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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:32
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quote: Originally posted by Marid Audran
God help us all.
I actually think for these type of games (The Infinity Engine ones, BG/IWD) most people "role-play" in a neutral evil fashion whether consciously or unconsciously. Loot, pillage, and pawn is the motto of the adventurer. It's a greedy, self-interested enterprise. It's not proper work by any means, though adventurers do some accidental good now and then; a footnote or two among accruing thousands of gold and dozens of rare magic items from various locales, often without sanction, permission, or blessing from a proper authority.
This is the real reason alignment is a superfluous stat in IE games; because moral consequence isn't really enforcable by a DM (in the case the computer) except in the crudest of scenerios (killing innocents or donating to a church, thus arbitrarily raising/lowering your "reputation" on a 1-20 scale). What's really annoying are NPCs leaving your party because of this, since they can't see the forest from the trees. Or are simply whimsy bastards. |
havent played enough to say. I presume this an element of replayability - play through at different levels of evil. Most comments have indicated its HARDER to play as evil.
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Snotty
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quote: Originally posted by Marid Audran
This is the real reason alignment is a superfluous stat in IE games; because moral consequence isn't really enforcable by a DM (in the case the computer) |
I see roleplay as something that is enforced by yourself, not the computer. You can accept the limitations to your 'freedom' for the sake of a more enjoyable game if you choose.
The greatest problem I have with alignment is peoples approach to being goodly. Too many people play paladins as uber fascist 'repent or die' machines that seem completly divorced from their goodly roots.
quote: havent played enough to say. I presume this an element of replayability - play through at different levels of evil. Most comments have indicated its HARDER to play as evil. |
It is more difficult to play a truly evil party, but it is too easy to forget that looting and pillaging are not especially goodly acts. However pretty much everyone does it in computer rpgs. When I play goodly characters in PnP or LRP I rarely loot or attack first but this kind of game will force you towards those acts if want to advance.
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Jon Miller
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1, 2, 4 not sure about 3
Jon Miller
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Marid Audran
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Salt Lake City, Utah
May 2001 time: 22:32
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quote: Originally posted by Snotty
I see roleplay as something that is enforced by yourself, not the computer. You can accept the limitations to your 'freedom' for the sake of a more enjoyable game if you choose. |
We're not talking about role-playing, we're talking about alignment conflict and responsibility whilst role-playing. More to the point, staying true to individual morality. If a character chooses a selfless alignment (like LG, to a lessor extent CG and NG) he's oblidged to act noble and self-sacrificing; if he chooses a malicious alignment (like LE or CE, and not merely cause it's trendy) then he's oblidged to act cutthroat, cruel, and with avarice. DMs are advised to admonish and punish players in PnP scenarios for not acting in-character with their alignment and their ethos. In this case the DM is the computer, and it does a pretty pathetic job of enforcing alignment. This type of thing can't be left up to the players; the spirit may be willing at the character creation screen, but the flesh is weak.
There are other matters like churchly duties (for clerics, or appeasing druidic protocal), tithing (for paladins), and penitence which are never addressed, though it'd be too much of a pain in the ass for most players.
quote: Pretty much everyone does it in computer rpgs. When I play goodly characters in PnP or LRP I rarely loot or attack first but this kind of game will force you towards those acts if want to advance. |
Which is why most of my argument is moot due to the limitations of the IE engine and BG being a CRPG. It just annoys me when alignment is only useful insofar as what type of magic items you're restricted from using and whether or not you can be bard.
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Snotty
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quote: Originally posted by Marid Audran
There are other matters like churchly duties (for clerics, or appeasing druidic protocal), tithing (for paladins), and penitence which are never addressed, though it'd be too much of a pain in the ass for most players. |
Some players are looking for a more action based game and if you enforce alignment too rigidly you risk alienating them. Stricter restrictions would be a pain in the arse for average action gamer and I dont think he is going to be all that happy if he is forced to play only evil roles, and it would lose replayability for him.
If you are looking for a roleplaying experience you should be able to exercise the self control to stick to your alignment. When I play PnP it is not the threat of punishment that makes me roleplay my alignment, it is my desire to play within the alignment restrictions I have chosen.
quote: If a character chooses a selfless alignment (like LG, to a lessor extent CG and NG) he's oblidged to act noble and self-sacrificing; |
Why do you consider CG to be less selfless than LG? I would perhaps consider the CG to be more selfless as he helping people out of choice, and the LG would be helping people because it was the accepted thing to do in society.
quote:
Which is why most of my argument is moot due to the limitations of the IE engine and BG being a CRPG. It just annoys me when alignment is only useful insofar as what type of magic items you're restricted from using and whether or not you can be bard. |
Alignment had more of an effect in ToEE. I think there is a general movement towards enhancing alignment implementation but I think it is ultimatly down to the player to enforce it.
