| Will Seitz |
As a player I don't really like being told how my character really feels. I am not a particularly big fan of alignment, but here is how I see it:
Good/Evil and Law/Chaos in the fiction that D&D set about emulating are not based on complicated internal feelings and personal actions, but are instead palpable forces. In Lord of the Rings, Sauron is Evil. If you are on his side you are on the side of Evil. If you stand against him you are Good and if you get out of the way you are Neutral. In the Eric of Melnibone books if you worship a Chaos god you are Chaotic and if you worship a Law god you are Lawful. Elric himself was interesting because he worshipped a Chaos god but often fought for Law. In Dragonlance, Takhisis is Evil and Paladine is Good.
So I would put alignment more as which side your characters fight for. As for paladins and so on whose alignment must match their deity I would ask how involved are deities in your campaign world. If they are very involved they would frequently revoke powers from followers or give followers a sense of their displeasure. If not involved a follower might be able to keep their powers despite "straying from the path".
I often see alignment used the way you describe to try and get players to not act evilly, like torturing people for information. I think alignment is a heavy handed way to deal with this. My preference would be to hold up a mirror for the players. They torture someone for information. Well, maybe they return to the NPCs they interact with and find out they have been tortured by villains because they wanted information on them. Or you can have people throw their acts in their face. When the villain says, "Why are you attacking me, you have commited acts far more vile than mine?" they have to think about what they have done.