Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Why do people like Alignment?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9738000" data-attributes="member: 6790260"><p>Disingenuous players will always be a problem.</p><p></p><p></p><p>I guess I just see a pretty substantial problem there because, as a result of this, you'll <em>literally never</em> see players decide to change teams the other way.</p><p></p><p>The only people who will change are the ones who are disingenuous jerks. There will never be a reward for switching to a different path, nor will there be anything but punishment if they stick to the path they initially wrote.</p><p></p><p>I aspire to what I consider a higher standard, where it is possible for people to change <em>toward good</em>, not just away from it, because they are given a reason to see it as worthwhile. People don't do things they don't think are worthwhile. That doesn't mean the reward needs to be pecuniary or materialistic, but it does need to be <em>rewarding</em>, in SOME way, or else there's literally no point.</p><p></p><p>People can change. I'd like to see people change toward good, especially if they never expected to do that.</p><p></p><p></p><p>Oh, yes, this is <em>one hundred million percent</em> an extremely serious problem in TTRPGs. I've railed against this many, many times on this site. It's genuinely pleasing to hear someone else making the same points! The phrase I've usually used for this is "Mercy is a sucker's game."</p><p></p><p>The frustrating thing is, most of the GMs who do this...like they're really really mistaken and often kinda willfully blind, but they at least are aiming at a reasonable motivation: actions have consequences, your choices matter, being a good person is not a cakewalk, etc. The <em>problem</em> is that they exaggerate this to such a ludicrous extent that it transforms into something else entirely: consequences are <em>always harmful</em> (so you'd better make sure there are no survivors who could bring those consequences to bear on you), your choices <em>will always matter harmfully</em> (so get what you can NOW because you'll pay for it either way), being a good person is <em>actively stupid</em> (so the only people who act/appear good are fools or liars--decide whether you want to be foolish, dishonest, or evil).</p><p></p><p>And yet so, so many of these GMs, ironically, don't apply their own logic to themselves. They don't see how <strong>their</strong> actions have consequences. They don't see how<strong> their</strong> choices matter. They don't realize that being a good GM is not a cakewalk. And then they complain when their players simply mirror back to them what they've been taught.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9738000, member: 6790260"] Disingenuous players will always be a problem. I guess I just see a pretty substantial problem there because, as a result of this, you'll [I]literally never[/I] see players decide to change teams the other way. The only people who will change are the ones who are disingenuous jerks. There will never be a reward for switching to a different path, nor will there be anything but punishment if they stick to the path they initially wrote. I aspire to what I consider a higher standard, where it is possible for people to change [I]toward good[/I], not just away from it, because they are given a reason to see it as worthwhile. People don't do things they don't think are worthwhile. That doesn't mean the reward needs to be pecuniary or materialistic, but it does need to be [I]rewarding[/I], in SOME way, or else there's literally no point. People can change. I'd like to see people change toward good, especially if they never expected to do that. Oh, yes, this is [I]one hundred million percent[/I] an extremely serious problem in TTRPGs. I've railed against this many, many times on this site. It's genuinely pleasing to hear someone else making the same points! The phrase I've usually used for this is "Mercy is a sucker's game." The frustrating thing is, most of the GMs who do this...like they're really really mistaken and often kinda willfully blind, but they at least are aiming at a reasonable motivation: actions have consequences, your choices matter, being a good person is not a cakewalk, etc. The [I]problem[/I] is that they exaggerate this to such a ludicrous extent that it transforms into something else entirely: consequences are [I]always harmful[/I] (so you'd better make sure there are no survivors who could bring those consequences to bear on you), your choices [I]will always matter harmfully[/I] (so get what you can NOW because you'll pay for it either way), being a good person is [I]actively stupid[/I] (so the only people who act/appear good are fools or liars--decide whether you want to be foolish, dishonest, or evil). And yet so, so many of these GMs, ironically, don't apply their own logic to themselves. They don't see how [B]their[/B] actions have consequences. They don't see how[B] their[/B] choices matter. They don't realize that being a good GM is not a cakewalk. And then they complain when their players simply mirror back to them what they've been taught. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why do people like Alignment?
Top