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General Tabletop Discussion
*Dungeons & Dragons
Which edition handled alignment best?
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<blockquote data-quote="I'm A Banana" data-source="post: 9625843" data-attributes="member: 2067"><p>To drill down a bit: the big thing PS did was it made monsters into characters first. Those monsters included, for instance, fiends. Any D&D player can tell you that fiends are always evil, but in PS, being "evil" didn't mean they weren't nuanced characters first. It maybe told you what team they were on, and not to trust 'em because they're looking for an avenue to exploit, but being "evil" didn't mean you that you could just slay them and move on with your day, that they couldn't be useful, that you didn't have to deal with them <em>like people</em>. Being evil didn't mean they were monolithic or one-dimensional. PS interrogated that "evil" label, specifying what it meant, and how this particular individual creature might have embodied it (or not!). "Evil" was not just a label you applied to the things you wanted to point your sword at, it was a description of a (relatable!) way of thinking. </p><p></p><p>So, I don't think there was anything like "calling ideology alignment." The setting added nuance and personality to what it meant to be called "evil" in the rules of the game and in the rules of the multiverse. Not stuff that was relevant to a simplistic kind of "kill the evil cultists" kind of adventure, but PS was interested in other kinds of stories.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9625843, member: 2067"] To drill down a bit: the big thing PS did was it made monsters into characters first. Those monsters included, for instance, fiends. Any D&D player can tell you that fiends are always evil, but in PS, being "evil" didn't mean they weren't nuanced characters first. It maybe told you what team they were on, and not to trust 'em because they're looking for an avenue to exploit, but being "evil" didn't mean you that you could just slay them and move on with your day, that they couldn't be useful, that you didn't have to deal with them [I]like people[/I]. Being evil didn't mean they were monolithic or one-dimensional. PS interrogated that "evil" label, specifying what it meant, and how this particular individual creature might have embodied it (or not!). "Evil" was not just a label you applied to the things you wanted to point your sword at, it was a description of a (relatable!) way of thinking. So, I don't think there was anything like "calling ideology alignment." The setting added nuance and personality to what it meant to be called "evil" in the rules of the game and in the rules of the multiverse. Not stuff that was relevant to a simplistic kind of "kill the evil cultists" kind of adventure, but PS was interested in other kinds of stories. [/QUOTE]
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Which edition handled alignment best?
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