quote:Original post by Paul Cunningham
One trick a DM used to do when trying keep PC''s in alignment was to keep notes on the PC''s character as the game evolved. Why not implement a system like this to CRPG''s. The player starts off as a blank sheet and develops personality/character as the game progresses.
Alignment, I think, is one of the WORST things ever invented in role-playing games. On one hand, that game tries to advocate free choice, acting, enjoying yourself, and playing a role. But if you feel like doing something out of the ordinary, breaking the mold, you get penalised. This is nonsense.
The same reply goes to you, LandFish..
quote:
Madkieth, you must also try to discourage the players in some fair way from violating the personality they set up. Otherwise, you have a ridiculous story.
1. It''s MadKeith
( enough nitpicking ).
2. I''m not sure what point you are picking up on. If it''s side 1, I agree. If it''s side 3, I strongly disagree. Player freedom is what RPG''s are about. If the player wishes to twist the story in the weirdest of ways, it should be possible. I''m thinking of subterfuge, lying, things like that.
A slightly off-topic example is Tie Fighter. I had played it, having a lot of fun, up to the mission where you had to save the emperor''s skin. At that point, I thought it would be excellent to betray the Empire, and blast him to hell. Of course, the game ended there, which I thought was complete and utter bullcrap, specially because the Empire had ALWAYS been the bad guy, and that sort of behaviour should have at least been expected.
Another would be my old role-playing efforts, rescuing the evil necromancer out of the clutches of some Good PCs unwittingly, and then raiding his castle with the aid of a band of Beholders that I had managed to blackmail. Completely chaotic behaviour, but very in-character.
Would you disallow this kind of thing, because its not heroic, or doesn''t fit the story?
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It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.