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Why is it wrong to make alignment matter?
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<blockquote data-quote="Raven Crowking" data-source="post: 2666030" data-attributes="member: 18280"><p>I still believe that this is part of what is being advocated. No consequences for any choice that I am likely to make, where I am likely to dislike the consequences.</p><p></p><p>Or, look at it this way. Let's say that we create a class with four opposed factions called Nog, Sisko, Quark, and Odo. If of the Nog faction you get Power Set A. If of the Sisko faction you get Power Set B. If of the Quark faction you get Power Set C. If of the Odo faction, you get Power Set D. You get to choose your faction. </p><p></p><p>At this point, I imagine that there's very little problem. Why? Because the faction doesn't change based upon your actions. You can still do anything you want, and claim to be in any faction you want. And here, I think, is the root of KM's problem. Good alignments impose limitations on your behavior, and they impose a certain responsibility. Some might see those as being "not fun" and hence to be shunned in a game. </p><p></p><p>Why must you act Nog to gain the powers of Nog? Why can't Nog just be something nebulous that doesn't interfere with my choices, or my ability to have "fun" (however I perceive it).</p><p></p><p>This is a recurrent theme, and I think it is exactly why there is an objection to any abilities being linked to specific alignments.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2666030, member: 18280"] I still believe that this is part of what is being advocated. No consequences for any choice that I am likely to make, where I am likely to dislike the consequences. Or, look at it this way. Let's say that we create a class with four opposed factions called Nog, Sisko, Quark, and Odo. If of the Nog faction you get Power Set A. If of the Sisko faction you get Power Set B. If of the Quark faction you get Power Set C. If of the Odo faction, you get Power Set D. You get to choose your faction. At this point, I imagine that there's very little problem. Why? Because the faction doesn't change based upon your actions. You can still do anything you want, and claim to be in any faction you want. And here, I think, is the root of KM's problem. Good alignments impose limitations on your behavior, and they impose a certain responsibility. Some might see those as being "not fun" and hence to be shunned in a game. Why must you act Nog to gain the powers of Nog? Why can't Nog just be something nebulous that doesn't interfere with my choices, or my ability to have "fun" (however I perceive it). This is a recurrent theme, and I think it is exactly why there is an objection to any abilities being linked to specific alignments. RC [/QUOTE]
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Why is it wrong to make alignment matter?
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