Noticing how many of these codes have a "chain of command" built into them. So, I ask the question; Do you provide a hierarchy for your players, does a cleric out-rank a paladin? How about a monk?
My thoughts about fantasy codes of conduct is this:
Unless everyone within the organization is expected to be literate, the code of conduct must be easy to memorize, recite, comprehend, and recall at a moments notice. If the list of items in the code is long enough that the least adept member of organization can not recall the majority of the code at any given moment's notice then the code maybe too long.
Noticing how many of these codes have a "chain of command" built into them. So, I ask the question; Do you provide a hierarchy for your players, does a cleric out-rank a paladin? How about a monk?
Precisely. But you're not really talking about that. You're talking about the "contractual" agreement between the player and the GM about who actually is in control of what actions the player character should or should not be able to undertake. In my view, that's clearly the player's bailiwick, not the GM's.I will, respectfully, disagree here. A paladin, specifically, lives by a code of conduct. He/she has a "contractual", if you will, agreement with his/her deity...and he/she believes in the terms of the contract. They are characters of and with ideals, as laid out by their deity and/or temple/order, by which they operate and make their decisions. Ideals by which they live and believe in and willingly CHOOSE to follow.
And yet you clearly say that you've percieved a problem between GM and player expectations, right? Hence the whole point of the thread?steeldragons said:This concept that "I want to be a paladin, but I want to be able to do whatever I, the player, think is best or necessary or justify whatever I want to do" just baffles me...I don't understand where it came from/when it became common or acceptible in the game. It certainly never was in any group I played with.
You keep switching back and forth from in-game to out of game discussion. It makes your point a bit hard to follow.steeldragons said:No, you can't do that and be a paladin (or druid, or monk, or whatever alignment restricted class you happen to be playing) nor, would a character who is/chose to be a paladin seek to do that. Such a "person" (meaning, PC) wants to uphold the tenets of their order and spread the "correct-ness" of their god/dess as a beacon to the rest of the, generally, chaotic/uncertain world.
If you say so. How has that worked out for you in the past? For me personally, I'm not so hard up for a game that I'm interested in playing one where the GM keeps trying to meddle with my interpretation of who the character is, what he should or shouldn't do, what he should or shouldn't believe, etc. That's not too far from, "why don't you just run my character for me and tell me what happened later?" Which isn't that far from "On second thought, why don't you not. Find someone who's interested, because it's not me."steeldragons said:The DM, in these cases, is that deity (in the case of paladins and clerics) in-game. They are the governing forces of Good and Evil, Law and Chaos in the game universe. In short, it most definitely is the DM's "business" how a character acts in (or out of) accordance with the player's chosen class and the code thereof.
I remember once, when some friends were over with their kids, they decided it was time to leave in the evening and put the kids to bed. One of them was complaining about having to go, asking why they didn't ever get to make any choices for themselves. The dad, rather sarcastically, said, "You've got all kinds of choices to make! You can decide if you want to put your left arm in the coat first or the right! You can decide if you want to zip it up or just run to the car and hope you don't get too cold. You can put your coat on first or your hat! Or, if you like, you could even choose to put your snow boots on first! Can't you see all the crazy choices you have to make?"steeldragons said:Now, that in no way eliminates personal choice or possible moral conflict/ethical dramas, etc. There are (should always be) choices for the player to make, which then the DM must rule on their acceptability or questionable nature and adjust the story/game accordingly.
Might work otherwise, but as Daneel realized, they have a flaw. And if you include the Zeroth law it doesn't really work for paladins anymore:
- A paladin may not injure a human being or, through inaction, allow a human being to come to harm.
- A paladin must obey any orders given to it by human beings, except where such orders would conflict with the First Law.
- A paladin must protect its own existence as long as such protection does not conflict with the First or Second Law.
...wait, no, I've gotten them confused with something else.
Careful HoE, you should caveat that as BS of America, remember, the original BS Law only had 10 points, not 12. And it's still that way in many countries...<SNIP>
As for Padadin codes, I favor the Boy Scout as a model, it has a sogan!
<SNIP>
It really depends upon the order - the one I mentioned would be Yes...sort of.Noticing how many of these codes have a "chain of command" built into them. So, I ask the question; Do you provide a hierarchy for your players, does a cleric out-rank a paladin? How about a monk?