Board Game Geek
Posted: Fri, 25 Jun 04:41:34
by chuckdee68TV Shows Already Used
Just your average everyday story of an immigrant from a far away land that buys into the American Dream, gets married, has kids, and returns to his adopted hometown to find that even though everything is familiar, it's a bit different when you have your family with you.
Posted: Fri, 25 Jun 04:33:17
I believe you can edit the title of your own posts. If you'd like.
Just click the little pencil icon directly to the right of the title when you're reading the thread.
Posted: Fri, 25 Jun 04:28:53
by lawingmThat's game, folks. Thanks for sticking it out.
Posted: Fri, 25 Jun 04:27:03
Within D&D, it is a global character trait but it's more than global - it's universal. Chaos is an actual thing you can detect. Good is an actual thing you can be. A CG deity is not merely prone to act in a certain way, they are chaotic and they are good. You can travel to any country, continent, planet, or plane in a D&D campaign and find the same chaos. The same good.
To carry on the point, D&D alignment labels would be silly in an "Expanse" RPG -- but James Holden is still Lawful Good! Psychologists would assign him a Myer-Briggs Personality type and rate his "Big Five(?)" personality traits, but that's just another way of saying the same thing. He's a man of his word who always tries to the do the right thing. Much of the drama arises from his struggle to retain his principles in an unprincipled world -- if there weren't some inertia to his personality, some constancy (and a desire to be constant), there would be no internal conflict, no drama. And if he violates those principles, it's a big deal, psychologically, dramatically. If he abandons them ("changes his alignment"), it's an even bigger deal -- but only if he had some principles to violate!
As for the globalness of personality traits, even aside from people who've made a conscious determination to adhere to some set of principles, people have habits of behavior. Lying, stealing, murdering are prone to being habitual (and skills that have to be honed with practice). I don't know if I believe in integrity (originally, the notion of the harmonious integration of a person's traits), but many people do, and that very belief constrains their behavior. Almost all cultures have a cosmic moral framework of some sort, with their own notion of right and wrong, which they regard as a seamless whole and attempt to imbue in their children.
Now, you can say it's a stretch to map alignment onto more detailed personality traits. Basic things aren't that much of a stretch: it stands to reason that a loner dislikes teams and (all other things being equal) is likely to chafe in them, avoid them, and, lacking interest and experience, have a disadvantage at group skills like leadership and group tactics. Conversely, a joiner might be at a loss outside a group context and lack adaptability. I'd say that, as duty is a group concept, joiners are prone to be more dutiful.
Bigger stretches: joiners might have more self-discipline, fortitude, and drive -- they might need it more in a team. Loners might have more creativity and adaptability -- they might lack follow-through for things that fail to catch their interest, but have an obsession for things that do! Even bigger stretches: joiners are tidy, loners know where everything is in their mess?
As for who makes their bed every day, I think that's too much to ask from a single digit of characterization... but it's probably the lawful characters.
And neutrals are just mush.
Posted: Fri, 25 Jun 03:42:00
by BoscosIf only LG and LE characters can get 100% experience than your games will primarily consist of the only thing LG and LE can agree on, killing, or otherwise punishing, people who are doing "the wrong thing" (either to protect innocents and uphold order (LG) or to impose tyrannical control and uphold order (LE)). Think of how Obi-Wan Kenobi and Anakin Skywalker worked together for years, until they didn't....
If you're all fine with that, have fun.
Posted: Fri, 25 Jun 03:32:31
$35 Mice and Mystics
Would do 30 for this.
Posted: Fri, 25 Jun 03:30:05
by HameserYeah it was listed in comments. Guess I didn’t tag it correctly.
Posted: Fri, 25 Jun 03:28:05
There are alignment based effects, like spells and weapons, but I've never seen those come up as either a stick or a carrot.
But, generally, why would someone care if their alignment were changed to match their behavior? And how is that tracked and decided anyway?
You've never played D&D with me DMing. I have called people on their alignment. Including in AL play.
I had a player playing CE, instead of the allowed LE on his sheet. And note: CE means, in practical terms, self before others without fail, help others only for own benefit, and laws and promises made are ignored, while promises received are used as levers. I pointed out I'd have to bounce the character if he continued playing CE instead of one of the 7 allowed. He opted to go to CN... and stopped asking, "What's in it for me?" when asked to do things by others, did so provided the risks were small.
And yes, CE as defined isn't of need the extremes that many take it to.
Posted: Fri, 25 Jun 03:27:57
Posted: Fri, 25 Jun 03:16:44
Posted: Fri, 25 Jun 02:59:26
It's a shame all this good philosophizing is winding up buried under such a trivial title.