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General Tabletop Discussion
*Dungeons & Dragons
Why do people like Alignment?
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<blockquote data-quote="Clint_L" data-source="post: 9750357" data-attributes="member: 7035894"><p>Again, that seems to be your experience, but it is not a universal truth.</p><p></p><p>Case in point, D&D Club at my school is open to all, and I cannot deny kids the right to play unless they are breaking school rules.</p><p></p><p>In my home game, I am the DM, but the story is built in cooperation with the players. Their backstories are the basis of the major story arcs, and I bend the world to allow for their character ideas. Nothing is set in stone. If a player wants to play a concept that requires significant changes, we find a way to make it work. They also add story details and description if they want.</p><p></p><p>Aside from being a contrived way to build a character, alignment also tends to ask the DM to act as a sort of morality police, especially as it was traditionally conceived. That style of storytelling is not for me. D&D functions absolutely fine without alignment - better, IMO - but I'm glad it's there for those who like it.</p><p></p><p>As I originally posted, one of my current players at home is kind of old school about it and uses it for his paladin. That's his choice, so I just roll with it. In my beginner campaigns, I just tell the students not to worry about that box on DDB, and the game proceeds without any significant difference. You have to tweak a few spells. Alignment really is vestigial in the current rules.</p><p></p><p>Edit: oh, and many folks have mentioned that they love it as an aspect of setting - games set in a grand conflict between alignment factions, Planescape, etc. Again, not my jam, but so what? Others love it and that makes it good.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9750357, member: 7035894"] Again, that seems to be your experience, but it is not a universal truth. Case in point, D&D Club at my school is open to all, and I cannot deny kids the right to play unless they are breaking school rules. In my home game, I am the DM, but the story is built in cooperation with the players. Their backstories are the basis of the major story arcs, and I bend the world to allow for their character ideas. Nothing is set in stone. If a player wants to play a concept that requires significant changes, we find a way to make it work. They also add story details and description if they want. Aside from being a contrived way to build a character, alignment also tends to ask the DM to act as a sort of morality police, especially as it was traditionally conceived. That style of storytelling is not for me. D&D functions absolutely fine without alignment - better, IMO - but I'm glad it's there for those who like it. As I originally posted, one of my current players at home is kind of old school about it and uses it for his paladin. That's his choice, so I just roll with it. In my beginner campaigns, I just tell the students not to worry about that box on DDB, and the game proceeds without any significant difference. You have to tweak a few spells. Alignment really is vestigial in the current rules. Edit: oh, and many folks have mentioned that they love it as an aspect of setting - games set in a grand conflict between alignment factions, Planescape, etc. Again, not my jam, but so what? Others love it and that makes it good. [/QUOTE]
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Why do people like Alignment?
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