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Why do people like Alignment?
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<blockquote data-quote="payn" data-source="post: 9736846" data-attributes="member: 90374"><p>I think folks often look at alignment from a straight jacket perspective. As in, if you have X/Y on the sheet then only X/Y approved actions can be taken. When really I've always observed it (for folks on the material plane) as a moral compass. The character would most likely do X, but they are still free to do Y. Every now and then, you weigh the results of many actions to see if it feels right. The most engaging part of the role play for me has always been discovering a character including any arcs. Often, in times of a crisis or stress folks are gonna find out who the character is. Having NPCs teeter on this space is excellent for this aspect. It adds a bit of intrigue to a game that often lacks variety in anything but combat mechanics. </p><p></p><p>The biggest mistakes of alignment was hard enforcement. Im looking at you Paladin! It really sent folks into the idea of every action has some value that can completely change your character's personality and morality. It charicaturized the process above I talked about of exploring character development and arcs. For folks that went all in on this, I can easily see why they hate alignment because it takes something that ought to rest neatly in the background and makes it a constant nuisance in the forefront of everything in the game. </p><p></p><p>Depends on what you are looking for. I was a philosophy student once upon a time, so the alignment debates were welcome amongst my crew. We had some of our most interesting discussions come out of play sessions. Now, I can tell for folks looking to unplug from reality and just have some fun, this level of seriousness is an unwelcome distraction. Where for us it was a fun exercise, for others I can see it being a divisive show stopper.</p><p></p><p>This is gonna rely on application. Despite the mechanical effects of alignment in 3E/PF1, most of my games sprinkled it in for variety and it wasn't something either the GM or the players leaned into. Occasionally, you would run into a beast or NPC that had some really annoying effects, but it wasnt something you'd spend level after level facing. There is a wide world out there so variety was always key in our games. Though, im fully aware some players would lean into mechanical shutdown gimmicks and as a result GMs would often send particular foes with resistance if not immunity as a result. </p><p></p><p>Now, I did run a few games where the players choose to align with cosmic forces and wanted to duke it out in the planar wars. In this case the players and GM signed up for the mechanical aspect as a campaign concept. So, naturally everyone leaned into the mechanical effects. I did find this fun for a time, but not the focus of every game I would play. Id love to see a module that allows this for 5E or maybe an adventure path or whatever WOTC calls them. </p><p></p><p>I'd have to see some receipts around mechanical binding. Most alignment folks I know that like it, don't want those aspects back. I suppose OSR minded folks might for nostalgia reasons, but I'm not tuned into those folks. Are they in such a number to take notice?</p><p></p><p>From a GM perspective, I find alignment to be excellent short hand for NPCs. If im caught in the moment and need to flesh out a character, I got a rather expansive system to rely on. Alignment informs me generally of how a character views society, and more importantly, what they are willing to do to achieve their goals within it. As mentioned earlier in the posting, I like leaning into the dramatic aspect of a character in mid-arc and alignment can tell me a lot in just a few letters. Setting up interesting encounters, plots, and mysteries is what im after and alignment is a fun thought exercise to building that out. </p><p></p><p>Folks will often say they have better systems in mind. When asked though, its often a series of specific statements that end up a paragrph or longer (BIFTs). Few issues I take are obviously adventure page space is a premium, but also specifics only tell me so much. Lets say an "NPC really really likes gold". Ok, are they willing to obtain it only legally or would they be willing to steal it? Would they kill to get it? These questions can certainly be answered, likley with more sentences and paragraphs, but id know all this with two simple letters, al beit of a complex alignment system. Though, that is preciely its strength is its general definitions can be used in infinite combinations, where specifics are unique to indiviudals and need to be developed repeatedly.</p><p></p><p>As a player, my process is usually one of discovery. My backstories are pretty sparse as I feel im not just writing the backstory by playing, but also discovering the character through play. The alignment framework is an itneresting lens in which I can examine how the character begins in play, works through play, and ends from the campaign. That journey is of utmost interest to me, and alignment gives me some structure in which to take it.</p><p></p><p>While I think overall alignment vanishing from D&D is a good thing, I do miss the fact that it led more players to considering character development. Ive seen a stark retreat in systems without and even half baked ideas like BIFTs. