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General Tabletop Discussion
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Worlds of Design: Is Fighting Evil Passé?
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<blockquote data-quote="TheDelphian" data-source="post: 7972314" data-attributes="member: 7022317"><p>I primarily ignore alignment telling players write it down if you feel you need to but I'll tell you what your alignment is based on how you act and why if i can tell that. It has no mechanical effect in 5th ed and I don't add one.</p><p></p><p>I do however tel players I run Hero based campaigns. You don't have to be a nice guy but you do have to do good or the right things on a moral axis. At least in the big picture. Yeah the rogue can steal but not from the starving poor, They can loot and it is part of the game. All the Bad guys (Goblins, giants etc) that are suppose to be evil are unless I indicate through story or actions one may not be. So no "Gotcha" GMing that you killed the one LG Goblin in the tribe. </p><p></p><p>Now Killing the offspring that may or may not be evil yet well I like those moral complexities and let the players decide what they think is evil. I usually decide based on their reasoning did they do it to be expedient, maybe a little evil, did they wrestle with the dilemma or just kill them to kill them. I ill play into those decisions but mostly this is not, for me, intended to be an overly introspective game for everyone at the table some players are more into that and I try to give them chances to explore that but seldom is the entire table interested in that. </p><p></p><p>I have other games I run in other systems when that is the type of game I want to run. D&D can do that without changing a thing I just run more narrative styled games in more narrative styled systems. Right tool for the right job and all.</p></blockquote><p></p>
[QUOTE="TheDelphian, post: 7972314, member: 7022317"] I primarily ignore alignment telling players write it down if you feel you need to but I'll tell you what your alignment is based on how you act and why if i can tell that. It has no mechanical effect in 5th ed and I don't add one. I do however tel players I run Hero based campaigns. You don't have to be a nice guy but you do have to do good or the right things on a moral axis. At least in the big picture. Yeah the rogue can steal but not from the starving poor, They can loot and it is part of the game. All the Bad guys (Goblins, giants etc) that are suppose to be evil are unless I indicate through story or actions one may not be. So no "Gotcha" GMing that you killed the one LG Goblin in the tribe. Now Killing the offspring that may or may not be evil yet well I like those moral complexities and let the players decide what they think is evil. I usually decide based on their reasoning did they do it to be expedient, maybe a little evil, did they wrestle with the dilemma or just kill them to kill them. I ill play into those decisions but mostly this is not, for me, intended to be an overly introspective game for everyone at the table some players are more into that and I try to give them chances to explore that but seldom is the entire table interested in that. I have other games I run in other systems when that is the type of game I want to run. D&D can do that without changing a thing I just run more narrative styled games in more narrative styled systems. Right tool for the right job and all. [/QUOTE]
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