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Jon Miller
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quote: Originally posted by Snotty
quote: If a character chooses a selfless alignment (like LG, to a lessor extent CG and NG) he's oblidged to act noble and self-sacrificing; |
Why do you consider CG to be less selfless than LG? I would perhaps consider the CG to be more selfless as he helping people out of choice, and the LG would be helping people because it was the accepted thing to do in society.
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I tihnk you and I have a very different view of lawful good
I ahve found that to normaly be the case though
Jon miller
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Standup
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IN PnP i always considered LG as rather straight laced characters who were generally boring. CG were still well meaning, postive people with a rebellious streak. Religious LG characters were more interesting as one DM was quite accepting of LG Paladins/Clerics who went about slaughtering innoncent people in the name of religion. That was more a case of believing they were doing good rather than good acts as we'd see them.
The only CRPG that dealt well with good/evil that i've played was Fallout 1/2 but even then good play is more rewarding than evil in terms of quests etc and there's certain points in the game where you're forced out of character to progress the game.
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Snotty
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quote: Religious LG characters were more interesting as one DM was quite accepting of LG Paladins/Clerics who went about slaughtering innoncent people in the name of religion. That was more a case of believing they were doing good rather than good acts as we'd see them. |
I can see that point of view, but I struggle to see why the goodly gods would continue to provide power to their followers if they were performed multiple evil acts. Even if the characters didnt know the acts were evil, their god would.
I have a friend whose current bloodthirsty paladin greatly stretchs the definition of goodly, but he cant see anything wrong with what hes doing. Unfortunatly there are others who like to play their paladins the same way so this is how it stays.
The number one thing that stop me seeing the way they do is that Killing someone is an Evil act. Paladins should not be performing evil acts. The person you kill may be evil themselves but that is not reason enough to kill them. The shopkeeper who has been twisted by a bitter life of orc raids could be evil because of all the abuse he has been through in his life, but it is no reason to run him through.
A certain degree of flexibility is needed to make roleplaying games fun and I find killing someone who has attacked you to be the acceptable limit that roleplay infringes on the actual progress of the adventure.
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Marid Audran
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Salt Lake City, Utah
May 2001 time: 22:32
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quote: Originally posted by Snotty
Why do you consider CG to be less selfless than LG? I would perhaps consider the CG to be more selfless as he helping people out of choice, and the LG would be helping people because it was the accepted thing to do in society. |
This rationale sounds highly illogical to me; I don't even think such a person could exist. A person primarily motivated to be mindful of the law wouldn't be LG, but LN, which is basically the ethos of a law-abiding citizen of a region who caters to his/her own interests (LN, by the by, I think is the baseline alignment for most people in society, whether in real life or in role-playing games).
A LG individual is motivated by a dual purpose to do good and uphold the law whilst championing it, making the two inclusive to each other. A LG character is more likely to cooperate with legitimate authorities, honor agreements, consider the rights and feelings of multiple parties involved, less prone to bribery, etc. Cleanse evil, and restore order so that it may stay that way.
A CG individual is motivated to do good, but by his own means and bias on how to do it. This can lead to some highly dubious rationalizations and methods "for the greater good," because he/she is following their own inner compass. They may perform some noble and just acts but may step on some toes doing so, helping some but hurting others from their lack of sensitivity. CG characters can act like braggarts at times because of their lack of boundries. Jamski's tongue-in-cheek example of it being beneficial to abide by CG alignment because you could rob the countryside "for the greater good" of eventually de-throning the evil foozle is a rather extreme example of a rationalization that could very well go on in the mind of a cynical and unscrupulous CG player.
For this reason, I'd be more afraid of traveling with a CE companion than a LE one. With the LE character at least he has some guidelines and structure guiding his actions and reigning in his sadistic impulses; with the CE character all bets are off and one could expect a knife in the back and the earliest opportunity.
Additionally I think none of the 9 alignments are boring; only the stereotypes of their behavior is. There is more to LG behavior than the fanatical sabre-rattling of a few paladins, and there is more to CE behavior than the bloodthirsty raids of a pack of ogres. It all depends on the ingenuity of the player.
quote: Alignment had more of an effect in ToEE. I think there is a general movement towards enhancing alignment implementation but I think it is ultimatly down to the player to enforce it. |
I never played ToEE; reviews denoting it a glorified dungeon-crawl that owed as much to Dungeon Siege and Diablo as to any role-playing game kept me at bay. Didn't play Neverwinter Nights either, which was panned as equally shallow back when it came out.
