PossibleCabbage wrote:
Me, for example. Should I not ping as LE, then there´s something wrong. The choices I made for my life, I had to ask myself: "Do I care that what I produce and sell kills people, ruines lives and fosters addictions, all the while being a legal thing? No, absolutely not" - in objective morality, that stance makes me "evil" and I´m perfectly fine with it, wouldn't´t have it any other way.
There´s a certain appeal in playing the ruthless, ends-always-justify-the-means type and favoring options and tactics that will get the job done, pretty effectively so, but which I actually don´t want anyone to witness or suffer thru in RL. That´s a Craig Davis "James Bond", Scorpion Clan Bushi or similar character. Edit: As an example, in a Dragon Empires campaign, I played a Slayer themed as "Failure at Bushido", learning the tools of the trade, but never getting into what honor and the order really mean.
Weirdo wrote:
Basically, it´s a "Kill or Convert" type of Crusade with the sides involved being LN vs CN. So pretty old school Morcook.
BigNorseWolf wrote:
Incidentally, I work in an industry with a yearly direct and indirect death toll that is way above the official "genocide" threshold and everyone is pretty cool with that. What you do is trying to separate "violence" as a special case that has to be treated more thoroughly in regard to morality than other things, as it´s most often shocking and and most people can´t defend against it.
Grumbaki wrote: Lol. Damn that's a great story There´s even a "Part II - The Return" to it: We´ve some serious after-action talk, go into the misconception what play-style is neither covered by PF and me as a gm and decide to have a second go at it one week later. Same group setup, but the Cavalier getting replaced with a Witch to have some kind of spell support. (Please note that I rarely, if ever, fudge dice - this time, tho....) - The bandit encounter comes up and I... roll and confirm a crit against the Monk....
.... I .... cringed. Edit: After that, it was all pretty smooth gaming, the Cavalier made a cameo appearance and the Worg turned into a running gag.
Kitty Catoblepas wrote:
That´s possible. Some "Evul" campaigns I´ve seen over the decades were rampant power trips, ego matches and chock full of domineering behavior.
BigNorseWolf wrote:
To quote Dredd: "It´s all the deep end". Again, a very modern view of things.
Some years back, a group of players contacted me, saying they were interested in trying PF and that Kingmaker sounds good. So I do the regular session zero thing, explaining how this is a cooperative game, monitoring the shared character building, and so on, starts out really promising. The first session starts.... and all five players have their character move in total opposite directions, from running back to Brevoy, to haggling with Oleg to wanting to scout the nearby woods all alone. So starts the slow TPK: - The Monk (I´m so fast and stealthy!) gets one-shot outside by the bandits.
Turns out the whole group was made up out of VtM players and were used to their characters always acting solo and power-tripping around in their corner of the world. Their gm got fed up and left the group...
Delightful wrote: The fact that Qun demands the assimilation of all people and the Qunari have literally crusaded against non-believers makes them Lawful Evil or Lawful Neutral at best. That´s just our modern way of thinking and how we see "Free Will" as part of the end-all, be-all of "Good" - which is pretty much CG.
@White Hilt: This conflict is more about the difference between "Slavery" and "Indentured Servitude" and the difference between an NG and CG view of it.
As this is neither cruel nor a form of unjust punishment, she´s nothing against it, as it is not forced and abused slavery.
PossibleCabbage wrote:
It´s what this tangent of the discussion is coming to, to be blunt about it. Provide the encounters, provide the window dressings, shut up.
@TheAlicornSage: You´re confusing two things. The existence for rules for playing a game means we play a game, as now boundaries and goals are set, what defines "playing a game" means. That´s important because people tend to confuse "but playing D&D with buddies is fun and fun is all that should be about, right", so "toying" and "procrastination" get confused with "playing a game". So, naturally, your idea of what "playing a game" and "what importance have the tools we use to do so within the boundary of the rules for playing the game" will clash with someone who says "We´re playing a game and the tools we use to set the boundaries for the game". Now this is often because people can´t really define the first step and set the clear boundary marks for "what the actual game" is.
TriOmegaZero wrote: If you want to write a novel, don't bother with players. Gets repeated a lot, is often actually not true. You want to create an epic, then the story is the whole setting and the players have agency within the confines of the story.
PossibleCabbage wrote: Are "sandboxing" and "story-driven" games really at odds? I think this is a false dichotomy. The problem is that "RPG" covers a very broad range of gaming that is not really compatible after a certain degree of separation. It´s like talking about a "Ballgame", covering things from "Soccer" and going from there. Before we can say those things are at odds, we´d first talk about as what sub-type of RPG they´re meant to be played and subsequently, what "player agency" means for each type.
PossibleCabbage wrote:
I play "with" my (fellow) players and not "against" them, it´s not a tournament, it´s not competitive, it´s 100% pure cooperative gaming and that´s it. So agreed, talking about what part the rules take in this is a thing, but as a tool of communication, not as the outline of what the game is.
