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	<title>Comments on: Hot Button: A Question of Alignment</title>
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2203</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Tue, 09 Sep 2008 02:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2203</guid>
		<description>I agree with Grahamd0: in D&amp;D good, evil, and the rest are real, tangible forces, embodied in the forms of exemplars (demons, slaadi, etc). And I&#039;m running a Planescape game, so I kinda have to deal with those. So I&#039;ve got alignment in the campaign.

But alignment is not a straitjacket for PCs (or anybody else) - it&#039;s a reflection of their beliefs and their deeds. I don&#039;t say &quot;Bob is good; why is he kicking those puppies?&quot; I say &quot;Bob is kicking those puppies, so he might be evil.&quot;

One of my players argues that good and evil are the same thing wearing different masks (slaying tons of orcs is OK, slaying tons of humans is not), but my view, as far as the game is concerned, is that this happens because the two different cosmic forces are being interpreted by the same divine and mortal beings.

The Books of Vile Darkness and Exalted Deeds do a pretty good job of laying out what acts constitute evil and which are good in D&amp;D, and it&#039;s quite useful in game terms, so I just roll with that.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2203&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I agree with Grahamd0: in D&amp;D good, evil, and the rest are real, tangible forces, embodied in the forms of exemplars (demons, slaadi, etc). And I&#8217;m running a Planescape game, so I kinda have to deal with those. So I&#8217;ve got alignment in the campaign.</p>
<p>But alignment is not a straitjacket for PCs (or anybody else) &#8211; it&#8217;s a reflection of their beliefs and their deeds. I don&#8217;t say &#8220;Bob is good; why is he kicking those puppies?&#8221; I say &#8220;Bob is kicking those puppies, so he might be evil.&#8221;</p>
<p>One of my players argues that good and evil are the same thing wearing different masks (slaying tons of orcs is OK, slaying tons of humans is not), but my view, as far as the game is concerned, is that this happens because the two different cosmic forces are being interpreted by the same divine and mortal beings.</p>
<p>The Books of Vile Darkness and Exalted Deeds do a pretty good job of laying out what acts constitute evil and which are good in D&amp;D, and it&#8217;s quite useful in game terms, so I just roll with that.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2167</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Fri, 05 Sep 2008 14:21:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2167</guid>
		<description>I have never been a big fan of the alignment system, but ironically, I ended up creating a game world where the eight alignments represent the 8 different gods in the world (true neutral, the 9th, are the undecided).  The different creatures that are strongly aligned (devils/demons/angels) then are servants of those alignments.

Players then pick their patron god and they must be one step from that alignment (Neutral Evil god means you are Lawful Evil or Chaotic Evil).

It actually works well, but only because I forced the issue.  Personally, I don&#039;t care for it much.  Mostly I don&#039;t care about 3rd editions extensive use of spells and items that require alignment.  I would rather have holy weapons of X instead of holy weapons of Good.  

4th edition D&amp;D at least goes with a more keyword concept and that should help keep the alignments more in check.

