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In a thread under Roleplaying, OnyxFlame wrote about his MUD's alignment system, and how it is better than the typical D&D style alignment system. You can read it Here.
This started me thinking. After reading his post, I realized that the scenarios he posted lead me to why I LIKE the D&D alignment style. Actions aren't judged by the person that does them, but instead by the culture and social environment around them. As do any deity they worship. Scenario A - even though Frank needs to survive and find food - stealing is stealing, and stealing is wrong. I'll assume in your game that the society around him says it is. Scenario B - Joe is doing something good for people even if he doesn't think so. It will be that one action of "grabbing" someone as a disciple that should be really bad. But, his deity should know the motive behind why he is being "good" to people. Without turning this into a debate about Good vs. Evil in real life (which I am not intending |
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