@TheAlicornSage: Your initial assessment, that there´s a difference between "The rules on how to conduct a game" and "The Rules you use during the course of the game" is the important one that will greatly influence how to understand what is meant when using the word "Balance" (With the added factor of the fan-base avoiding that topic, too). The first set of rules also cover the topic of "creativity", as this will set the boundary conditions for what is or should be possible to do during the course of a game.
Calybos1 wrote:
In the first place, it´s very easy to play in a very disruptive manner and than blame it on just playing your alignment, in this case CN, support this with citing known disruptive character traits and declare all your action as "your character just being so". Bis this doesn´t have anything to do with CN. CN is about individuality, personal freedom, the insight that personal growth can only be achieved by not being hampered by conformity and the "greater good" is served best by having each and every person decide on what his personal form of "good" actually should be. Being fickle and erratic can happen when a flash of insight strikes you and you need to act now, debate later, but the same insight also should tell you to let others in on the knowledge and action, else you _do_ look a bit like a madman. So I´d agree: Sherlock and House are good examples, Deadpool not so very much.
DrDeth wrote:
I think this is a case where the gm should actually learn to paladin ....
FormerFiend wrote:
Analysis first, communication second. Let´s be honest about it: "Evil" gets cool and powerful toys as this is basically a heroic fantasy game and gms need an arsenal to challenge players with, on the condition that we stay within the boundaries of the rules and it can still be a challenge vs. a whole group. So naturally, "our" toys are more powerful, else we couldn't´t really work within the indented system. In addition, the rise and prominence of the "dark" or "anti-" hero using the weapons of the enemy to beat them (and look cool while doing so) gets more pronounced, while the "white knight" is getting more and more of a bad rep. Third, too many players opt into the "consumer entitlement mentality". This doesn´t work in a game that is collaborative and competitive at the same time. ... then comes communication.
WormysQueue wrote:
To best honest: D&D/PF is not a self-contained game and can not be run without a gm handling the content, opposition and adjusting the rules, as every iteration of d20 needs that kind of adjustment. I think you recently quoted Mike Mearls on that yourself, correct?
Lady-J wrote:
Strange. I find playing a LG Paladin a liberating past-time. The clarity of morals and purpose, the simplicity of not having to justify your actions. It´s simple and freeing.
bitter lily wrote:
Going by your list, I begin to see why you´re skeptical about paladins. The lawful types care about "Order" with "Law" being one possible part of that. They think that an ordered society is best for all.
So it´s easy to see where neutral, especially NG is the middle ground here, by simply accepting that both sides have merit and being able to see that they must not be mutually exclusive. "It´s good to have laws that protect society, but it´s also good that people are protected from the laws"
That runs contrary to having planet-spanning (or in some cases even interplanetary) churches and racial patron deities. That´s very important because of Pharasma, which is the central repository for knowledge how the planes and souls work.
So, no, I think the supernatural aspects are too broadly distributed in the setting, even someone in a far away village will have knowledge. Do flat earth believers actually exist? I always thought that was some kind of joke. Well, someone can be in denial, but that doesn´t change what the truth is.
I think it´s pretty hard to not know when living in a setting like Golarion. Too much planar traffic, too many manifested outsiders, deities, nature or philosophies granting access to spells, races like gnomes that migrated from the First World, occult rituals working for non-casters, all that. It´s interesting how this knowledge would actually shape a persons attitude.
Avoron wrote:
Oh, it´s very important. The nature of an objective and manifested morality system means you can have actual and concrete knowledge and have no need for believe at all. What Huck Finn believes is unimportant, as is how he justifies his actions to himself.
@Avoron: Would you be sent to Hell for freeing slaves, breaking laws and living life as a free and kind spirit or would you be end up in Elysium (which actually looks kinda like a reward to me)? The situation with Huck is actually a reminder to certain people who think themselves to be christians that the gospel puts kindness and mercy above the laws and a true believer will always have to follow his conscience above all else.
@DarkAviator: You seem to mix-up how character creation works, therefore you´re coming to the wrong conclusion. The first step, determining ability scores before adding race, can work with a lot of options to get there, from 3d6 to 4d6dl and PB or using an array.
@Avoron: This is where looking at how and why things are connected matters. Look at it like this: The Outer Planes are a constant war to find out which "reality" will be the ultimate "cosmic truth" and eliminate all else in the long run.
I hope you´re aware of a very interesting part from Heaven Unleashed, that goes into great detail explaining that over the course of time, an Petitioners alignment gets forcefully changed to fit the plane it ended up on, then strengthening the power of that plane. So in the long run, you´re not just condemning yourself to be damned to Hell, but you´ll actually switch to LE, thereby being one more soul to be tallied when judgement day comes, strengthening Hell in the process. This is why the intentions don´t matter when the outcome is absolute. It´s a bit like voting in an elimination system: Suddenly, everyone is shocked by the outcome. Your literary example is a good one, actually, but very complex to go into. The main problem with it are the terms "good" and "evil" (Without using capital letters) which directly go into "reward", "punishment" and "redemption". Taking a closer look at it, we shouldn't take the word "hell" too literally, especially not in the context of having an actual "Hell".