In short, I would say ignore alignment unless you have powers related to it -- then declare it based on past character performance.  I especially like the above comments that the GM chooses the alignment of his players.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2167&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I have never been a big fan of the alignment system, but ironically, I ended up creating a game world where the eight alignments represent the 8 different gods in the world (true neutral, the 9th, are the undecided).  The different creatures that are strongly aligned (devils/demons/angels) then are servants of those alignments.</p>
<p>Players then pick their patron god and they must be one step from that alignment (Neutral Evil god means you are Lawful Evil or Chaotic Evil).</p>
<p>It actually works well, but only because I forced the issue.  Personally, I don&#8217;t care for it much.  Mostly I don&#8217;t care about 3rd editions extensive use of spells and items that require alignment.  I would rather have holy weapons of X instead of holy weapons of Good.  </p>
<p>4th edition D&amp;D at least goes with a more keyword concept and that should help keep the alignments more in check.</p>
<p>In short, I would say ignore alignment unless you have powers related to it &#8212; then declare it based on past character performance.  I especially like the above comments that the GM chooses the alignment of his players.
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		<title>By: penguin133</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2162</link>
		<dc:creator>penguin133</dc:creator>
		<pubDate>Fri, 05 Sep 2008 10:45:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2162</guid>
		<description>Sounds about right for me too, Scorpio, it is only really enforceable if you accept something which depends on it! I have had good results handing out some of those magic items, the ones that do electrical damage to an Evil type, or simply refuse to perform for the wrong alignmet/ or rather anyone who acts in an unbecoming manner! One poor bloke acquired a Magic sword that leapt into his hand and dragged him bodily into fights! But that was Personality rather than alignment?
The only time I have really seen the idea used was when some Cleric or Wizard tries Alignment Detection to decide whether an NPC was planning treachery, etc? Though most MUs don&#039;t like to waste Spell slots on something that specialised!?
Ian&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2162&#039;,&#039;penguin133&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Sounds about right for me too, Scorpio, it is only really enforceable if you accept something which depends on it! I have had good results handing out some of those magic items, the ones that do electrical damage to an Evil type, or simply refuse to perform for the wrong alignmet/ or rather anyone who acts in an unbecoming manner! One poor bloke acquired a Magic sword that leapt into his hand and dragged him bodily into fights! But that was Personality rather than alignment?<br />
The only time I have really seen the idea used was when some Cleric or Wizard tries Alignment Detection to decide whether an NPC was planning treachery, etc? Though most MUs don&#8217;t like to waste Spell slots on something that specialised!?<br />
Ian
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		<title>By: The Seven-Sided Die &#187; Blog Archive &#187; What&#8217;s wrong with alignment</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2158</link>
		<dc:creator>The Seven-Sided Die &#187; Blog Archive &#187; What&#8217;s wrong with alignment</dc:creator>
		<pubDate>Thu, 04 Sep 2008 23:50:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2158</guid>
		<description>[...] at the excellent Gnome Stew, Walt Ciechanowski writes of alignment that &#8220;[it] only seems universally acceptable in games where it is an explicit part of the [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2158&#039;,&#039;The Seven-Sided Die &raquo; Blog Archive &raquo; What&#8217;s wrong with alignment&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] at the excellent Gnome Stew, Walt Ciechanowski writes of alignment that &#8220;[it] only seems universally acceptable in games where it is an explicit part of the [...]
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('2158','The Seven-Sided Die &amp;raquo; Blog Archive &amp;raquo; What&amp;#8217;s wrong with alignment'); return false;">Reply</a> </div>
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		<title>By: dmscorpio</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2154</link>
		<dc:creator>dmscorpio</dc:creator>
