One of the best/coolest exercises I ever ran across for being a better roleplayer/making your game more engaging was, loosely, as follows.
1.) Every time you get done with a session, go to sleep. The next day (that part is important, DO NOT do this same day), pick a moment from that session where your character ended up doing something weird or memorable. Ask yourself "why did she/he/they/I do that?", and try to answer the question. Take it seriously; don't ask "why did I eat that roast turkey leg? because it was delicious. Exercise done!" Pick a moment that stuck with you and explore it. You don't have to come up with a firm, definitive answer, but give it some real thought.
2.) Pick a moment from that session where someone else's character did something weird or memorable. make a note to ask that character, in-character, why they did that thing later (provided the next session permits). Ask the burly, prickly dwarf why he allowed that shopkeep to slur his lineage without busting out the axe. Ask the elf priestess why she looked troubled after stirring from her trance. Pick a specific moment somebody else did and ask "Hey, what was up with that?"
3.) Watch engagement with and between characters in your game soar. Other folks will appreciate you giving them moments to show off and have those neat talks, and they'll reciprocate (if they're worth playing with). Soon enough, everybody in the party will actually be taking interest in their fellow adventurers, and you'll actually be an Adventuring party instead of a bunch of hoodlums getting paid for tomb robbing and gang violence.
4.) Ask how alignment helps this at all, and whether or not someone answering every single question someone ever asks them about their motivation for anything at all with "because I'm Lawful Good" might end up sabotaging the process at all?
The advantage you gave also isn't the only advantage of the first. How quickly are you going to go through those 20 answers and triangulate the current situation amongst those answers?
Faster than answering the same question with alignment, because the odds of something actually related are higher?
Once you've done so, pull up the fifty-question quiz she links to in that video. Bring up a character of yours
Now, when you're answering it, answer every last single question with that character's alignment race/class/appearance/age/favorite time of day/number of siblings/any other one and only one aspect of the character. Put the same two-word response down as the answer to every last one of Ginny's questions.
Once you're done, show the questionnaire to someone else, then ask them to tell you what they think your character's personality is like.
Let us know what the results are.
It's almost like having one piece of a puzzle isn't the entire puzzle. No reasonable person believes that stating a alignment is the end-all of character personality or development. Similarly, no reasonable person would take thier answer to one of Ginny's questions and blindly use it as a answer to all the others. To follow your process above means that because I put gasoline in my car I also have to put it in my pasta. I hope we can all agree that said dinner would be a disaster, just as trying to use alignment, or any single aspect of a character's description, would not work out even slightly.
Unless your answer to every question is "I'm a Kender". It which case, ignore all of the above.
(Just a reminder that this type of thread has probably been done many times before, and to not devolve into yelling. I realize it hasn't gotten to that point, but as I saw from another comment on my own thread, these types of discussions can easily turn into pointless arguments).
Overall, I've always used alignment as descriptive, not prescriptive. I always let a player change alignment if it better reflects their actions. I don't even require alignment, but I totally allow my players to use it, and I use it for NPCs and monsters as a reminder for how to act in and out of combat, since I'm really bad at making descriptive notes.
I always tell my players to make their character, figure out what they want them to be like, then (if they want) pick an alignment as a guide based on that. I've also found that it can be helpful for me to know to get an idea of the kinds of encounters they might want (at least until I've gotten a good grasp on how they play their character) because some players just do not give any feedback whatsoever and either pick random traits or leave those all blank... Every little bit can help, and if they give me nothing more than race, class, and alignment, I'll take it. It's better than nothing.
One of the best/coolest exercises I ever ran across for being a better roleplayer/making your game more engaging was, loosely, as follows.
1.) Every time you get done with a session, go to sleep. The next day (that part is important, DO NOT do this same day), pick a moment from that session where your character ended up doing something weird or memorable. Ask yourself "why did she/he/they/I do that?", and try to answer the question. Take it seriously; don't ask "why did I eat that roast turkey leg? because it was delicious. Exercise done!" Pick a moment that stuck with you and explore it. You don't have to come up with a firm, definitive answer, but give it some real thought.
2.) Pick a moment from that session where someone else's character did something weird or memorable. make a note to ask that character, in-character, why they did that thing later (provided the next session permits). Ask the burly, prickly dwarf why he allowed that shopkeep to slur his lineage without busting out the axe. Ask the elf priestess why she looked troubled after stirring from her trance. Pick a specific moment somebody else did and ask "Hey, what was up with that?"
3.) Watch engagement with and between characters in your game soar. Other folks will appreciate you giving them moments to show off and have those neat talks, and they'll reciprocate (if they're worth playing with). Soon enough, everybody in the party will actually be taking interest in their fellow adventurers, and you'll actually be an Adventuring party instead of a bunch of hoodlums getting paid for tomb robbing and gang violence.
