Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site cornell.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!harvard!talcott!panda!genrad!decvax!bellcore!sabre!zeta!epsilon!gamma!ulysses!mhuxr!ihnp4!houxm!vax135!cornell!baldwin From: baldwin@cornell.UUCP (Michael S. Baldwin) Newsgroups: net.games.frp Subject: Alignment Message-ID: <1572@cornell.UUCP> Date: Tue, 7-May-85 20:52:38 EDT Article-I.D.: cornell.1572 Posted: Tue May 7 20:52:38 1985 Date-Received: Fri, 10-May-85 21:44:22 EDT Distribution: net Organization: Cornell Univ. CS Dept. Lines: 33 *** REPLACE THIS LION WITH YOUR MASSAGE *** I will control myself, and not flame anybody including Gygax about alignment, but I truly believe that is one of the most limiting aspects of the AD&D system. I think that it was designed to force people who were used to wargames to develop something resembling a personality, but once one achieves any real experience with role-playing, I prefer to chuck to whole system out the window (at least in regards to PC's). I think that any well developed character will have a complete set of morals and will not need the crutch of a specific alignment (hmm, what do I do now, well I'm CG so I have to...). I suspect that most characters will fit into a certain spectrum of the alignment scale, and will not switch from sadistic mass murder to saint overnight, but I think that characters like people have more depth than the alignment system offers. It forces characters into a two-dimensional mold which really is unneccessary. certainly, clerics and paladins and the like will have strict religiously based morality that will be limiting on them, but I think that the other character classes should be less limited. Asassins, for instance, have to be evil because the taking of life for money is evil(player's handbook's rational) and yet I suspect that most PC Asassins have never done a `job'. Also, Why should someone be penalized a level of experience for changing alignments? why the artificial limitations on a characters possible actions? I think that if a otherwise good person flies into a rage one day and kills a peasant or two that is acceptable if it is within the character of the PC to do so. We are role-playing imperfect beings who feel the whole range of human emotions, I find running saints to be very boring and tedious. In the campaign I'm in now, no one has a defined alignment, and we run into no problem whatsoever. I agree that for mor beginning players that it is helpful, but if you've got a group of experienced players, try not defining yourself according to a limiting group of 9 possibilities and see what happens, you'll probably realize you don't need them and certainly don't miss them