		<pubDate>Thu, 04 Sep 2008 13:04:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2154</guid>
		<description>In my campaigns, I treat alignment as a stat that must be filled out in order to complete your character.  However, unless you take a class, feat, spell, or magic item with an alignment requirement, it is generally regarded as a dump stat.  If a situation arises where your alignment pertains to what is happening, I make a judgement call whether your character has generally lived in line with the alignment written on the sheet.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2154&#039;,&#039;dmscorpio&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In my campaigns, I treat alignment as a stat that must be filled out in order to complete your character.  However, unless you take a class, feat, spell, or magic item with an alignment requirement, it is generally regarded as a dump stat.  If a situation arises where your alignment pertains to what is happening, I make a judgement call whether your character has generally lived in line with the alignment written on the sheet.
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		<title>By: penguin133</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2152</link>
		<dc:creator>penguin133</dc:creator>
		<pubDate>Thu, 04 Sep 2008 10:21:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2152</guid>
		<description>I have only ever played 1e where alignment was &quot;compulsory&quot;, have never found a real need to enforce it; save that I find if you try, players tend to make their characters either/or Neutral Chaotic, so that they can get away with anything, or think they can? Failing that they will go for Evil! Simply because the beginning player tends to go for Action Man, the bad-ass loner &quot;Dirty Harry&quot;! They want to be able to wreck things, kill things and steal their treasure, beat up on prisoners etc, and grab every advantage, and think that will help! Basically I find it a case of a lot of understanding! If you have to enforce Alignment I think it should be a case of, like the Paladin, losing something if they commit an Evil act or knowingly allow one to happen? Or perhaps having to Atone for something, donate (Heavily!) to the Church, perhaps build/rebuild a Temple to regain what they lost, Magic or Powers? Perhaps a mighty weapon refuses to perform for the Evildoer (or Good Doer if he&#039;s one of the Black Hats?) There isn&#039;t much point in a hard-and-fast system except the point that &quot;Heroes&quot;, which the PCs are supposed to be, should act morally, or they become villains? (Now there is a thought, what about another party hunting THEM as the arch-villains, I wonder what a PC would feel if he realised that to someone else, HE was the Big Bad Guy?!
Ian&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2152&#039;,&#039;penguin133&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I have only ever played 1e where alignment was &#8220;compulsory&#8221;, have never found a real need to enforce it; save that I find if you try, players tend to make their characters either/or Neutral Chaotic, so that they can get away with anything, or think they can? Failing that they will go for Evil! Simply because the beginning player tends to go for Action Man, the bad-ass loner &#8220;Dirty Harry&#8221;! They want to be able to wreck things, kill things and steal their treasure, beat up on prisoners etc, and grab every advantage, and think that will help! Basically I find it a case of a lot of understanding! If you have to enforce Alignment I think it should be a case of, like the Paladin, losing something if they commit an Evil act or knowingly allow one to happen? Or perhaps having to Atone for something, donate (Heavily!) to the Church, perhaps build/rebuild a Temple to regain what they lost, Magic or Powers? Perhaps a mighty weapon refuses to perform for the Evildoer (or Good Doer if he&#8217;s one of the Black Hats?) There isn&#8217;t much point in a hard-and-fast system except the point that &#8220;Heroes&#8221;, which the PCs are supposed to be, should act morally, or they become villains? (Now there is a thought, what about another party hunting THEM as the arch-villains, I wonder what a PC would feel if he realised that to someone else, HE was the Big Bad Guy?!<br />
Ian
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		<title>By: John</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2150</link>
		<dc:creator>John</dc:creator>
		<pubDate>Thu, 04 Sep 2008 04:19:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2150</guid>
		<description>So, I played AE for 4-5 years, which is alignment-less. Loved the system, had a blast, yee-haw. Then we switched to a mixed Ptolus/AE campaign. So now, alignment is optional.

