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*Dungeons & Dragons
WotC's Jeremy Crawford Talks D&D Alignment Changes
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<blockquote data-quote="R_Chance" data-source="post: 8036962" data-attributes="member: 55149"><p>I think alignment should stay in the game. Not everyone will use it, of course, but it should be there for those who want it in their games and it's easier to axe it than add it.</p><p></p><p>Alignment is a useful tool in RPGs, imho of course. You do need to have some definitions of what it is and this is where the problems come in. I generally let the DM define what is what. I'm old... and I'm the DM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I track alignment (for 45 years now) and it can change over time. I don't penalize that. People some times do things that aren't within their stated alignment. Too much of that and your alignment shifts. The players who need to worry are usually religious characters who may have to "tow the line" on behavior or get excommunicated. I haven't used Paladins in years btw. I have "Templars" whose alignment varies with their religion. Anyway, I try to judge actions, not intent or reason. I have spent quite a bit of time explaining the concept of "necessary evil" and the problems with "revenge" (no matter how justified it seems). Intent and reason are where most problems arise. Some people can always find an excuse reason for their behavior. And some people don't like to be "judged" (even in a game) for their behavior. They tend to be easier about it when they realize they had reasons for their action, their alignment isn't magically shifting (well, not without magic anyway), and usually realize they need to think through their actions. Or think more about their alignment choices. I've had some fairly interesting redemption arcs over the years (and falls as well). </p><p></p><p>Then of course there are the absolutes of alignment in (typical) D&D. Demons, Angels, etc. They are what they are, and I think in a game based on not science and nature, but on magic and the supernatural they make sense. Que everyone's good demon or fallen angel trope. Blue moons, hens teeth, really really rare and hugely unusual. That's fine for a story element btw, but pretty much one offs and rare, again imho, even around PCs who tend to experience all the really weird stuff in a fantasy world <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And, of course, there's necromancy. Used to be evil (in D&D), then maybe / maybe not... still is in my game but that has to do with the fluff in my game world.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 8036962, member: 55149"] I think alignment should stay in the game. Not everyone will use it, of course, but it should be there for those who want it in their games and it's easier to axe it than add it. Alignment is a useful tool in RPGs, imho of course. You do need to have some definitions of what it is and this is where the problems come in. I generally let the DM define what is what. I'm old... and I'm the DM :D I track alignment (for 45 years now) and it can change over time. I don't penalize that. People some times do things that aren't within their stated alignment. Too much of that and your alignment shifts. The players who need to worry are usually religious characters who may have to "tow the line" on behavior or get excommunicated. I haven't used Paladins in years btw. I have "Templars" whose alignment varies with their religion. Anyway, I try to judge actions, not intent or reason. I have spent quite a bit of time explaining the concept of "necessary evil" and the problems with "revenge" (no matter how justified it seems). Intent and reason are where most problems arise. Some people can always find an excuse reason for their behavior. And some people don't like to be "judged" (even in a game) for their behavior. They tend to be easier about it when they realize they had reasons for their action, their alignment isn't magically shifting (well, not without magic anyway), and usually realize they need to think through their actions. Or think more about their alignment choices. I've had some fairly interesting redemption arcs over the years (and falls as well). Then of course there are the absolutes of alignment in (typical) D&D. Demons, Angels, etc. They are what they are, and I think in a game based on not science and nature, but on magic and the supernatural they make sense. Que everyone's good demon or fallen angel trope. Blue moons, hens teeth, really really rare and hugely unusual. That's fine for a story element btw, but pretty much one offs and rare, again imho, even around PCs who tend to experience all the really weird stuff in a fantasy world :) And, of course, there's necromancy. Used to be evil (in D&D), then maybe / maybe not... still is in my game but that has to do with the fluff in my game world. [/QUOTE]
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WotC's Jeremy Crawford Talks D&D Alignment Changes
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