world+mechanic = game
2007-03-15 10:32:12
For those of you who have cracked D20 modern (and actually an
increasing number of other D20 derived systems/worlds), alignment
seems to be going away. I don't know what to think about that.
I don't miss it in D20 modern since it allows for moral gray
areas without anything as tepid as "true neutral", but I think it
may be a necessary feature of sword and sorcery. Has anyone tried
running a sword and sorcery game without alignments?
I've seen alignment pop up in a few modern games. If any of you
have seen the Teenage Mutant Ninja Turtles game from...Palladium, I
think...it had an interesting alignment breakdown. They also had it
in Ninjas and Superspies (a game that never got its due, and could
probably serve as a good mechanic for a G.I. Joe game).
Any thoughts on the pros and cons of having (or not having)
alignments?
chronic game designer
2007-03-15 17:21:36
I -loved- the old Palladium system and ran several two/three
session games using the TMNT rules in specific (it's probably the
only RPG core rulebook that I've purchased more than 3 times).
Their alignment system included such general mental state
guidelines/options as 'miscreant' and 'anarchist' and
'principled'.
It was pretty neat, but in a world where everyone's a 5" talking
giraffe with opposable thumbs who knows how to pilot military
aircraft... alignments are very very hard to control/justify
outside of a very loose framework of "Bob's a good guy, but not
that good" or "Frank's a bad guy, eats kittens for breakfast".
Alignment in D&D and other fantasy systems is simply a way
of determining valid targets for spells and effects. It's a status
flag on your character, just like 'elf' or 'divine spellcaster'. It
works for what it works for and is simple enough that it doesn't
get in the way very often.
But if you're doing a less hack and slash sort of game and are
going to track alignment at all, I like it as a scalar stat. Earn
negative/positive karma type points for doing particularly strongly
aligned things. Eventually, when forced with a particular moral
situation where the player may feel inclined to act differently
than the character has become accustomed, make them perform a check
against their earned history.
I'm sure there are several systems out there that do this sort
of thing, I just can't name any off the top of my head right
now.
world+mechanic = game
2007-03-15 23:52:56
I knew a GM who used a system kind of like that. He'd start you
off at neutral and then slowly move your character in whatever
direction. However, I never saw a case where a player suddenly
acted drastically against alignment. If it happened, a will roll or
sanity loss would have made sense though.
How about GURPS? No
alignment, no classes, no levels. You can even download GURPS Lite . It's PDF
format and it's FREE; so you can try before you buy.
Others RPGs where the PCs have the same alignment:
Dogs in the
Vineyard
Kill
Puppies for Satan
My Life with
Master
Kobolds Ate My
Baby
inveterate gamer; prolific GM; world designer
2007-03-18 14:28:49
Yes, I've played heaps of sword & sorcery campaigns without
alignment, mostly using ForeSight/HindSight,
DragonQuest, and teh HERO System. It works perfectly
well. In fact, I think it works better than with alignment,
especially if you want to add elements of mystery, suspense, or
intrigue. After all, most sword and sorcery and swashbuckling
stories do very well without any objective way of determining what
and who is good and evil. Characters being able to disagree about
good and evil actually adds something.
world+mechanic = game
2007-03-18 22:21:17
I think you may be onto something there. Personally, I'm
inclined to say that good and evil are too poorly defined to use in
any kind of system, but there are a lot of players who like the
white hat/black hat simplicity of it. There's something refreshing
about knowing exactly who your enemies are and going after them
knowing it's part of a universal struggle between cosmic
ideological forces...but it's probably only refreshing because it's
so flagrantly unrealistic.
inveterate gamer; prolific GM; world designer
2007-03-21 22:33:38
"It's probably only refreshing because it's so flagrantly
unrealistic". Yep. It makes a change from experience, and so it's
refreshing. But it can only stay refreshing while it stays fresh.
After a while it gets familiar itself, stale: and then you can find
it limiting.
I prefer universal struggles between ideological forces (or
whatever) to be part of the world, not built into the game
rules.
-Brett
world+mechanic = game
2007-03-21 23:59:13
Well, I haven't seen anything too promising as far as
ideological alignments. D20 modern tried, but I don't think it
worked well. Spycraft's 60's expansion wasn't bad, but it linked
ideological alignment to feats (e.g., you would have varying
degrees of feats that made you more and more...ideologically pure,
for lack of an equally descriptive euphemism).
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