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A eulogy for Alignment in CRPGs

HeatEXTEND

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How the hell do you want to have a meaningful conflict if one side effectively comes pre-labelled as wrong?
The stakes and actors. Completely elementary stuff.
A: Two kids seeing who can throw a rock the furthest to decide which is the better colour, red or blue. The loser must wear the colour he does not like for a day.
B: Two kids seeing who can throw a rock the furthest to decide which is true: 1+1=2 or 1+1=3. The loser must wear the colour he does not like for a day times the outcome he doesn't agree with.

I'll spell it out for you so you don't get lost in buts/ifs/whats/whens/whos/whys and wheres:
A: Subjective conflict with even stakes.
B: Objective conflict with unfair stakes favourable to the actor who's wrong.

If I had to sit there and watch one, I'd go with B, as would you.
 

a cut of domestic sheep prime

Guest
By removing alignment, Suttie is left with factional strife in which everyone acts in a purely utilitarian, or even Machiavellian, manner to further their individual or collective goals, without philosophical differentiation.
Which is pretty much what you end up with in AOD, where almost every character wants to stab you in the back. A world filled with various alignments of evil or neutral at best.

Of course, AOD is supposed to be that way, since it’s grimdark. Ye olde dragon slaying hero quest should at least have the option of battles between good vs evil.
 

a cut of domestic sheep prime

Guest
How the hell do you want to have a meaningful conflict if one side effectively comes pre-labelled as wrong?
The stakes and actors. Completely elementary stuff.
A: Two kids seeing who can throw a rock the furthest to decide which is the better colour, red or blue. The loser must wear the colour he does not like for a day.
B: Two kids seeing who can throw a rock the furthest to decide which is true: 1+1=2 or 1+1=3. The loser must wear the colour he does not like for a day times the outcome he doesn't agree with.

I'll spell it out for you so you don't get lost in buts/ifs/whats/whens/whos/whys and wheres:
A: Subjective conflict with even stakes.
B: Objective conflict with unfair stakes favourable to the actor who's wrong.

If I had to sit there and watch one, I'd go with B, as would you.
Not to mention that the idea that either side is “wrong” pre-supposed that evil is wrong.

If evil is wrong, then there’s no problem with labeling it as such. If it’s not always wrong, then labeling it won’t make a difference. And o layers won’t usually know unless they specifically divine the characters’ alignment anyway.

And have you all considered that an evil character might not be wrong at all? Maybe his outlook is selfish and utilitarian and that’s his worldview, but for whatever reason, all he’s doing in this particular conflict is trying to save his friends or family. What, you didn’t think evil characters had those?

Let’s give an example: say you’re a chaotic evil orc. You’re a soldier. You kill people. That’s you. You have your territory and suddenly Squire Anomen and his friends invade it and start killing everyone in sight just because you’re orcs and they want some kills to make names for themselves.

Is it “wrong” for you to defend yourself? Is it wrong for you to defend your tribe?

All these (supposed) moral relativists itt seem mysteriously unable to envision characters or situations where there are shades of grey. Because it says “evil”, suddenly your only character option is Snidely Whiplash, who twirls his mustache before he is inevitably defeated by the hero. :roll:

But again, the reason for this is because they’re not relativists at all. They’re popamolers who just want to be the head of every guild in Skyrim and complete every quest without feeling dumb because their “lawful neutral” character is the head of the thieves guild.
 

DraQ

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Zed Duke of Banville
This still doesn't answer the main question what is alignment system good *for*?
Yeah, there are a lot of things it doesn't actively harm, but at this point it's like painting racing stripes on an MBT - ok, so it admittedly doesn't affect driving and doesn't degrade armour performance or cannon's effectiveness, but it does make your tank easier to spot and kill, so you don't do that unless you have a good reason.

So what's the rationale *for* an alignment system?