Essentially, if you really do believe in an ethos so strongly that it&#039;s burned into your soul, and you&#039;d even make counter-intuitive decisions because your alignment pushes you a different direction, take the alignment. Doing so gives you access to WotC/SRD material, including spells and some classes. If you *don&#039;t* have such beliefs, you&#039;re in the AE system of magic, classes, etc...

It would probably be an unpublishable mess if I ever tried to document the thing fully, but with good understanding between all involved, and a willingness to house rule on the fly for anything I didn&#039;t think of in advance, it&#039;s been a lot of fun so far.

If I ever had to pick pure alignments or pure no-alignments, I&#039;d drop them in a second.

~ John&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2150&#039;,&#039;John&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>So, I played AE for 4-5 years, which is alignment-less. Loved the system, had a blast, yee-haw. Then we switched to a mixed Ptolus/AE campaign. So now, alignment is optional.</p>
<p>Essentially, if you really do believe in an ethos so strongly that it&#8217;s burned into your soul, and you&#8217;d even make counter-intuitive decisions because your alignment pushes you a different direction, take the alignment. Doing so gives you access to WotC/SRD material, including spells and some classes. If you *don&#8217;t* have such beliefs, you&#8217;re in the AE system of magic, classes, etc&#8230;</p>
<p>It would probably be an unpublishable mess if I ever tried to document the thing fully, but with good understanding between all involved, and a willingness to house rule on the fly for anything I didn&#8217;t think of in advance, it&#8217;s been a lot of fun so far.</p>
<p>If I ever had to pick pure alignments or pure no-alignments, I&#8217;d drop them in a second.</p>
<p>~ John
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2147</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Thu, 04 Sep 2008 00:25:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2147</guid>
		<description>grahamd0 - Well said. I don&#039;t care if a game has an alignment mechanic or not, but when they do I expect myself and others to apply commonsense to how that mechanic is applied.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2147&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>grahamd0 &#8211; Well said. I don&#8217;t care if a game has an alignment mechanic or not, but when they do I expect myself and others to apply commonsense to how that mechanic is applied.
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		<title>By: Knight of Roses</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2146</link>
		<dc:creator>Knight of Roses</dc:creator>
		<pubDate>Thu, 04 Sep 2008 00:08:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2146</guid>
		<description>I dropped alignment for my D&amp;D games some time ago for many of the reason noted above.  Now there are somethings (like demon) that are Evil by definition, but they are of a different quality of evil than a person can (usually) be.  They are a manifestation of the metaphysical concept of Evil, they have earned it.  Mostly though, I just expect character to act in a manner consistent with how they have been played.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2146&#039;,&#039;Knight of Roses&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I dropped alignment for my D&amp;D games some time ago for many of the reason noted above.  Now there are somethings (like demon) that are Evil by definition, but they are of a different quality of evil than a person can (usually) be.  They are a manifestation of the metaphysical concept of Evil, they have earned it.  Mostly though, I just expect character to act in a manner consistent with how they have been played.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2145</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Wed, 03 Sep 2008 23:56:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2145</guid>
		<description>@FarFromUnique: You know, replacing &quot;Chaotic Evil&quot; with &quot;Teamkilling Fucktard&quot; would actually be a big timesaver. ;)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2145&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@FarFromUnique: You know, replacing &#8220;Chaotic Evil&#8221; with &#8220;Teamkilling Fucktard&#8221; would actually be a big timesaver. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
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		<title>By: farfromunique</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2144</link>
		<dc:creator>farfromunique</dc:creator>
		<pubDate>Wed, 03 Sep 2008 23:30:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2144</guid>
		<description>I&#039;m now strongly pondering telling my players - and revising my base house rules to match - that alignment, in general, is unneeded. You *CAN* have an alignment, and if you do, I&#039;ll hold you to it, but if you don&#039;t want one, you don&#039;t need it. Just don&#039;t be evil - AKA, a teamkilling F***tard.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2144&#039;,&#039;farfromunique&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m now strongly pondering telling my players &#8211; and revising my base house rules to match &#8211; that alignment, in general, is unneeded. You *CAN* have an alignment, and if you do, I&#8217;ll hold you to it, but if you don&#8217;t want one, you don&#8217;t need it. Just don&#8217;t be evil &#8211; AKA, a teamkilling F***tard.
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		<title>By: grahamd0</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2143</link>
		<dc:creator>grahamd0</dc:creator>
		<pubDate>Wed, 03 Sep 2008 23:02:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2143</guid>
		<description>I think it comes down to context.

In games like Shadowrun or the World of Darkness games, alignment would hamper the game. These are games that explore a &quot;grittier&quot; world where morality is subjective and everyone&#039;s behavior falls into some shade of grey.

However, in a high fantasy game like D&amp;D, Good and Evil are real, quantifiable things that have definite impact on the world the players inhabit. In this context alignment is almost a necessity.

This is not to suggest that alignment, even in D&amp;D, should ever be used like a mental prison for the players. A good character can certainly, in a moment of fear or anger, commit an evil act, or an evil character can save the life of an innocent or donate to charity without having to immediately shift alignments.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2143&#039;,&#039;grahamd0&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think it comes down to context.</p>
<p>In games like Shadowrun or the World of Darkness games, alignment would hamper the game. These are games that explore a &#8220;grittier&#8221; world where morality is subjective and everyone&#8217;s behavior falls into some shade of grey.</p>
<p>However, in a high fantasy game like D&amp;D, Good and Evil are real, quantifiable things that have definite impact on the world the players inhabit. In this context alignment is almost a necessity.</p>
<p>This is not to suggest that alignment, even in D&amp;D, should ever be used like a mental prison for the players. A good character can certainly, in a moment of fear or anger, commit an evil act, or an evil character can save the life of an innocent or donate to charity without having to immediately shift alignments.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2142</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 03 Sep 2008 21:19:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2142</guid>
		<description>I don&#039;t mind describing things with alignment, but I&#039;m not a fan of what they tend to do. In high school, I required the PCs to be good for at least five levels (in part to keep them together, make it easier to plot, etc.)-- and they chomped at the bit to finally fireball villages and randomly destroy things.