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 9736846, member: 90374"] I think folks often look at alignment from a straight jacket perspective. As in, if you have X/Y on the sheet then only X/Y approved actions can be taken. When really I've always observed it (for folks on the material plane) as a moral compass. The character would most likely do X, but they are still free to do Y. Every now and then, you weigh the results of many actions to see if it feels right. The most engaging part of the role play for me has always been discovering a character including any arcs. Often, in times of a crisis or stress folks are gonna find out who the character is. Having NPCs teeter on this space is excellent for this aspect. It adds a bit of intrigue to a game that often lacks variety in anything but combat mechanics. The biggest mistakes of alignment was hard enforcement. Im looking at you Paladin! It really sent folks into the idea of every action has some value that can completely change your character's personality and morality. It charicaturized the process above I talked about of exploring character development and arcs. For folks that went all in on this, I can easily see why they hate alignment because it takes something that ought to rest neatly in the background and makes it a constant nuisance in the forefront of everything in the game. Depends on what you are looking for. I was a philosophy student once upon a time, so the alignment debates were welcome amongst my crew. We had some of our most interesting discussions come out of play sessions. Now, I can tell for folks looking to unplug from reality and just have some fun, this level of seriousness is an unwelcome distraction. Where for us it was a fun exercise, for others I can see it being a divisive show stopper. This is gonna rely on application. Despite the mechanical effects of alignment in 3E/PF1, most of my games sprinkled it in for variety and it wasn't something either the GM or the players leaned into. Occasionally, you would run into a beast or NPC that had some really annoying effects, but it wasnt something you'd spend level after level facing. There is a wide world out there so variety was always key in our games. Though, im fully aware some players would lean into mechanical shutdown gimmicks and as a result GMs would often send particular foes with resistance if not immunity as a result. Now, I did run a few games where the players choose to align with cosmic forces and wanted to duke it out in the planar wars. In this case the players and GM signed up for the mechanical aspect as a campaign concept. So, naturally everyone leaned into the mechanical effects. I did find this fun for a time, but not the focus of every game I would play. Id love to see a module that allows this for 5E or maybe an adventure path or whatever WOTC calls them. I'd have to see some receipts around mechanical binding. Most alignment folks I know that like it, don't want those aspects back. I suppose OSR minded folks might for nostalgia reasons, but I'm not tuned into those folks. Are they in such a number to take notice? From a GM perspective, I find alignment to be excellent short hand for NPCs. If im caught in the moment and need to flesh out a character, I got a rather expansive system to rely on. Alignment informs me generally of how a character views society, and more importantly, what they are willing to do to achieve their goals within it. As mentioned earlier in the posting, I like leaning into the dramatic aspect of a character in mid-arc and alignment can tell me a lot in just a few letters. Setting up interesting encounters, plots, and mysteries is what im after and alignment is a fun thought exercise to building that out. Folks will often say they have better systems in mind. When asked though, its often a series of specific statements that end up a paragrph or longer (BIFTs). Few issues I take are obviously adventure page space is a premium, but also specifics only tell me so much. Lets say an "NPC really really likes gold". Ok, are they willing to obtain it only legally or would they be willing to steal it? Would they kill to get it? These questions can certainly be answered, likley with more sentences and paragraphs, but id know all this with two simple letters, al beit of a complex alignment system. Though, that is preciely its strength is its general definitions can be used in infinite combinations, where specifics are unique to indiviudals and need to be developed repeatedly. As a player, my process is usually one of discovery. My backstories are pretty sparse as I feel im not just writing the backstory by playing, but also discovering the character through play. The alignment framework is an itneresting lens in which I can examine how the character begins in play, works through play, and ends from the campaign. That journey is of utmost interest to me, and alignment gives me some structure in which to take it. While I think overall alignment vanishing from D&D is a good thing, I do miss the fact that it led more players to considering character development. Ive seen a stark retreat in systems without and even half baked ideas like BIFTs. YMMV. [/QUOTE]
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Why do people like Alignment?
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