It's a bit worse than completely useless with live DM because DM and their players can communicate about character's motivation and similar stuff much better directly.
It's completely inadequate for a cRPG, because this isn't the level of abstraction you can handle with a relatively simple formal system.
It does however ruin a lot of interesting stuff:
  • Imagine you have an order of paladins, a member of which is concerned about it becoming too extreme in its methods and wonders whether it hasn't lost its way and became as bad or worse than darkness it fights - oh that's easy - not fallen yet? Everything is ok.
  • Ambiguous character who might be malevolent or not? Cast detect evil.
  • Moral dilemma? Nope, objective answer exist and is knowable by the DM who needs to be able to make a ruling.
It doesn't really matter whether you are relativist or absolutist (what most of the idiots screeching in this thread fail to grasp). The very existence of moral alignment precludes having moral conundrums in game.

Alignment system is just a shitty piece of reductionism that often breaks stuff (even if it doesn't break ALL the stuff), serves no valid purpose and simply doesn't belong.

It does not help the GM or players communicate or make guesses about character motivation in PnP RPG.
It does not make computer any less hilariously unqualified for making statements about PC's motivation in a computer one.
It doesn't change the fact that deciding whether PC is remorseful ex-assassing seeking redemption, a disillusioned ex-paladin at the end of a long slide down or some dew-sipper's too(l/n) for hitting all the achievements in a single playthrough is not computer's job anyway, it merely needs to decide what world and characters do in response to a murderer gone saint or saint become murderer, without caring about the rest.

Suttie, however, failed to realize that the conflicts he envisages occurring in his alignment-less system are already (more or less) entirely possible within the two-axis nine-alignment system that describes personal ethos underlying the behavior of individuals. Indeed, Gygax had explicitly stated in the Dungeon Masters Guide that common alignment would not preclude warfare between nations or tribes. By removing alignment, Suttie is left with factional strife in which everyone acts in a purely utilitarian, or even Machiavellian, manner to further their individual or collective goals, without philosophical differentiation.
That's pretty blatantly false, because existence of meaningful philosophical and moral stances and conflicts between those is in no way predicated on existence of alignment system within game's ruleset.
If anything such system trivializes that by reducing it to simplistic mechanical model.
If you don’t care for the balance, you’re not a Druid. Just like if you don’t care about the law, you’re not a paladin. Per the rules, you actually can end up a fallen Druid of sorts that loses access to some spells.

You can take “evil” actions to preserve the balance or “good“ actions to save lives etc, but you won’t be starting crusades against evil.
(I missed a few points previously in the deluge of *complete* drivel)

What kind of balance we are talking about? Wilderness being neither overrun by civilization nor all kinds of monstrous hordes that oppose it is not something you can balance by making sure the number of puppies saved and kicked approximately evens out.

Another example of simplistic alignment system wringing any semblance of sense out of game's logic.

Wrong, it was a reputation system, since donating to the temple, for example, is specifically referred to as improving your reputation, not your karma.
If it walks like a karma system and quacks like a karma system it is a karma system.
:M
BG karma, sorry, reputation system is functionally identical to FO3 (dysfunctional) karma meter - down to being able to easily improve it by donating water/gold to beggars/temples.

Proper reputation tends to involve more than one party, be limited in scope and not omniscient.

You can argue it was broken and illogical at times or that the game TREATED it as if it were a karma system, but it's not a completely different system being referred to by the wrong name. It's clearly and consistently called a reputation system and doesn't influence alignment directly. Gaining a good reputation doesn't change your alignment
That only highlights how utterly pointless the alignment is.
And yeah, I can see you being easily misled by labels, no matter how counterfactual.
Comes with the territory, I guess.

(though it does get you different bhaalspawn owers in the first game, hence why I say it's treated as karma, even though it isn't karma).
Yeah, it's so very obviously not karma.

He didn't leave because of his alignment, he left because his character was written to be an evil bastard.
He was primarily written to be a greedy bastard. Other than grumbling about do gooders making him queasy he should be pretty happy to accept gold and stuff they are so gladly parting with, the fools.
Of course he would be equally happy bashing their heads in if there was money in it, probably grumbling about them making whole lot of unnecessary fuss about getting macefaced in purely businesslike fashion.

Yet he does leave because his alignment forces him to leave if party reputation reaches 19 or higher and to start bitching before that.

If it were about alignment, he wouldn't care about your actions, he'd stay with you provided you had a matching alignment.
:retarded:
So it's not about alignment even though RPCs' reaction to party's reputation is based solely on their alignment. What.
:deathclaw:
And yeah, alignment is completely dissociated from actions you take. You can be lawful good and just wantonly murder passerbys then free their corpses of their worldly possessions in the monocled world of biowarean BG, unlike the plebeian bethpizdian TES where stabbing and looting must necessarily occur without declaration of one's alignment - counterfactual or not.
I mean it makes sense.
:prosper:
All the sense.
All of it.

