
The Dwarf Carlos |

137ben wrote:You apparently don't read much history...especially the history of slavery in the Caribbean islands.
Indeed, even among other culture's Very Evil slavery practices, the U.S.'s version was arguably the most brutal and cruel in human history.
Your point on that comment is well taken, however there were many plantations in the Caribbean that were owned by U.S. citizens/concerns. Then of course there is the Haitian Revolution. The history of slavery in all of the Americas is really complex and horrifying.
For the last few days I have been questioning the entire alignment mechanic in RPGs and this thread has provided me with more grist for the get rid of alignment mill. Alignment (at its worst) seems like a mechanic designed to justify the slaughter of most everything players come across. In practice, it seems to come down to this: If you are good, neutral or evil you kill things that get in your way. I realize that there are nuanced campaigns but that seems to be a common way that play goes.
At its best I suppose alignment can help players create personas for their characters. Most of the time it seems flat or irrelevant in game. Setting up moral conundrums like this one seems to highlight that: do characters shift alignment every time they have to make a choice with no outcome that fits the alignment slot they have been assigned? -
Unless deontological ethics really are desirable for ease of setting up role play, I think that virtue becomes more interesting and dramatic when it is relative and situational.
The question I'm wrestling with is whether getting rid of alignment all together in PF makes for a more or less interesting game (and obviously the play style of the group in question is central to this).
Sorry to distract from the main question - the thread just struck a chord with me.