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!watmath!clyde!burl!ulysses!gamma!epsilon!zeta!sabre!bellcore!decvax!ittvax!dcdwest!sdcsvax!sdcrdcf!trwrb!cepu!ucla-cs!reiher From: reiher@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Alignments Message-ID: <5410@ucla-cs.ARPA> Date: Tue, 14-May-85 02:47:38 EDT Article-I.D.: ucla-cs.5410 Posted: Tue May 14 02:47:38 1985 Date-Received: Fri, 17-May-85 00:37:14 EDT References: <5121@ukc.UUCP> Reply-To: reiher@ucla-cs.UUCP (Peter Reiher) Distribution: net Organization: UCLA Computer Science Department Lines: 32 Summary: In article <5121@ukc.UUCP> ncg@ukc.UUCP (Nige Gale) writes: > >Alignments is a clumsy way of imposing a personality upon the >character. > Agreed, with the emphasis on the "clumsy". >Without alignments, the party becomes a profit-making unit, and >characters are good or evil as it suits the players at the time, >and will inevitably fall victim to munchkinism. Depends on the players. Bad players need, shall we say, help in their role playing. Good players don't. Some of us are saddled with bad players, some are fortunate enough to consort with good ones, most have to deal with a few of both. The problem with alignments as a device for channeling the players' attention away from gold/magic/EP lust is that the munchkins just ignore it anyway, choosing an alignment that generally lets them get away with such behavior without being nuked for transgressing the alignment's principles. (Neutrals can do a lot of stuff without getting in trouble; the stuff they really shouldn't do is the interesting, frequently counter- productive stuff that makes frp games a joy.) Absolutely forcing players to come up with a character's beliefs and morality before using it can help, if you don't like the religion idea. If the player is unimaginative and seems to be shying away from interesting quirks in favor of bland acquisitiveness, saddle him with some foibles, or leftover tasks which must be performed, or interesting enemies. (As a side note, few things are more interesting than when a very clever player's character decides to make a munchkin's character's life miserable. You'd be surprised what a fascinating character the poor munchkin can become under some prodding.) -- Peter Reiher reiher@ucla-cs.arpa {...ihnp4,ucbvax,sdcrdcf}!ucla-cs!reiher