The Five Good Emperors, for a start. And perhaps Perinax, though he was not a successful ruler.sword-dancer said:How many roman empereors would you call good?
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The Five Good Emperors, for a start. And perhaps Perinax, though he was not a successful ruler.sword-dancer said:How many roman empereors would you call good?
Nyeshet said:Still another GM I played under told the paladin-player (not me, another player) that his Detect Evil was seeing shades of gray in just about everyone around him.
ptolemy18 said:Actually, the alignment system *does* pretty much preclude the possibility of cutthroat realistic politics, if you think through the implications. The problem is the magic factor. Obviously before any important negotiation or diplomacy there would be "Detect Evil" and "Zone of Truth" and "Detect Lies"-type spells cast on both sides.
Basically, you would have to divide the world up into "good" and "evil" governments
Frankly, if people are even *aware* of the fact that there is such a thing as an "objective" good and evil, it becomes pretty much impossible for real-world politics and behavior to exist.
ptolemy18 said:I decided to move this out of the "Typical Player Behavior or Bad Role-Playing" thread...
Actually, the alignment system *does* pretty much preclude the possibility of cutthroat realistic politics, if you think through the implications. The problem is the magic factor. Obviously before any important negotiation or diplomacy there would be "Detect Evil" and "Zone of Truth" and "Detect Lies"-type spells cast on both sides. Clearly if one side is aware that the other side is "evil", they aren't going to trust them. If some politician is "evil", no one is going to vote for him. And while magic works both ways -- i.e., you COULD have people using "Undetectable Alignment" left and right -- it is a lot easier to detect alignment than to conceal alignment, using D&D3.X rules as written.
Basically, you would have to divide the world up into "good" and "evil" governments and the whole thing becomes ridiculous by any real-world standard (although perfectly acceptable for your typical fantasy campaign). In the real world, people *can* be good and faithful to their friends and family, and horribly evil and treacherous and vicious to their enemies.
Frankly, if people are even *aware* of the fact that there is such a thing as an "objective" good and evil, it becomes pretty much impossible for real-world politics and behavior to exist. Of course, people *want* to behave in a "good" fashion, but it's not easy.
(By the way... I know that someone out there reading this thread is going to argue that I'm taking an unnecessarily cynical view of human behavior, so let me pre-emptively say one thing: read a history book. Any history book.)
HOWEVER -- I'm not saying that I think alignments don't have a place in D&D in general. On the contrary. I think they do their job fine. I've run most of my campaigns using alignments, and I think they're perfectly suited for most heroic fantasy campaigns. However, for my current campaign, I wanted a more "realistic" level of backstabbing and betrayal and mixed allegiances. And thus, alignments had to go....
Jason
Psion said:Clerics are aloof government, and beings like wizards are often of unsavory character but have talents that require people to court their services. I don't see the presence of magic turning the world into a utopia.
delericho said:After all, the diplomats in the real world don't take polygraph tests as a matter of course.
ptolemy18 said:Actually, the alignment system *does* pretty much preclude the possibility of cutthroat realistic politics, if you think through the implications. The problem is the magic factor. Obviously before any important negotiation or diplomacy there would be "Detect Evil" and "Zone of Truth" and "Detect Lies"-type spells cast on both sides. Clearly if one side is aware that the other side is "evil", they aren't going to trust them.If some politician is "evil", no one is going to vote for him. And while magic works both ways -- i.e., you COULD have people using "Undetectable Alignment" left and right -- it is a lot easier to detect alignment than to conceal alignment, using D&D3.X rules as written.
LostSoul said:I agree that magic wouldn't turn the world into a utopia (I like the idea of a dystopia), but I don't see why clerics wouldn't form a strong government. Not all clerics, mind you, but the Lawful ones I could see going that way.
Clearly if one side is aware that the other side is "evil", they aren't going to trust them. If some politician is "evil", no one is going to vote for him.
...
you would have to divide the world up into "good" and "evil" governments and the whole thing becomes ridiculous by any real-world standard (although perfectly acceptable for your typical fantasy campaign). In the real world, people *can* be good and faithful to their friends and family, and horribly evil and treacherous and vicious to their enemies.
...
Frankly, if people are even *aware* of the fact that there is such a thing as an "objective" good and evil, it becomes pretty much impossible for real-world politics and behavior to exist. Of course, people *want* to behave in a "good" fashion, but it's not easy.