The very fact that evil characters can join a good party or vice versa proves alignment isn't the problem and it's not the straightjacket you keep trying to make it out to be.
Maybe they don't get to look over player's shoulder into their character sheet (if only they could expect player to return the favour) and can only base their judgement on what you insist is clearly reputation and, as such, can reasonably be assumed to be accessible to NPCs.
:roll:

The stakes and actors. Completely elementary stuff.
A: Two kids seeing who can throw a rock the furthest to decide which is the better colour, red or blue. The loser must wear the colour he does not like for a day.
B: Two kids seeing who can throw a rock the furthest to decide which is true: 1+1=2 or 1+1=3. The loser must wear the colour he does not like for a day times the outcome he doesn't agree with.

I'll spell it out for you so you don't get lost in buts/ifs/whats/whens/whos/whys and wheres:
A: Subjective conflict with even stakes.
B: Objective conflict with unfair stakes favourable to the actor who's wrong.

If I had to sit there and watch one, I'd go with B, as would you.
I can see now why you find modern day Codex so attractive.
:mca:

Not to mention that the idea that either side is “wrong” pre-supposed that evil is wrong.

If evil is wrong, then there’s no problem with labeling it as such. If it’s not always wrong, then labeling it won’t make a difference. And o layers won’t usually know unless they specifically divine the characters’ alignment anyway.
This newfangled relativistic absolutism thing is like too deep for me man.
 
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Shitty Kitty

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It's never going to stop being funny to me how retarded, autistic, wooden and unimaginative these purported "fans of RPGs" are

Apparently GURPS is decline because it doesn't give the slightest shit about your maladjusted-mental-midget "alignment"-based pseudophilosophy
 

DraQ

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It's never going to stop being funny to me how retarded, autistic, wooden and unimaginative these purported "fans of RPGs" are

Apparently GURPS is decline because it doesn't give the slightest shit about your maladjusted-mental-midget "alignment"-based pseudophilosophy
In 2006-2007 a massive exodus took place as disillusioned players who could no longer bear the sudden influx of utter retardation encroaching from all directions fled TESF and found refuge on this site.
Looks like by the end of 2020 the history might repeat itself, except with the migration's direction being opposite.

TN druids would approve.
 
Self-Ejected

Shitty Kitty

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It's never going to stop being funny to me how retarded, autistic, wooden and unimaginative these purported "fans of RPGs" are

Apparently GURPS is decline because it doesn't give the slightest shit about your maladjusted-mental-midget "alignment"-based pseudophilosophy
In 2006-2007 a massive exodus took place as disillusioned players who could no longer bear the sudden influx of utter retardation encroaching from all directions fled TESF and found refuge on this site.
Looks like by the end of 2020 the history might repeat itself, except with the migration's direction being opposite.

TN druids would approve.
THE CIRCLE OF LIIIIIIIIIIIIIIIFE
 

DraQ

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It's never going to stop being funny to me how retarded, autistic, wooden and unimaginative these purported "fans of RPGs" are

Apparently GURPS is decline because it doesn't give the slightest shit about your maladjusted-mental-midget "alignment"-based pseudophilosophy
In 2006-2007 a massive exodus took place as disillusioned players who could no longer bear the sudden influx of utter retardation encroaching from all directions fled TESF and found refuge on this site.
Looks like by the end of 2020 the history might repeat itself, except with the migration's direction being opposite.

TN druids would approve.
THE CIRCLE OF LIIIIIIIIIIIIIIIFE
Tales_from_the_wetlands.jpg

Relevant Oglaf is relevant.
 

Sarathiour

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This still doesn't answer the main question what is alignment system good *for*?

It serves as basic guidelines for adventures guidbook to help DM flesh out characters. Alignment system is not supposed to lock you on your choice, but serve as a baseline for the belief system of a character, which can of course be a lot more complicated than that. In fact, most of real human people tend to have contradiction in their own belief system.

