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Showing results for tags 'alignment'.
So, in an epic failure of my Google-fu to find some record of how Wizards of the Coast did or did not flub its advertising of Dungeons and Dragons 4.0 to earlier D&D players, I ran across a blog post unhappy with various aspects of the game. I was particularly struck by the issue the blogger had with the Alignment system: I found it interesting that the author considered keeping to the lawful good alignment to be boring and a limitation of player creativity. I happen not to agree, but I wonder how common the attitude is. I'll start with an admission that the alignment system is artificial and a little silly, a relic of Gary Gygax's infatuation with the work of Michael Moorcock and his whole law and chaos thing. But it is part of the rules, and it can be fun and challenging to take it up. I've played with lots of people over the years, and most of us have gotten as much entertainment out of the alignment system as any other aspect of D&D rules. We've played characters of all alignments, and I've seen my friends be inspired in all sorts of interesting ways by trying to act in accord with them. A paladin, to take one example, could be priggish, or boisterous, or slightly off-key and carrying a book of etiquette for every occasion, all while faithfully adhering to the lawful good alignment. He or she could be stern, merry, contemplative, ambitious, humble or pushy, all the while promoting justice and questy stuff the way the rulebooks say paladins should. Sometimes they don't quite make it. I'll just put in a mention here of poor Dudley Didwrong, the post-mortal not-quite paladin from a friend's campaign. He tried, the poor dope. My thesis is that playing to alignment rather than stifling individuality and creativity can be liberating and open up new possibilities in roleplaying. What are other people's opinions?