ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
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What. No.The infamy/fame is a stand-in for lawful/lawlessnes. You can substitute.Alignment has nothing to do with fame. Where did you get that crap?
What. No.The infamy/fame is a stand-in for lawful/lawlessnes. You can substitute.Alignment has nothing to do with fame. Where did you get that crap?
This doesn't cover cases such as Robin Hood.The infamy/fame is a stand-in for lawful/lawlessnes. You can substitute.
No, it covers fuck all.This doesn't cover cases such as Robin Hood.The infamy/fame is a stand-in for lawful/lawlessnes. You can substitute.
Technically you can be famous for good/lawful deeds and infamous for bad/unlawful ones. The problem emerges when you're famous for doing good/unlawful deeds, like Robin Hood. This is where equating fame with lawfulness is not going to cut it, therefore undermining the purpose of the system. This is also the problem of lawfulness vs good - sometimes being lawful doesn't mean being good and vice-versa.Soft has more correlation with warm than fame with alignment.
Technically you can be famous for good/lawful deeds and infamous for bad/unlawful ones. The problem emerges when you're famous for doing good/unlawful deeds, like Robin Hood. This is where equating fame with lawfulness is not going to cut it, therefore undermining the purpose of the system. This is also the problem of lawfulness vs good - sometimes being lawful doesn't mean being good and vice-versa.Soft has more correlation with warm than fame with alignment.
Yeah, Robin isn’t actually chaotic good as commonly supposed. He believes in just laws and organizes in a hierarchical fashion.Technically you can be famous for good/lawful deeds and infamous for bad/unlawful ones. The problem emerges when you're famous for doing good/unlawful deeds, like Robin Hood. This is where equating fame with lawfulness is not going to cut it, therefore undermining the purpose of the system. This is also the problem of lawfulness vs good - sometimes being lawful doesn't mean being good and vice-versa.Soft has more correlation with warm than fame with alignment.
As I understand Robin Hood, he is a lawless character who is in/famouse depending on the faction perceiving him. I think I expressed myself poorly, i didn't mean to say law == fame. I was saying, you can have both law and fame be a separate metric, instead of trying to lump everything into the classical alignment wheel.This doesn't cover cases such as Robin Hood.The infamy/fame is a stand-in for lawful/lawlessnes. You can substitute.
True. This is why I am against substituting famous/infamous for alignment as such. Just because your (in)fame suggests a certain alignment doesn't mean it informs of your alignment.A guy can be famous (infamous) for his deeds, not for having a certain alignment.
Wouldn't this be a mess though? You could represent his standing by increasing his standing with the people and lowering his standing with the government officials and add in something like "profile" that informs other factions about his existence without influencing their opinion about him (unless it's related in some way).As I understand Robin Hood, he is a lawless character who is in/famouse depending on the faction perceiving him.
I don't think most people here would disagree with your opinion. The real question is what system could be used to replace the DnD alignment system.I don’t think the D&D alignment system is able to capture nuance without shoehorning and inconsistencies (similar to how the political compass meme is completely arbitrary), so therefore should be discarded in favor of other systems for calculating ethics.
I think that would depend on the setting of the crpg in question. Non-D&D games invent their own karma meters appropriate to their settings and the stories the writer is trying to tell.The real question is what system could be used to replace the DnD alignment system.
No it isn't. Your reputation varies between locations and factions. You can be infamous for burning down a city, and be a hero in the surrounding country and rival cities. D&D doesn't track that, it's up to the DM or game engine.The infamy/fame is a stand-in for lawful/lawlessnes. You can substitute.Alignment has nothing to do with fame. Where did you get that crap?
I think traditional D&D style alignment makes a mistake by trying to combine the two concepts of fame/infamy and morality (good vs. evil). The two should be separated and represented by different metrics. This greatly makes up for the rigidity of the old system, while still allowing for useful abstractions.
This allows for characters who "fake" their alignments, for instance a person who is openly lawful, but secretly breaks all sorts of laws for personal gain. The old system restricts you by forcing you to be either lawful/lawless. Obviously, good GM's work around this limitation, but a strict interpretation of the alignment system makes it as if everybody is always constantly aware of your law-abidingness.
I assume the law chaos thing to be more in line with Moorcock, the conflict of individual need over that of the community.I think traditional D&D style alignment makes a mistake by trying to combine the two concepts of fame/infamy and morality (good vs. evil). The two should be separated and represented by different metrics. This greatly makes up for the rigidity of the old system, while still allowing for useful abstractions.
This allows for characters who "fake" their alignments, for instance a person who is openly lawful, but secretly breaks all sorts of laws for personal gain. The old system restricts you by forcing you to be either lawful/lawless. Obviously, good GM's work around this limitation, but a strict interpretation of the alignment system makes it as if everybody is always constantly aware of your law-abidingness.
I don't think "lawful" actually has much to with "being law-abiding." In a way it's a bit of a misleading misnomer that's caused no end of trouble. The lawful-chaotic axis is more like the axis between someone who has consistent principles and someone who lives by whim. i.e. it should be something like, "rule-following/principled/orderly vs. chaotic."