Imagine you have an order of paladins, a member of which is concerned about it becoming too extreme in its methods and wonders whether it hasn't lost its way and became as bad or worse than darkness it fights - oh that's easy - not fallen yet? Everything is ok.
That as nothing to do with alignment system, it's god that decide whether or not he has fallen. People should probably never play NW OC, but that's the whole character arc of Aribeth, who fall at first not by act, but because she does not believe in Tyr's justice anymore.
Ambiguous character who might be malevolent or not? Cast detect evil.
"Your spell indicate thaht this ambiguous character is neutral good" . We already cover that, it's a non-issue.
Moral dilemma? Nope, objective answer exist and is knowable by the DM who needs to be able to make a ruling.
You did not read anything Zed Duke of Banville posted, did you ?

Alignment system is just a shitty piece of reductionism that often breaks stuff (even if it doesn't break ALL the stuff), serves no valid purpose and simply doesn't belong.

You're right, because it's done horribly wrong most of the time. The only game that i know of with a somewhat decent application of this system is PFK. Alignment in D&D game are a joke, but having a simple dichotomy is no better.

I tried to respond honestly to your question, but i fear we are way past the point of civilized exchange, and more about throwing shot at each other.

Well, if that's the latter, only one thing for me left to do : :bunkertime:
 

a cut of domestic sheep prime

Guest
What kind of balance we are talking about? Wilderness being neither overrun by civilization nor all kinds of monstrous hordes that oppose it is not something you can balance by making sure the number of puppies saved and kicked approximately evens out.
I linked you the entire player’s handbook addendum specifically on Druids.

The balance in all things. Whether it’s good and evil, light and dark, predator and prey.

There’s a lore explanation for this that I’m not sure is canon or not anymore, that the first Druids came to Faerun in a spelljammer ship from a world where there was an actual alignment war and one side won (perhaps good or evil or chaos or order), with a result that somehow ended up disastrously from their perspective.

Regardless, Druids are neutral in that they aren’t running around killing all the wolves or saving all the deer and they apply that to good and evil creatures as well.


If it walks like a karma system and quacks like a karma system it is a karma system.
As I said, a reputation (or whatever you want to call it) system’s poor implementation doesn’t make alignment systems in general useless.

As I stated before, a proper implementation of an alignment system would have helped ( though a real character influence system would have helped more as far as getting characters not to leave your party).

You’re just repeating yourself on BG’s reputation system and not acknowledging my point.


That only highlights how utterly pointless the alignment is.
Based on? See, you spend paragraphs on the semantics of what the reputation system is called and no time debating my actual point about the alignment system.


:retarded:
So it's not about alignment even though RPCs' reaction to party's reputation is based solely on their alignment. What.
Again, you’re still talking about the reputation system. Your reputation isn’t based on your alignment. It lowers or raises itself based on your actions. A good character could have lowered or raised his reputation before meeting Kagain. Iirc there was also a bug with how the reaction modifier worked, again, the fault of the developer and not alignments in general.

The fact that that even matters is a fault of the game’s design, not the alignment system because, for like the third time now, if alignments worked like you say they do, he wouldn’t leave because he knows you’re evil too. Or if they worked like I say they do, he wouldn’t leave because the system knows you’re evil and it can be treated as an abstraction of telling the DM (and this Kagain) that you had an “evil” (actually pragmatic) motive for your actions in any case, not a good motive.

Though again, a proper influence system would be better in either case.

I also would settle for simply explaining things to him via a charisma check, but I digress.

Regardless, your conflating the reputation system with the alignment system is idiotic and pointless.

Please go on for another 10 paragraphs about how alignments are bad because of the hit points system or whatever. :roll:
And yeah, alignment is completely dissociated from actions you take.
Why are you killing random people if you’re good aligned?

Could it be that you’re not role playing and are in fact being a larpy munchkin? What a shock!

What about the circumstances where say a confusion spell makes you kill an innocent person? Does that make you evil? No. Does it lower your reputation? Yes. See the difference?


You can be lawful good and just wantonly murder passerbys then free their corpses of their worldly possessions in the monocled world of biowarean BG, unlike the plebeian bethpizdian TES where stabbing and looting must necessarily occur without declaration of one's alignment - counterfactual or not.
Again, more proof you just want every game to be Skyrim.


