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Why I don't like alignment in fantasy RPGs
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<blockquote data-quote="Mallus" data-source="post: 5433573" data-attributes="member: 3887"><p>If you prefer to frame it like that, cool. I co-created my group's last two homebrew settings, and was the sole DM for one campaign. I like to design worlds to accommodate as wide a variety of PC's as I can, and I leave the nature of those PC's up to their players. </p><p></p><p>If someone wants to play a faithful, benevolent Dudley Do-Right priest, fine.</p><p></p><p>If someone else wants to play a sinister, scheming priest <em>of the same religion</em>, also fine. </p><p></p><p>My job as DM is to challenge the players <em>while</em> they run the characters they choose to play. It's not my job to challenge them <em>to</em> play the characters they choose to play. </p><p></p><p></p><p>My relevant questions are:</p><p></p><p>What kind of character does the player want to play?</p><p></p><p>How can I help them play that character while simultaneously while maintaining the proper level of game challenge?</p><p></p><p>How does the way they play their character reflect back on/feed back into setting fiction as I wrote it? (ie, if someone decides to play heretic of a church I created, how do I situate the heresy in the larger world, and more importantly, want further adventures can I wring out of it?)</p><p></p><p></p><p></p><p>My response to this is: as DM, don't feel you are <em>required</em> to judge/evaluate a PC's morals, just throw entertaining and challenging situations at them in response to where they go and what they do. </p><p></p><p></p><p>My response to this is: what DM wouldn't want this kind of collaboration in their campaign? Look, I love the settings I've designed. I really do (I'm so vain...). But as enamored of my own imaginative output as I am, when I comes time to actually run the game, I'm more interested in seeing how the players run with/reinterpret/generally eff with what I initially created. </p><p></p><p></p><p>I'm assuming a set-up like 4e where alignment isn't used as balancing factor. </p><p></p><p></p><p>Aha... I think this explains our differences. I trust my players --which I should say are all old friends at this point-- will create interesting characters, so I give them "license" to create whatever they want. I've no need to police their character concepts, and am quite happy bending the details of world to accommodate them. I mean, for what does the game world exist, if not to house the characters the players choose to play?</p></blockquote><p></p>
[QUOTE="Mallus, post: 5433573, member: 3887"] If you prefer to frame it like that, cool. I co-created my group's last two homebrew settings, and was the sole DM for one campaign. I like to design worlds to accommodate as wide a variety of PC's as I can, and I leave the nature of those PC's up to their players. If someone wants to play a faithful, benevolent Dudley Do-Right priest, fine. If someone else wants to play a sinister, scheming priest [i]of the same religion[/i], also fine. My job as DM is to challenge the players [i]while[/i] they run the characters they choose to play. It's not my job to challenge them [i]to[/i] play the characters they choose to play. My relevant questions are: What kind of character does the player want to play? How can I help them play that character while simultaneously while maintaining the proper level of game challenge? How does the way they play their character reflect back on/feed back into setting fiction as I wrote it? (ie, if someone decides to play heretic of a church I created, how do I situate the heresy in the larger world, and more importantly, want further adventures can I wring out of it?) My response to this is: as DM, don't feel you are [i]required[/i] to judge/evaluate a PC's morals, just throw entertaining and challenging situations at them in response to where they go and what they do. My response to this is: what DM wouldn't want this kind of collaboration in their campaign? Look, I love the settings I've designed. I really do (I'm so vain...). But as enamored of my own imaginative output as I am, when I comes time to actually run the game, I'm more interested in seeing how the players run with/reinterpret/generally eff with what I initially created. I'm assuming a set-up like 4e where alignment isn't used as balancing factor. Aha... I think this explains our differences. I trust my players --which I should say are all old friends at this point-- will create interesting characters, so I give them "license" to create whatever they want. I've no need to police their character concepts, and am quite happy bending the details of world to accommodate them. I mean, for what does the game world exist, if not to house the characters the players choose to play? [/QUOTE]
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