The distinction is central to the DM'ing approach I'm outlining, so let me try to clarify.
By all means, although by the time we're done I hope we'll stake out where we agree (possibly the majority) and where we don't (and won't).
It's the difference between accepting a character's premise and then challenging that character vs. invalidating a character's premise, making it difficult for a player to enact their chosen premise in the first place.
See, this sounds like Forge-esk touchy-feely gobbledy gook to me. The premise is "Holy champion granted power due to his faith and devotion." If his faith and devotion isn't up to snuff, his god gets annoyed and withholds his blessing. Now hold on to your spleen, I'll come back to this with an more in depth discussion below.
Here's a good example, from my pal shilsen's long thread about his, ahem, earthy paladin, Sir Cedric.
Cedric's premise is simple: he's a paladin who frequents prostitutes. He saw this as perfectly acceptable according to the tenants of his faith . Quite a lot of his fellow churchman disagreed. And yet, his god still blessed him with cool powerz.
The gist of the thread, and possibly its title, was "Would you allow this paladin in your game?"
Did I mention this was thread was long?
Most posters agreed Cedric sounded like an excellent character --especially after shilsen added snippets of fiction fleshing him out. But many had problems with him being a paladin. They suggested alternate classes, that he start off as a fallen paladin or an aspirant fighter who might become a paladin once he changes his ways.
In other words, they suggested playing a character with a different premise. They were challenging shilsen to play the character he conceived of.
I don't remember the thread or if I commented on it, but I'd only have one question for Shilsen and his GM. What does his deity think about his patronizing prostitutes? Not the church, not the other people on the thread, the deity. Regarding the ethics and morality of it are debatable, there's more then enough argument for the act to be perfectly in line with a lawful good alignment. Again, I'll get back to this below.
My response was to Sir Cedric was: cool concept.. I'd love to run a game with him in it. My mind turned to all the possible conflict inherent in the concept, in Cedric dealing with both supernatural evils and a Church hierarchy on the verge of labeling him a heretic.
I was thinking about how to challenge shilsen using the character he conceived of. I think the distinction is extremely important.
He is an interesting character. Since he kept the paladin status, I can only assume the deity (or whatever) agreed with Shilsen's arguments. If the deity was described as only being cool with sex within marriage (and wasn't so legalistic that a contractual temporary marriage fulfills this requirement) then Cedric and his deity should have had a talk or three. Not knowing the nature of the deity it's hard to say if he should even have lost his status even if his god wasn't ok with it. If the god is more of a crusading god of righteousness, and order the god might even have sighed and scolded Cedric every fortnight as a proforma exercise as long as Cedric kept bringing the pain to his deities enemies.
I don't keep issues of world-building and campaign-running separate. That strikes me as putting form too far ahead of function. Why was the game world created in the first place?
It depends on the world. The one I'm currently using was started because I was bored and got an itch. So I sat down with my laptop and a ten hour fugue later I had the basis of the world down. Some of my friends read it, it, thought it was cool and got their creativity charged up, and asked me to run it.
If I'm writing a novel, the setting need only meet my requirements; it needs to support the kind of fiction I plan to write.
But if I'm creating a setting for the purpose of a role-playing game, then the setting needs to support the fiction(s) I'm interested in and the fiction the players want to create. The joint needs to be big enough to handle more than my story. It's a very different form of subcreation, one that, tacitly, at least, acknowledges multiple authors.
Yes, and? Those requirements infor for answer, but they don't make a world building issue a play issue or vice-versa.
Not a fan of this. For starters, the unintended consequence of this is to incentivize the playing of generic classes with less, or at least less interesting connections to the game world/game fiction because they're less vulnerable to having the DM strip them of their core abilities. That's pretty much the opposite of what I want to encourage.
You're welcome to your opinion, but in my experience you're wrong. Going to my other current game, in Golarion I have a number of people who are devout followers or will be devout followers of a deity.
I also think it's a mistake to consider a god to be just another NPC in this context. A PC who decided to double-cross a mortal patron/partner can lead to interesting play. It could be an interesting challenge. The same can't be said of a god, the kind of entity that can pop into the nearest burning bush or thundercloud and essentially do whatever they like to the character. It makes for a bad game. Because the player can't win. There's only one move available; do as the god says (or retire the character).
It depends on the metaphysics of the world. And why can't the PC double-cross a god? No different then double-crossing any other very powerful NPC. Either he's strong and clever enough to pull it off, or he plans and finds some other powerful NPC to help him out. Heck, my current game system has a whole subplot (Crisis of Faith) that covers it.
I do!
Typical.
I didn't mean to, sorry. You threw me with the "license to commit moral relativism" line... you sounded like someone adopted the "DM-as-ethics-cop" stance.
Ok, here's where I'm going to address specifics regarding alignments and play. Bear with me, I haven't used the D&D style alignment you're discussing since, um, 2005... maybe. Anyway.
The alignment line on the character sheet is a personality short-hand. It's like the labels from a Myers-Briggs test. Their convenient terms referencing broad classifications, but they're largely useless for actual work and prediction. They describe the character's morals and ethics in very simplistic terms.
Now, in the case of a Paladin, the alignment isn't really as important as the deity in determining play.
The question isn't: "Is that action consistent with you lawful good alignment?" It's: "Is that action consistent with the teachings of the great god Woo."
As I said, I've been playing Fantasy Craft for the past two years. Like I mentioned up thread Alignments are defined by the GM. The samples include the four classics (Chaos, Order, Good, Evil), the four Aristotelian elements, and a stereotypical Dwarven father god. The Alignments in the settings presented in Time of High Adventure and the Adventure Companion along with comments by the developers and general consensus by the community is that Alignments, in most cases, should be specific in nature. A specific church. A specific sect or order. A specific deity. A specific philosophy. This is largely how I've adjudicated characters of faith for years before that.
So in my Nephos game the alignments include the the various sects of the Maker, the Corrupter, and a smattering of others. In my Runelords game the Alignments are the various divine magic granting powers, the gods, the demons, the devils, the philosophies, etc.
It doesn't matter what the temporal authorities of your faith think, it matters what you and whatever the power involved think. In my Nephos game all that really matters is your faith since there aren't any deities or powers involved, it's the same power source arcane casters invoke, just a different set of subroutines and access systems. In Golarion, it's a matter of your character's opinion of his own adherence and strength of faith, which is the player's bailiwick, and the Power's which is mine.
So for all these alignment issues about whether or not a PC is good or evil or whatever enough the issue isn't my opinion of their actions, it's the power they derive their strength from. I don't remember the last time I played in a setting where the faiths were not either detailed or stereotypical enough for this to be an issue. Similarly, I've never played with (on either side of the screen) who interpreted these questions as anything more then game issues.
This is why any question about the nature and how to play or use the alignment rules is, at it's core, a world building issue since the answers to those questions are inherently tied to the nature of the world.