Maybe they don't get to look over player's shoulder into their character sheet (if only they could expect player to return the favour) and can only base their judgement on what you insist is clearly reputation and, as such, can reasonably be assumed to be accessible to NPCs.
I covered this above. In such a case, it’s treated as an abstraction. These people have spent days or even months with you. Especially in BG1 where there’s not even real party interactions beyond random ones that play occasionally as audio and abstraction is all you have.


This newfangled relativistic absolutism thing is like too deep for me man.
Again, zero effort to deny that you just want Skyrim.

You talk about “the modern day codex”? Lol, you embody it.

Go play your walking simulator some more.
 
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Shitty Kitty

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Again, zero effort to deny that you just want Skyrim.

You talk about “the modern day codex”? Lol, you embody it.

Go play your walking simulator some more.

Your accusation is baseless and even bothering to defend one's self against it gives it more credit than it deserves

You are a monkey flinging shit and you will be treated like a monkey flinging shit
 

a cut of domestic sheep prime

Guest
Again, zero effort to deny that you just want Skyrim.

You talk about “the modern day codex”? Lol, you embody it.

Go play your walking simulator some more.

Your accusation is baseless and even bothering to defend one's self against it gives it more credit than it deserves

You are a monkey flinging shit and you will be treated like a monkey flinging shit
:nocountryforshitposters:

Uh huh. Why don’t you tell us all more about how numbers aren’t necessary for an RPG, Mr Totally Not A Casual?
 

a cut of domestic sheep prime

Guest
It's never going to stop being funny to me how retarded, autistic, wooden and unimaginative these purported "fans of RPGs" are

Apparently GURPS is decline because it doesn't give the slightest shit about your maladjusted-mental-midget "alignment"-based pseudophilosophy
Retarded argument.

Having two different games with two different systems isn’t the same as removing an existing system from a game.

It also raises the question: why don’t you just play gurps instead of whining about alignment endlessly? Why would you want anything else?
 
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Shitty Kitty

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It's never going to stop being funny to me how retarded, autistic, wooden and unimaginative these purported "fans of RPGs" are

Apparently GURPS is decline because it doesn't give the slightest shit about your maladjusted-mental-midget "alignment"-based pseudophilosophy
Retarded argument.

Having two different games with two different systems isn’t the same as removing an existing system from a game.

It also raises the question: why don’t you just play gurps instead of whining about alignment endlessly? Why would you want anything else?
man it's almost like I think the D&D systems would actually be drastically improved by taking after GURPS

"muh TN druids" from a standpoint of "balance is a good that should be strived for" your "TN because muh balinse" druid is actually an NG and the quandaries that arise from the druid who believes balance is good encountering another character who believes technological expansion and mastery of environment for the betterment of species that are higher up the sapience list would actually make a goddamn plothook ALL ON ITS OWN. Good is an extremely subjective term and to say "but it's an OBJECTIVE THING IN MY WORLD" concedes the issue of it being subjective ("IN MY WORLD") while trying to frame it as some kind of objectivity

so instead of quibbling about which NG is more NG why not discard the clumsy fucking alignment and just have the two ideals clash and try to reconcile with one another

Man, it's almost like I've done this before and it works far fucking better
 

DraQ

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It serves as basic guidelines for adventures guidbook to help DM flesh out characters. Alignment system is not supposed to lock you on your choice, but serve as a baseline for the belief system of a character, which can of course be a lot more complicated than that. In fact, most of real human people tend to have contradiction in their own belief system.
But that merely posits they are a crutch (or quest compass) for mentally feeble. That's hardly a positive.
Especially that it gives both players and DM easily processed metadata to focus on instead of in universe proper. In a way alignment system is very similar to floating numbers, quest compasses and assorted visual aids (or rather AIDS) plaguing modern games' HUDs. All that shit that detracts from the experience of actually witnessing gameworld as it is portrayed (especially now that it is increasingly possible) instead of mindlessly consuming pre-digested tokens.

That as nothing to do with alignment system, it's god that decide whether or not he has fallen.
That has a lot to do with alignment system because mechanics of paladin falling is codified based on it. And that gives an empirical way of verifying morality. Like I said, alignment system is about as beneficial to game design and experience as a quest compass.

