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*Pathfinder & Starfinder
Why Did They Get Rid of the Law & Chaos Alignment?
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<blockquote data-quote="DracoSuave" data-source="post: 5158644" data-attributes="member: 71571"><p>Eventually, tho, roleplaying design has strayed away from such simple notions as 'Is he good? Is he evil?' While old D&D was heavily based on pulp and fantasy fiction where 'is he good?' is answered by 'Is he the protagonist?' writing for fantasy, as well as the ideas behind roleplaying game characters' motivations have become considerably more sophisticated. With more sophisticated games, alignment can actually serve to prevent a more complex character from staying in character.</p><p></p><p>And D&D settings themselves have become more sophisticated. For something like Dragonlance, yes, a rigid alignment system makes sense because on that world, Good, Evil, and Neutrality are all important cosmic forces, and any one of those getting out of balance lead directly to world-destroying consequences.</p><p></p><p>However, the worlds being released now are far less black and white. Eberron and Dark Sun are actually made better by removing alignment a the tool for motivation. Eberron's answer to alignment on monsters? Ignore it. Very few things have rigid alignment. Why should it? It's a morally grey world. Evil doesn't mean 'Not your ally.' Good doesn't mean 'the side you fight for.' It's all relative, and the gods don't even get involved in it.</p><p></p><p>And don't even get me started on Dark Sun. Half-Giants weren't always played because of their hps and strength... I remember many a psionicist embracing the freer alignment system these fellows had.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5158644, member: 71571"] Eventually, tho, roleplaying design has strayed away from such simple notions as 'Is he good? Is he evil?' While old D&D was heavily based on pulp and fantasy fiction where 'is he good?' is answered by 'Is he the protagonist?' writing for fantasy, as well as the ideas behind roleplaying game characters' motivations have become considerably more sophisticated. With more sophisticated games, alignment can actually serve to prevent a more complex character from staying in character. And D&D settings themselves have become more sophisticated. For something like Dragonlance, yes, a rigid alignment system makes sense because on that world, Good, Evil, and Neutrality are all important cosmic forces, and any one of those getting out of balance lead directly to world-destroying consequences. However, the worlds being released now are far less black and white. Eberron and Dark Sun are actually made better by removing alignment a the tool for motivation. Eberron's answer to alignment on monsters? Ignore it. Very few things have rigid alignment. Why should it? It's a morally grey world. Evil doesn't mean 'Not your ally.' Good doesn't mean 'the side you fight for.' It's all relative, and the gods don't even get involved in it. And don't even get me started on Dark Sun. Half-Giants weren't always played because of their hps and strength... I remember many a psionicist embracing the freer alignment system these fellows had. [/QUOTE]
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Why Did They Get Rid of the Law & Chaos Alignment?
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