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Why I don't like alignment in fantasy RPGs
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<blockquote data-quote="prosfilaes" data-source="post: 5426961" data-attributes="member: 40166"><p>(A) If you're talking about violating the will of your god, why is that any more of a moral decision?</p><p></p><p>(B) You want to draw a sharp line between moral and amoral decisions; that's not realistic. Everything you do has a moral component and natural ramifications. Many moralities state that negligently causing yourself injury is wrong. Killing a prisoner is a common example of where morality and consequences come into play.</p><p></p><p>That's like saying that your problem with D&D 3 combat is that the lack of hit location tables breaks down potential grey areas into black and white. It does; there's so much interesting gaming that could go on if you could shoot an enemy in the leg to slow them down, or shoot them in the hand to force them to drop their weapon. That's a very serious issue for some people. But turns out most people don't care, that they're happy with the black and white nature of D&D 3 combat.</p><p></p><p>In my experience, I get plenty of drama and complex characterization with alignment. What I'm craving in my gaming is not more drama and complex characterization. </p><p></p><p>I have that problem D&D 3.5, but it has more to do mechanic character building instead of character evolving when leveling. </p><p></p><p>I'm not a support of alignment as beat-stick. As a DM, I would change most alignments without reprimand. I feel that alignments for barbarians and monks is a little silly.</p><p></p><p>You want to play in a different world than me. But it's not at all out of game for certain actions for paladins and clerics to be like shoving a fork into a light socket, to have a dramatic immediate effect on their connection to the supernatural. Just because you don't want a connection to a god to be a direct powerful thing sensitive to the actions of the worshipper, doesn't make it an out of game reprimand.</p><p></p><p>It strikes me that in the game I'm playing in next Saturday, I want more nachos, more jokes, more villain monologues and more chances to make the difference in battle without getting scratched. I'd like to see some of my back story come up; maybe run into my missing child and ham it up with overacted The Empire Strikes Back. More drama, more complex characterization, no, not really. Remember: Everything goes better with cheese, even D&D.</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 5426961, member: 40166"] (A) If you're talking about violating the will of your god, why is that any more of a moral decision? (B) You want to draw a sharp line between moral and amoral decisions; that's not realistic. Everything you do has a moral component and natural ramifications. Many moralities state that negligently causing yourself injury is wrong. Killing a prisoner is a common example of where morality and consequences come into play. That's like saying that your problem with D&D 3 combat is that the lack of hit location tables breaks down potential grey areas into black and white. It does; there's so much interesting gaming that could go on if you could shoot an enemy in the leg to slow them down, or shoot them in the hand to force them to drop their weapon. That's a very serious issue for some people. But turns out most people don't care, that they're happy with the black and white nature of D&D 3 combat. In my experience, I get plenty of drama and complex characterization with alignment. What I'm craving in my gaming is not more drama and complex characterization. I have that problem D&D 3.5, but it has more to do mechanic character building instead of character evolving when leveling. I'm not a support of alignment as beat-stick. As a DM, I would change most alignments without reprimand. I feel that alignments for barbarians and monks is a little silly. You want to play in a different world than me. But it's not at all out of game for certain actions for paladins and clerics to be like shoving a fork into a light socket, to have a dramatic immediate effect on their connection to the supernatural. Just because you don't want a connection to a god to be a direct powerful thing sensitive to the actions of the worshipper, doesn't make it an out of game reprimand. It strikes me that in the game I'm playing in next Saturday, I want more nachos, more jokes, more villain monologues and more chances to make the difference in battle without getting scratched. I'd like to see some of my back story come up; maybe run into my missing child and ham it up with overacted The Empire Strikes Back. More drama, more complex characterization, no, not really. Remember: Everything goes better with cheese, even D&D. [/QUOTE]
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