People should probably never play NW OC
So let us not.

"Your spell indicate thaht this ambiguous character is neutral good" . We already cover that, it's a non-issue.
It is as it removes some otherwise perfectly good options.
Generally positing alignment as something knowable already detracts from the game and worldbuilding.

You did not read anything Zed Duke of Banville posted, did you ?
I haven't read everything. Admittedly I would be more inclined to read them in full if they weren't just quotes.

You're right, because it's done horribly wrong most of the time. The only game that i know of with a somewhat decent application of this system is PFK. Alignment in D&D game are a joke, but having a simple dichotomy is no better.
Who says anything about a simple dichotomy?
Positing that the choice boils down to that and DnD alignment is a false one.

How about accepting that rulings regarding morality, PCs motivation or their internal state are neither wanted, needed nor possible, then going on your merry way?
There is no requirement for the GM or devs to know the answers to moral conundrums.
Make realistic characters, give them realistic motivations, let them clash dramatically.
 

DraQ

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What kind of balance we are talking about? Wilderness being neither overrun by civilization nor all kinds of monstrous hordes that oppose it is not something you can balance by making sure the number of puppies saved and kicked approximately evens out.
I linked you the entire player’s handbook addendum specifically on Druids.

The balance in all things. Whether it’s good and evil, light and dark, predator and prey.
Puppies petted and puppies kicked...

There’s a lore explanation for this that I’m not sure is canon or not anymore, that the first Druids came to Faerun in a spelljammer ship from a world where there was an actual alignment war and one side won (perhaps good or evil or chaos or order), with a result that somehow ended up disastrously from their perspective.
And that necessitates meticulously keeping end balancing the books WRT the above even though it's a textbook example of stupid neutral.
And even though balance obsessed druid would be more sensible and interesting if not shackled to the low quality abstraction of alignment system.

Regardless, Druids are neutral in that they aren’t running around killing all the wolves
Unless that's what the another glorious and monocled mechanics from days gone by (a combat XP system) tells them to.
:hearnoevil:
"En-durr. In endurr-ing grow strong."

As I said, a reputation (or whatever you want to call it) system’s poor implementation doesn’t make alignment systems in general useless.
It's merely an example how a game could be improved simply by removing it (and thus forcing checks on more relevant variables).
But protip: you could try detailing how alignment is useful (if you can, that is).
Neither wars nor debates are won on defence.
Nor by flinging shit, for that matter.

Based on?
Based on how utterly impotent it is in terms of enforcing anything in gameplay.

It's a pretty consistent pattern, by the way, when it comes to mechanics trying to detail minutiae of characters' (especially PCs') internal mental state (especially in cRPGs, although Angry did tear the idea a new one when applied to tabletop as well) - alignment, intelligence stat, etc.
Mechanics dealing with unenforceables are void and pointless.

Again, you’re still talking about the reputation system.
I'm talking about both, since it's kind of necessary when talking about how they interact.

Your reputation isn’t based on your alignment. It lowers or raises itself based on your actions.
Which obviously makes sense. That morality of character's actions and alignment are completely unrelated. That's good design right there.

A good character could have lowered or raised his reputation before meeting Kagain.
By being evil.
A good character, by being evil, recruited greedy dwarf who hated gold. What.

Iirc there was also a bug with how the reaction modifier worked
So how is it supposed to work? Good/evil characters grumbling and finally leaving if reputation nears the opposite end of the scale seems to be working exactly as designed. What it doesn't do is account for the nuances of character's motivation and so, lo and behold, it makes a greedy dwarf leave the party that consistently chooses the most lucrative options.
Which again highlights how hilariously pointless the whole alignment farce is as a mechanics.

The fact that that even matters is a fault of the game’s design, not the alignment system because, for like the third time now, if alignments worked like you say they do, he wouldn’t leave because he knows you’re evil too.
Telepathy is spelled t-e-l-e-p-a-t-h-y not a-l-i-g-n-m-e-n-t.
Just for the record l-i-g-a-m-e-n-t is a whole other thing too and not to be confused with l-i-n-a-m-e-n-t (which in turn is distinct from l-i-n-i-m-e-n-t, the more you know...) - I know, I know, being surrounded by so many different words and meanings must be confusing.

