Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!linus!philabs!cmcl2!seismo!harvard!talcott!panda!genrad!decvax!ittvax!dcdwest!sdcsvax!sdcrdcf!trwrb!trwrba!cepu!ucla-cs!reiher From: reiher@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Alignment Message-ID: <5298@ucla-cs.ARPA> Date: Thu, 9-May-85 03:55:29 EDT Article-I.D.: ucla-cs.5298 Posted: Thu May 9 03:55:29 1985 Date-Received: Sun, 12-May-85 01:28:58 EDT References: <1139@cbosgd.UUCP> Reply-To: reiher@ucla-cs.UUCP (Peter Reiher) Organization: UCLA Computer Science Department Lines: 46 Personally, I've never liked alignments a la AD&D at all. A far better way to give the players standards of behavior different from their real life ones is to use religions a la Runequest. By this I mean that no one has an alignment. Rather, everyone, or almost everyone, belongs to some religion or other. This is "enforced" on the players by making membership in a religion a social expectation (no atheists in the dungeons) and by providing positive benefits for being a member of a religion. (Clerics might only perform healing and resurrection on coreligionists, or members of friendly religions.) Along with the benefits go obligations. Each god has certain interests and standards, and worshipers are expected to advance those interests and live up to those standards. Some might argue that alignment is a useful shorthand for determining the principles of a religion. If one has little interest in role playing and just wants to get on with the battles and loot, this is a reasonable argument. Roleplayers are likely to find the alignment system too sketchy to serve by itself, so they will have to do more work, anyway. All the mechanism attached to alignments just gets in the way. Even if one doesn't like heavy involvement of religions in their campaigns, alignments (as specified in D&D) are not a good idea. I much prefer to let a player's actions have their natural effects, rather than zapping them with fairly arbitrary punishments for stepping out of alignment bounds. If a player goes about indiscriminently killing things, what are other people going to think? Probably that he's a menace which should be stopped. Thieves who are caught are likely to be punished heavily. If they're not caught, but they develop a reputation, they may get into less formal trouble when someone with few scruples finds something missing and jumps to possibly incorrect conclusions. On the other hand, someone who always lends a helping hand and is the first to volunteer to help clean out the nest of orcs despoiling the local villages will make friends and can expect a little assistance in his time of need. Maybe it's personal prejudice. Basically, I view alignments as being a very restrictive feature. They bind you into a certain type of fantasy world with a very particular set of rules. I don't like that kind of world much myself, and I resent TSR's implication that this is the only kind of world to play in. (Yeah, I know that I'm free to do whatever I want, etc., etc., but Gygax & Co. have been selling this approach for all it's worth and increasingly passing it off as holy writ. There are a lot of gamers out there who can't seem to picture a game without the crutch of alignments to prop them up, which is a pity.) -- Peter Reiher reiher@ucla-cs.arpa {...ihnp4,ucbvax,sdcrdcf}!ucla-cs!reiher