I have seen a number of alignment like systems that do work. Pendragon&#039;s Virtues and Personality Traits do an excellent job of constraining roleplay in a positive way, reminding you that knights [and citizens] have a different morality than today. Straight White Wolf morality (humanity) can work well for telling the tales they intend-- but Paths just encourage shopping for the least restrictive constraints. Similarly, Nature and Demeanor give solid guidelines for roleplaying consistency and hint at more than surface motivations.

The big problem with Alignment is that it&#039;s too many things. Is it a secret society, with a language (like 1e)? Is it a way to build intra-party conflict like White Wolf&#039;s clans (so a Paladin questioning the assassin is intended)? Is it to ensure that only &quot;good&quot; heroes can wield holy weapons? Or to give the GM another excuse for throwing out experience point penalties and trying to drag the players to his ideal version of roleplaying?

Most systems, once they figure out what they&#039;re trying to do, find a more tailored tool than alignment. Blue Rose&#039;s conviction, Taint (shadowlands or Wheel of Time versions), Madness (DRYH or CoC versions), codes of conduct, etc.  A game that does a good job of investigating conflicting moral codes is &lt;a href=&quot;http://files.crngames.com/cc/paladin/paladin.html&quot; rel=&quot;nofollow&quot;&gt;paladin&lt;/a&gt;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2142&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t mind describing things with alignment, but I&#8217;m not a fan of what they tend to do. In high school, I required the PCs to be good for at least five levels (in part to keep them together, make it easier to plot, etc.)&#8211; and they chomped at the bit to finally fireball villages and randomly destroy things.</p>
<p>I have seen a number of alignment like systems that do work. Pendragon&#8217;s Virtues and Personality Traits do an excellent job of constraining roleplay in a positive way, reminding you that knights [and citizens] have a different morality than today. Straight White Wolf morality (humanity) can work well for telling the tales they intend&#8211; but Paths just encourage shopping for the least restrictive constraints. Similarly, Nature and Demeanor give solid guidelines for roleplaying consistency and hint at more than surface motivations.</p>
<p>The big problem with Alignment is that it&#8217;s too many things. Is it a secret society, with a language (like 1e)? Is it a way to build intra-party conflict like White Wolf&#8217;s clans (so a Paladin questioning the assassin is intended)? Is it to ensure that only &#8220;good&#8221; heroes can wield holy weapons? Or to give the GM another excuse for throwing out experience point penalties and trying to drag the players to his ideal version of roleplaying?</p>
<p>Most systems, once they figure out what they&#8217;re trying to do, find a more tailored tool than alignment. Blue Rose&#8217;s conviction, Taint (shadowlands or Wheel of Time versions), Madness (DRYH or CoC versions), codes of conduct, etc.  A game that does a good job of investigating conflicting moral codes is <a href="http://files.crngames.com/cc/paladin/paladin.html" rel="nofollow">paladin</a>.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('2142','Scott Martin'); return false;">Reply</a> </div>
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		<title>By: Plotter</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2139</link>
		<dc:creator>Plotter</dc:creator>
		<pubDate>Wed, 03 Sep 2008 19:35:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2139</guid>
		<description>I&#039;ve always disliked alignments.  I especially disliked alignment&#039;s interaction with the game rules and the consequences of said interactions.  It discourages any sort of shades-of-grey morality.

To start with the seemingly most innocuous of the aligned spells, Detect Evil, in many of its incarnations has often been a problem for me, both in its ability to direct the PC&#039;s towards that bad guys and in it&#039;s often overzealous application by... well mostly by misplayed paladins.

As a player, I once got in a fight with one of those paladins over a nice magic weapon one of my lawful-neutral characters had, because it happened to have a daily use power of &quot;Detect Good&quot;.  Apparently the weapon had a faint aura of evil about it.  Fun.