Or if they worked like I say they do, he wouldn’t leave because the system knows you’re evil and it can be treated as an abstraction of telling the DM (and this Kagain) that you had an “evil” (actually pragmatic) motive for your actions in any case, not a good motive.
But OTOH you could also have a good motive for stabbing orphans too!
:happytrollboy:
Isn't DnD magical?
Regardless, your conflating the reputation system with the alignment system is idiotic and pointless.
Oh boy, here we go again...

Why are you killing random people if you’re good aligned?
Indeed, why? Or for that matter, why have mechanics that doesn't do shit?
What about the circumstances where say a confusion spell makes you kill an innocent person? Does that make you evil? No. Does it lower your reputation? Yes. See the difference?
What if someone else's confusion makes me kill that person?

Because I'm seriously starting to consider this option as a viable solution.

I covered this above. In such a case, it’s treated as an abstraction. These people have spent days or even months with you. Especially in BG1 where there’s not even real party interactions beyond random ones that play occasionally as audio and abstraction is all you have.
And apparently those people cannot hide their alignment even if it would benefit them.

Which is kind of tangential but yeah, without alignment system that would ALSO not be a problem.
And you are actually not doing one of the VERY few things that work very well in BG1 justice - intraparty interactions that may even culminate in violence are a highlight of this, otherwise mediocre, game.
 

DraQ

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"muh TN druids" from a standpoint of "balance is a good that should be strived for" your "TN because muh balinse" druid is actually an NG and the quandaries that arise from the druid who believes balance is good encountering another character who believes technological expansion and mastery of environment for the betterment of species that are higher up the sapience list would actually make a goddamn plothook ALL ON ITS OWN. Good is an extremely subjective term and to say "but it's an OBJECTIVE THING IN MY WORLD" concedes the issue of it being subjective ("IN MY WORLD") while trying to frame it as some kind of objectivity
And that's another can of worms open by conflating value axis, morality axis and social ethos axis into one massive clusterfuck of pure derp.
And then we have people(?) who are arguing that evil is just as good as good while simultaneously denouncing others as vile relativists.

A beautiful fractal of recursive cl0wnage, that.

Not that alignment systems would be particularly useful even without this idiocy but at least they wouldn't be as migraine inducing.
 
Vatnik Wumao
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Sarathiour

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Especially that it gives both players and DM easily processed metadata to focus on instead of in universe proper.
No, I said the DM, not "both the player and the DM". Just like number, it is up to the DM to flesh it up and describe it. Of course you're a shit DM if the description of a character is " in front of you stand a chaotic good elf ranger", and same goes for the player.
We can talk about HUD on another topic, it's not like "user-friendly" aids being decline is an hot take.

Imagine you have an order of paladins, a member of which is concerned about it becoming too extreme in its methods and wonders whether it hasn't lost its way and became as bad or worse than darkness it fights - oh that's easy - not fallen yet? Everything is ok.
That has a lot to do with alignment system because mechanics of paladin falling is codified based on it. And that gives an empirical way of verifying morality. Like I said, alignment system is about as beneficial to game design and experience as a quest compass.

Seems like a misunderstanding : Paladin is obviously closely tied to lawful good, but your example isn't. I should have given a more detailed explanation :
- First of all, i strongly suspect that your have the wrong idea about what the lawful good alignment is, and have a lawful neutral or lawful evil one in mind.
worse than darkness it fights
Nope, they have to be good, they aren't allowed to kill someone on the spot, and are supposed to give fair trial and arbitrament. The "behead anyone that misbehave" that you seem to have is mind does not exist, they are not some kind of beef up inquisition. If they caught a criminal on the spot, they will try to arrest it, not to transform it into red mist. Also, because you seems to have played BG, why is'nt that the case for Viconia ? In forgotten realm, drow are a whole race of powerful being dedicated to enslave all life form, basically a rampaging troll in the middle of the city would seem less threatening for the common people.
-Let's take another example. We have a neutral good fighter, who unveiled an evil political plot, after the sacrifice of some of his friend. He finally caught the bad guy, who get arrested but laugh at his face, because he is the son of a high ranking noble, and will be out of jail in three day. Out of rage and spit, the fighter kill him and go to jail instead.
Did he commit an evil act ? Yes
Will his alignment change after that ? It might, it depend if the guy is taken aback by regret, and want to amend itself or not.
Was is it a bad decision ? Here lies the relativism, an evil act like this could lead to a greater good, because the fighter got rid of a threat for the kingdom.
Would a paladin fall after doing such thing ? Yes, instantly.
-Last thing, and that what was my example with Aribeth was all about, is that there is a difference between the lawful good alignment, which is the greater picture, and that all paladin respect, and the the tenet of the order itself. Aribeth fall not because she suddenly become evil, but because she cease to believe in the tenet of her order.

