have a quite good point of reference towards how my character would think from his own perspective. If the priests of the Sun God preach about the extermination of all snakes on earth, then I have a much better idea how my character will react to a band of naga lurking in the river near the village. If my character is just lawful good, I would probably have him talk to them first and then find out what they want, and after that solve their problem for them so they can go home peacefully.</p><p>But sometimes we want to play characters who don't fully follow modern assumptions of right and wrong, which in practice means characters who also have severe faults and do awful things. And I think allegiance actually does a very great job at assisting at that.</p><p></p><p>Just have your players write down two or three ideologies and loyalties by which their characters determine what it's right or wrong.</p></blockquote><p></p>
[QUOTE="Yora, post: 5821121, member: 6670763"] d20 modern has a neat little tool called Allegiance, but it really works completely independent from any rules. With the Allegiance system, you pick about one to three groups, organizations, religions, or ideologies with which he particularly identifies himself and to whose teachings he is highly commited and loyal. If two people meet and know that they share an alegiance, they have a more positive attitude towards each other, and if they subscribe to opposing views and are aware of it, they have a more negative attitude. Now the mechanical impact of allegiance is minimal to none. However, much more than alignments of good, evil, chaos, and order, allegiance is a great help for players to get into their characters mindset. If my character is good, I want him to behave in a good way, which I judge by my own modern standards of what good is. But if my character has allegiance towards the Sun God and the city guard, and I know about the religion and the city authorities in the setting, than I have a quite good point of reference towards how my character would think from his own perspective. If the priests of the Sun God preach about the extermination of all snakes on earth, then I have a much better idea how my character will react to a band of naga lurking in the river near the village. If my character is just lawful good, I would probably have him talk to them first and then find out what they want, and after that solve their problem for them so they can go home peacefully. But sometimes we want to play characters who don't fully follow modern assumptions of right and wrong, which in practice means characters who also have severe faults and do awful things. And I think allegiance actually does a very great job at assisting at that. Just have your players write down two or three ideologies and loyalties by which their characters determine what it's right or wrong. [/QUOTE]
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