Now the thing is that we don´t talk about a pure B&W moral system (either/or), but we actually have 9 very valid stances that each consider themselves to be "good" and the polar opposite to be "evil" (or bad, or non-good, or whatever). So taking the absolute stance, Huck Finn existed in a society that is either LN or LE and is CG himself. So naturally he´s "damned" and "evil" by not following his societies alignment. Besides that, it´s a simple matter to look at why certain spells have an alignment tag. It mostly concerns divine casters and what spells they´re automatically banned from using. A good cleric simply can´t use Animate Dead, while an evil cleric can´t use Protection from Evil.
graystone wrote:
PF is a permissive system with the basic rule that things should work like they do in RL unless explicitly stated to work differently. Each weapon is a discreet rules element telling you what it is and going into how that thing is translated into game stats. A Firearm is an firearm because you need the firearms proficiency to use it and that in turn is tied to the general firearm rules. The weapon groups do not touch on in-game reality on any point, they´re part of the permissive nature of the PF rules. If a class feature, feat or something comes up that gives you a permission to use or alter something, you need to know what you´re actually permitted to use it on, then you consult the list to see what you´re actually permitted to. What you try is turning it from a permissive tool into a descriptive tool. What weapon group things are in do not alter the discreet rules that define the weapon and there´s absolutely no indication that this should happen. A "sling" is no Firearm as it doesn´t use the rules for firearms, which are the defining element here.
Edit: I guess this is the fallout caused by AMH/WMH. The core Fighter is supposed to wield a broad array of weapons and now we´re back again to them being specialized on one or max two weapons again. The unintended side-effect could be Brawlers using Shield Brace and a Naginata....
@Waifu: You over-complicate things. Basically, you have two sets of rules that work independent and don´t touch or modify each other: The rules for the individual weapon and the rules for Weapon Groups. The rules for the individual weapon are very specific on what that weapon is, while the rules for weapon groups are very specific on what boni go there. Don´t give too much weight to how a weapon group is named. It makes no difference if it´s called "Light Blades", "Heavy Blades" or "A" and "B" as this is only an indicator for how certain class features should interact with the specific weapon if appropriate.
Avoron wrote:
It is. The ends do never justify the means and the mortal realms is nothing compared for the eternity of the outer planes. Ethics can be a cruel topic when the immortal soul is a proven thing. Sounds harsh, right?
wraithstrike wrote:
Let me phrase it this way: One problem is that we can approach this game with very different expectations, from it being a simulation, to a (amitrash-)game, to be focused on the narrative. The rules are very neutral but also often tend to lead to unplausible results, depending on your focus. For ex., let´s just assume the focus is on the simulation. We run into the usual problem that happens when using the rules to simulate something and what actually should be simulated clash, as the result is off. In this case, we have to adjust the result by hand, fiat and knowledge. We can have this talk both ways: Plot Armor is one, Plausible Reality the other. Especially with a focus on Sim, the point of "cheating" comes up when a die roll indicates a result that is never, ever possible.
WormysQueue wrote:
It´s still an important point to look out for when talking about the difference between a setting based on our history and trying to extrapolate what influence the fantasy elements could have had. As an example, guilds and merchants used to be the ones to create and enforce the rules concerning their sphere of interest. A necessary privilege back then. In most settings, we´ve the situation that we have both at the same time: small kingdoms but globe-spanning religions. In this situation, it would stand to reason that the churches provide the bulk of the specialized knowledge and part of the societal infrastructure, similar to the aforementioned situation with the guilds. So it´s quite possible that a "temple" of Abadar doubles as a bank and courthouse in most kingdoms, as they already exist and have the experience with it. Other religions work similar in their area of concern and also have the same type of global reach. Overall, that could mean a very fractured and decentralized law system, but also nearing a "global standard" on the individual topics, barring schisms like with Sarenrae.
Loengrin wrote:
"Justice" is a difficult word to use as nearly every society has some very specific cultural understanding of it, same with "Redemption" and "Punishment". In some cases the legal system also has to do double duty in crime prevention by doling out harsh sentences and make an example on the perp. So I wouldn't´t actually differentiate between "earthly" and "spiritual" justice, as it´s more about the order of things than the actual laws. The principal thought is that there is an underlying order to everything and if people adhere to it, life for everyone is "good". It´s a bit like confucianism or Zen: If you understand the rules, you don´t need the rules any longer. Now "Law and Order" can be benevolent or absolute. The former would be the LG variation of it, which tries to prevent undue harm by being merciful, while LN can look quite oppressive at times by putting order first, subjects and mercy second or third. So that is a spiritual thing at its core and adherents to it try to shape the real world based on that believe. A funny example are Red Mantis. They don´t assassinate legit rulers as they accept the divine mandate to rule as part of the natural order of things. Edit: LN and CN may be the hardest alignments to talk about for people coming from a western or christian-based society, as e tend to identify a lot of the uncaring nature that´s associated with them as "evil".
Let´s stick to Hellknights, as we actually do have a wealth of background material on them by now. If "killing Evil" (and vice versa) would make you good by default and regardless of underlying intention, that order would be split into pure LG and LE and pobably face a "civil war" sooner than later because of that.
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