Being law-abiding in the ordinary sense is one way of being orderly or ordered, but not the only way. The principles don't need to be society's principles, or even principles imposed from the outside - it could even be that one just follows a consistent plan (e.g. to dominate the world) and does whatever is necessary (e.g. even occasionally feigns being good).
It was exemplified recently in PFWOTR by the difference between devils and demons - devils are "law-abiding" (they have hierarchy, they have their own rules that they follow, etc.) demons are chaotic, emotion-driven, etc., and the two groups hate each other for that difference.
If you understand it this way, the system is actually perfect and couldn't be improved on. Good vs. Evil and Order vs. Chaos are indeed the two primary axes of motivation.
I think a nuanced web of reputations is best, and most accurately represents reality. Of course its easier said than done. PoE II attempted this and failed miserably.Wouldn't this be a mess though? You could represent his standing by increasing his standing with the people and lowering his standing with the government officials and add in something like "profile" that informs other factions about his existence without influencing their opinion about him (unless it's related in some way).
New Vegas alone got reputation rightI think a nuanced web of reputations is best, and most accurately represents reality. Of course its easier said than done. PoE II attempted this and failed miserably.Wouldn't this be a mess though? You could represent his standing by increasing his standing with the people and lowering his standing with the government officials and add in something like "profile" that informs other factions about his existence without influencing their opinion about him (unless it's related in some way).
I assume the law chaos thing to be more in line with Moorcock, the conflict of individual need over that of the community.I think traditional D&D style alignment makes a mistake by trying to combine the two concepts of fame/infamy and morality (good vs. evil). The two should be separated and represented by different metrics. This greatly makes up for the rigidity of the old system, while still allowing for useful abstractions.
This allows for characters who "fake" their alignments, for instance a person who is openly lawful, but secretly breaks all sorts of laws for personal gain. The old system restricts you by forcing you to be either lawful/lawless. Obviously, good GM's work around this limitation, but a strict interpretation of the alignment system makes it as if everybody is always constantly aware of your law-abidingness.
I don't think "lawful" actually has much to with "being law-abiding." In a way it's a bit of a misleading misnomer that's caused no end of trouble. The lawful-chaotic axis is more like the axis between someone who has consistent principles and someone who lives by whim. i.e. it should be something like, "rule-following/principled/orderly vs. chaotic."
Being law-abiding in the ordinary sense is one way of being orderly or ordered, but not the only way. The principles don't need to be society's principles, or even principles imposed from the outside - it could even be that one just follows a consistent plan (e.g. to dominate the world) and does whatever is necessary (e.g. even occasionally feigns being good).
It was exemplified recently in PFWOTR by the difference between devils and demons - devils are "law-abiding" (they have hierarchy, they have their own rules that they follow, etc.) demons are chaotic, emotion-driven, etc., and the two groups hate each other for that difference.
If you understand it this way, the system is actually perfect and couldn't be improved on. Good vs. Evil and Order vs. Chaos are indeed the two primary axes of motivation.
I think a nuanced web of reputations is best, and most accurately represents reality.
It's possible to be individual oriented and still be good.Good roughly equals altruistic, evil roughly equals selfish.
It's possible to be individual oriented and still be good.Good roughly equals altruistic, evil roughly equals selfish.
Yeah, all of these things are orthogonal to one another and it makes no sense to conflate them. That's why I don't like the alignment mechanic and especially not the many many arguments that pop up around it for decades. That's why I prefer multi-axis systems like that one I plugged earlier, which is closer to this breakdown.In original D&D, with a single-axis alignment system, lawful more or less equated to good while chaotic more or less equated to evil. Gygax then created a two-axis alignment system where the lawful/chaotic axis was intended to be orthogonal to the good/evil axis. However, he did not clearly define lawful and chaotic as coherent concepts similar in importance to good and evil; instead, lawful and chaotic were a mixture of concepts that did not necessarily mesh well and were not necessarily important in the fantasy setting. The traits embodied by Law & Chaos:
This is based on the "The Meaning of Law and Chaos in D&D" in the Strategic Review #6 (1976), the AD&D 1st edition Players Handbook (1978), and the AD&D 1st edition Dungeon Masters Guide (1979), all written by Gary Gygax. Later writers might have expanded the meaning of lawful and chaotic alignments even further.
- Determinism/predictability versus randomness/caprice
- Collective/group versus individual/independence
- Artificial/civilization versus natural/nature
- Hierarchy/regimentation versus freedom/volition
- Reliable/proper versus unruly/eccentric
- Laws/order versus anarchy/entropy
- Strict/regularity versus flexible/persuasion
I too enjoy role-playing as a character who has a reputation for being honest and dishonest at the same time.I rather liked Pillow's Disposition system as a replacement for alignment, although the first game handled it rather poorly. One of the few things it did that felt like an all around improvement.
There is no dishonest disposition, because dishonest means low honesty.I too enjoy role-playing as a character who has a reputation for being honest and dishonest at the same time.I rather liked Pillow's Disposition system as a replacement for alignment, although the first game handled it rather poorly. One of the few things it did that felt like an all around improvement.