It is as it removes some otherwise perfectly good options.
Generally positing alignment as something knowable already detracts from the game and worldbuilding.
I give up, you have you own headcannon about alignment being easy to know which is explicitly refuted by Gigax and the rulebook, and that no DM in his right mind would allow. Suit yourself, but don't complain.
Why do we know the alignment of our companions in BG ? It's in order to help flesh them out, most of them have very few line, so it's given away because none of them try to hide. I did'nt say that is a good thing.

It's merely an example how a game could be improved simply by removing it (and thus forcing checks on more relevant variables).
But protip: you could try detailing how alignment is useful (if you can, that is).
Neither wars nor debates are won on defence.
Nor by flinging shit, for that matter.

I serves to gate reaction, punishment and reward behind committing to an ideology. In forgotten realm and Golarion settings, being a force of law, god, evil or chaos as a tangible effect, and people can sense if you are committing to it, providing you're not actively hiding it or trying to deceive someone. Item and spell will have different effect depending on that. So it is about commitment and consequences.
Yes, describing an ideology on only two axis is pretty bareboned, but it is also supposedly quite easy to understand. Sure, you can want to expand it so that we can place you own unique ideology on a sixty case grid, but common sense will prevent any sane person from doing so.
Those two axis are somewhat functional for most of D&D settings, but nothing prevent you from having your own.
Like, committing to mother Russia give you the Vatnik tag, and you can let found "The red hammer of destruction +"5, who only deemed people with the Vatnik tag worthy to wield it.


How about accepting that rulings regarding morality, PCs motivation or their internal state are neither wanted, needed nor possible, then going on your merry way?
There is no requirement for the GM or devs to know the answers to moral conundrums.
Make realistic characters, give them realistic motivations, let them clash dramatically.

There is indeed no need to pretend having an answers to moral conundrums. Just because an act is labeled evil does not make it wrong.
 

Harthwain

Magister
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Just because an act is labeled evil does not make it wrong.
I'd say "evil" as a descriptor gives a wrong idea about one's motivation, but it'd also be hard to come with a different word for describing the overall disposition. To clarify: "Evil" doesn't mean "a spawn of hell". More like "a person who acts in his own self-interest in mind, and who doesn't care about hurting others while doing so". You can have a good character working together with an evil character, but this depends heavily on their motivations. The first can be doing a quest, because it's helping people. The other tags along simply because there is money to be earned in this. However, if the quest would be "harras some people to give me back my money and I will give you a cut", then a good character shouldn't be OK with that. A neutral character could be though.

So how is it supposed to work? Good/evil characters grumbling and finally leaving if reputation nears the opposite end of the scale seems to be working exactly as designed. What it doesn't do is account for the nuances of character's motivation and so, lo and behold, it makes a greedy dwarf leave the party that consistently chooses the most lucrative options.
Which again highlights how hilariously pointless the whole alignment farce is as a mechanics.
Just because it's working as designed doesn't mean it's a good design (for a video game).

Reputation system in BG is too simplistic to work well together with alignment, because it assumes that high reputation equals you being good, while low reputation means you are evil. As you said, it fails at nuances. Like; Edwin should be OK basking in the glory because he's prideful and it could help his own reputation (as a member of the praised company) or Korgan be fine with whatever you're doing as long as the money is flowing his way.

Systems failing mechanically is generally the problem of video games, but simply copying how tabletop DnD works is not going to cut it, considering the different level of interaction in cRPGs. That's why instead of talking about tabletop alignment system (which for some reason everybody is doing in this thread) the much better discussion would be: "How could you translate the alignment system to make it work - mechanically - in a computer game?".
 

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