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Snotty
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quote: This rationale sounds highly illogical to me; I don't even think such a person could exist. A person primarily motivated to be mindful of the law wouldn't be LG, but LN, which is basically the ethos of a law-abiding citizen of a region who caters to his/her own interests (LN, by the by, I think is the baseline alignment for most people in society, whether in real life or in role-playing games). |
I meant that performing goodly acts is encouraged in society. Giving money to charities, volunteering etc are all goodly acts. As a L character you follow the rules of that society, so you are more likely to do goodly acts. I think this makes these acts less selfless than a CG character who has been just as good but of his complete free will. The CG chooses to do good rather than being directed towards it.
quote: They may perform some noble and just acts but may step on some toes doing so, helping some but hurting others from their lack of sensitivity. CG characters can act like braggarts at times because of their lack of boundries. Jamski's tongue-in-cheek example of it being beneficial to abide by CG alignment because you could rob the countryside "for the greater good" of eventually de-throning the evil foozle is a rather extreme example of a rationalization that could very well go on in the mind of a cynical and unscrupulous CG player.
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The system is open to abuse, and while you may get away with this under the letter of the 'law', it is certainly not in its spirit. A lot of the time dubious CG play could easily be classified as CN.
I think we can agree that a good act is still a good act whether is has been acheived through lawful or chaotic means. Murdering innocents 'for the greater good' would not be a good act, and a CG character should be able to see that. They are not blinded by their chaos. It is unfortunate that sometimes CG get it wrong and step on peoples toes, but so can LG.
Jamski,
It depends what you consider winning. You get many chances to get out of it, and I can think of plenty of justifications for doing so.
I was refering more to the towns going hostile, that blacksmith guy going KOS. You cant expect every player to stick to their starting alignment, and you need to be able to punish them if they are too evil. I think that starting alignment cant be enforced without being a pain in the arse for the average gamer. This is the only direction to be moving in. Unless you have any ideas on how to enforce strict alignment without being a pain?
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Snotty
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quote: People playing LG should not be allowed to initiate combat vs villagers. |
But what if the LG was convinced that the innocent peasant was say, the mafia, and felt killing him was the only way to stop the murders. He should have the freedom to do it, and screw it up because he is wrong. Its not roleplaying if you are forced into the correct action for your alignment.
In ToEE I was pleased at the different opening sequences and thought the different dialogues would be interesting. Its a shame buts got taken out, but the thought was there.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:32
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Ok. Im playing as a human ranger. Neutral good, her name is Eowyn .
Took Imoen, passed on the baddies. Picked up the halfelves, did some sidequests around Beregost.
spoiler(highlight to read): Did the Garrick quest the good way, and picked up Garrick. Went east, killed some goblins, went back to Beregost to sell gear, buy weapons, rest. Then south into the woods, more killing of baddies, back to Beregost again. Gave the woman the letter from her husband, killed some guy who tried to kill me at an inn, IIRC
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Finally headed south to Nashkel.
spoiler(highlight to read): Neira tried to kill me, I lost Khaled. Went to the temple and resurrected Khaled (perhaps not worth it?) Then picked up Minsc - so now i have 6 - Me, Imoen, the two half elven, Garrick, and Minsc) Jaheira is up to level 2. We have lots of stuff, some majic arrows, not much money. Now on the the carnival/fair. If I drop anyone I guess it should be Garrick first, Then maybe Khaled - though ive gotten attached to him.
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Earlier I made a donation at a temple, and that plus spoiler(highlight to read): being honest in Nashkel
| has raised my rep to 13. I suspect that hasnt been worth it, particularly. I would certainly like to have some magic weapons (in addition to the arrows) before heading for the mines. I also need to check that i have identified everything i could, before dropping Garrick.
Last edited by lord of the mark on 24-11-2003 at 23:26
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centrifuge
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Before going to the mines I would do Minsc's quest. IMHO it would be well worth it and possibly a necessity if you want to keep Minsc around.
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centrifuge
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I'd say yes, mainly because Minsc might start getting a little antsy.
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Traianvs
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Belgium, land of plenty (corruption)
Jan 2000 time: 06:32
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quote: Originally posted by Jamski
I'd offer different dialogue choices. People playing LE SHOULDN'T be able to tell the prisoners to go free, for example. People playing LG should not be allowed to initiate combat vs villagers. Chaotic alignments should get some freedom, but CG wouldn't be able to be nasty to people known to be good without a reason. Limit / expand the dialogue choices, I say.
-Jam |
Yes would be interesting, but that wouldn't be true roleplaying. The reason why the evil character is evil, is because he has the choice between doing good or not. The CE character will do as he pleases/what's best for him. He deliberately chooses for doing something nasty, that's what makes him evil after all!
-I think it would be better to reward a player that follows his alignment. It would be hard to make it so good characters are penalized for looting houses, so we'll just have to forget about that. What I mean is that often enough you have a few choices in dialogues to help or not. If you could tag the answers so that the computer can record the number of "bad", "neutral" and "good" choices, it could reward or penalize the player after a while (if he acts accordingly or not to his alignment). You could disable a few abilities, give him more spells, special features etc. Or your rep with fellow minded beings could go down (An evil character doing a few good deeds will most likely be laughed upon by other evil characters, even if the general reputation of that player is quite low)
There's always room for improvement; this is simply one of the things RPG developers have to work on some more. Just like BG2 had many improvements compared to BG1
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