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*Dungeons & Dragons
Why do people like Alignment?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9738250" data-attributes="member: 6790260"><p>Keeping a promise when it hurts you is detrimental. I agree that <em>getting a reputation</em> for breaking promises can be a problem. But that's ill-advisedness, not the evil in general.</p><p></p><p>I've <em>frequently</em> seen people fall down that slope. The thing you described above: people telling lies because lies are easier, simpler, faster. Because shanking a prisoner is so much less work than keeping them until you can get them to a proper jail cell. Because swindling shopkeepers and then disappearing into the night is easy, and gets you a ton of valuables.</p><p></p><p>You only build a reputation if you keep working with the exact same people over and over again. Adventurers frequently don't ever see the same people more than two or three times <em>total</em>. Even then, all you have to do is break promises "for a good reason" and suddenly all is forgiven. Attempts at deception are a dime a dozen. Selfishness? Everyone's selfish, why would that be such a horrible thing?</p><p></p><p>It seems to me that you've presumed a world where everyone knows everyone's extensive moral-choice history. I don't see how you enforce that.</p><p></p><p></p><p>Frankly, a <a href="https://en.wikipedia.org/wiki/Argument_from_incredulity" target="_blank">lack of imagination argument </a>isn't a very strong one.</p><p></p><p></p><p>So, they were done in because they were either Chaotic Stupid, or Stupid Evil.</p><p></p><p>I think you'll find that if you add in the Lawful Stupid and Stupid Good possibilities, they balance out <em>more</em> than adequately. Which then leaves the places where people aren't being stupid--and when you're doing it smart, Evil is <em>always</em> more net-productive than Good in the short term, and D&D characters live their lives on short-term interactions: monsters die after single encounters, shopkeepers are rarely if ever seen again, whole continents might be traversed if necessary. Moving to a new place where you have no reputation is as easy as <em>continuing to adventure</em>, which the players were going to do anyway.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9738250, member: 6790260"] Keeping a promise when it hurts you is detrimental. I agree that [I]getting a reputation[/I] for breaking promises can be a problem. But that's ill-advisedness, not the evil in general. I've [I]frequently[/I] seen people fall down that slope. The thing you described above: people telling lies because lies are easier, simpler, faster. Because shanking a prisoner is so much less work than keeping them until you can get them to a proper jail cell. Because swindling shopkeepers and then disappearing into the night is easy, and gets you a ton of valuables. You only build a reputation if you keep working with the exact same people over and over again. Adventurers frequently don't ever see the same people more than two or three times [I]total[/I]. Even then, all you have to do is break promises "for a good reason" and suddenly all is forgiven. Attempts at deception are a dime a dozen. Selfishness? Everyone's selfish, why would that be such a horrible thing? It seems to me that you've presumed a world where everyone knows everyone's extensive moral-choice history. I don't see how you enforce that. Frankly, a [URL='https://en.wikipedia.org/wiki/Argument_from_incredulity']lack of imagination argument [/URL]isn't a very strong one. So, they were done in because they were either Chaotic Stupid, or Stupid Evil. I think you'll find that if you add in the Lawful Stupid and Stupid Good possibilities, they balance out [I]more[/I] than adequately. Which then leaves the places where people aren't being stupid--and when you're doing it smart, Evil is [I]always[/I] more net-productive than Good in the short term, and D&D characters live their lives on short-term interactions: monsters die after single encounters, shopkeepers are rarely if ever seen again, whole continents might be traversed if necessary. Moving to a new place where you have no reputation is as easy as [I]continuing to adventure[/I], which the players were going to do anyway. [/QUOTE]
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Why do people like Alignment?
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