As a DM, it&#039;s always been the bane of my existence.  From the thrice cursed detection spells, to the darned overpowered higher level aligned spells every cleric worth her salt always loaded up on, they&#039;ve always been trouble.  During the past few years, I&#039;ve taken great pains to remove or replace any trace of alignment or alignment based spells from my game.  Alignment has always been intertwined with the rules and while the effort of removal was worth it, it&#039;s always a thorn in my side.

I like the 4e implementation of alignment.  Mostly what I like is that it&#039;s off in its own little section that can easily be ignored completely without having to cut off tendrils creeping into all parts of the game.

The first part of http://deviousplot.blogspot.com/2008/08/five-of-my-house-rules-that-4e.html is my praise for 4e&#039;s alignment rules.  Not that I think the 5 is better than 9.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2139&#039;,&#039;Plotter&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always disliked alignments.  I especially disliked alignment&#8217;s interaction with the game rules and the consequences of said interactions.  It discourages any sort of shades-of-grey morality.</p>
<p>To start with the seemingly most innocuous of the aligned spells, Detect Evil, in many of its incarnations has often been a problem for me, both in its ability to direct the PC&#8217;s towards that bad guys and in it&#8217;s often overzealous application by&#8230; well mostly by misplayed paladins.</p>
<p>As a player, I once got in a fight with one of those paladins over a nice magic weapon one of my lawful-neutral characters had, because it happened to have a daily use power of &#8220;Detect Good&#8221;.  Apparently the weapon had a faint aura of evil about it.  Fun.</p>
<p>As a DM, it&#8217;s always been the bane of my existence.  From the thrice cursed detection spells, to the darned overpowered higher level aligned spells every cleric worth her salt always loaded up on, they&#8217;ve always been trouble.  During the past few years, I&#8217;ve taken great pains to remove or replace any trace of alignment or alignment based spells from my game.  Alignment has always been intertwined with the rules and while the effort of removal was worth it, it&#8217;s always a thorn in my side.</p>
<p>I like the 4e implementation of alignment.  Mostly what I like is that it&#8217;s off in its own little section that can easily be ignored completely without having to cut off tendrils creeping into all parts of the game.</p>
<p>The first part of <a href="http://deviousplot.blogspot.com/2008/08/five-of-my-house-rules-that-4e.html" rel="nofollow">http://deviousplot.blogspot.com/2008/08/five-of-my-house-rules-that-4e.html</a> is my praise for 4e&#8217;s alignment rules.  Not that I think the 5 is better than 9.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('2139','Plotter'); return false;">Reply</a> </div>
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		<title>By: John Arcadian</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-a-question-of-alignment/comment-page-1#comment-2137</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 03 Sep 2008 19:00:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1073#comment-2137</guid>
		<description>I don&#039;t agree with that TODDBRADLEY. It definitely can be in the way if it is misused but it is just one more thing to define a character by.  The issue becomes when it limits character choices unreasonably. Previous versions of DND have used it to give GMs the ability to say &quot;Your character wouldn&#039;t do that&quot;, which is definitely limiting, but it can also be a way to provide extra reward for roleplaying.  It can also show the line that a character shouldn&#039;t cross and give them playing options when they do. I.e. a paladin going through a forced alignment change and the subsequent redemption. 

I like whitewolf&#039;s nature and demeanor system better because it allows a multitude of options, but in the end it is the same type of thing.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2137&#039;,&#039;John Arcadian&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t agree with that TODDBRADLEY. It definitely can be in the way if it is misused but it is just one more thing to define a character by.  The issue becomes when it limits character choices unreasonably. Previous versions of DND have used it to give GMs the ability to say &#8220;Your character wouldn&#8217;t do that&#8221;, which is definitely limiting, but it can also be a way to provide extra reward for roleplaying.  It can also show the line that a character shouldn&#8217;t cross and give them playing options when they do. I.e. a paladin going through a forced alignment change and the subsequent redemption. </p>
<p>I like whitewolf&#8217;s nature and demeanor system better because it allows a multitude of options, but in the end it is the same type of thing.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('2137','John Arcadian'); return false;">Reply</a> </div>
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