4.) Ask how alignment helps this at all, and whether or not someone answering every single question someone ever asks them about their motivation for anything at all with "because I'm Lawful Good" might end up sabotaging the process at all?
Alignment doesn’t help with that, but that’s because it’s not what alignment is for. That’s like asking what the right-of-way laws have to do with why someone said or did something interesting at work/school. The one has nothing to do with the other.
Again, they don’t do those things “because they are Lawful Good,” they are Lawful Good because of the things they do. You’re still getting it bassity-ackwards.
Just about EVERYONE is missing the whole point. Ever heard of Free Will (not the Whale movie)? Alignment was NEVER supposed to tell you HOW to play your character. Rather, it was a just a guideline. Anyone can write whatever they want on their character sheet, but it is ACTIONS that will dictate what their actual alignment is (with consequences to follow, depending on where/what they are). But *any* creature with even moderate intelligence (and wisdom) has the ability to CHOSE how it/he/she will behave (though subject to cultural/upbring/bias - hence the AVERAGE alignment in the MM).
In my game(s) - (I've been DMing since 1E/1982) I have always tracked character's alignment (mostly in secret "behind the screen"). I even used Gary's little "Alignment Chart" map (appendix of 1E PHB) with push-pins at one point. EVIL/GOOD or CHAOTIC/ORDERLY (i.e. law) action would typically inch said character this way or that, usually with little consequences - unless the character was one who followed a deity (Priest) or ethos (like a Paladin). BTW, all of this was explained very well in 1E. There was an entire chapter devoted to it the Dieties and Demigods for example. Sadly, such clear rules/prospective seem to have been severely eroded with each successive edition of D&D - until we have the current (5E) mish-mash of complete wishy-washy moral ambiguity - with a "sprinkling" of "woke" ness thrown in to boot!
Anyways - my point here is Alignment can simply be used (by a DM for example) to decide (in general term) how this or that monster (or NPC) might react to a player character. But like everything else in D&D it ultimately is up to the DM to decide what (s)he wants to do. My basic rule has been (and always shall be) to do what "will be most interesting and fun". Even up to and including humour. For example, a Red Dragon who has decided to give up on "marauding" and has switched to game-meat (especially wild boar) and BBQ, and has a "chatty" personality. So instead of the usual hack/slash/slay the party is instead treated to a lovely BBQ on the trail (a welcome treat after several days of iron rations!) plus pleasant conversation. Both sides get to live just a little bit better/longer too! Used this recently in one of my adventures and the laughter and mirth at the table could be heard throughout the house!
Remember - this is supposed to be a GAME right? And hence should be FUN/ENJOYABLE!
Imo the alignment system is just a guideline to help you play your character. I don't find it restrictive at all if you use it properly tbh. I don't think it's super useful if you have a fully fleshed out character, but for people new to making characters it can be a helpful guideline as to how their character reacts to different situations and where values lie. It doesn't really have to be black and white if you don't choose to play it that way.
There are many more relevant threads, but linking all of them would take far too long. The point I’m trying to make is that the alignment debate is nothing new. Bringing it back will only result in more arguments and hurt feelings.
Precisely as it is meant to be used.
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One of the best/coolest exercises I ever ran across for being a better roleplayer/making your game more engaging was, loosely, as follows.
1.) Every time you get done with a session, go to sleep. The next day (that part is important, DO NOT do this same day), pick a moment from that session where your character ended up doing something weird or memorable. Ask yourself "why did she/he/they/I do that?", and try to answer the question. Take it seriously; don't ask "why did I eat that roast turkey leg? because it was delicious. Exercise done!" Pick a moment that stuck with you and explore it. You don't have to come up with a firm, definitive answer, but give it some real thought.
2.) Pick a moment from that session where someone else's character did something weird or memorable. make a note to ask that character, in-character, why they did that thing later (provided the next session permits). Ask the burly, prickly dwarf why he allowed that shopkeep to slur his lineage without busting out the axe. Ask the elf priestess why she looked troubled after stirring from her trance. Pick a specific moment somebody else did and ask "Hey, what was up with that?"
3.) Watch engagement with and between characters in your game soar. Other folks will appreciate you giving them moments to show off and have those neat talks, and they'll reciprocate (if they're worth playing with). Soon enough, everybody in the party will actually be taking interest in their fellow adventurers, and you'll actually be an Adventuring party instead of a bunch of hoodlums getting paid for tomb robbing and gang violence.
4.) Ask how alignment helps this at all, and whether or not someone answering every single question someone ever asks them about their motivation for anything at all with "because I'm Lawful Good" might end up sabotaging the process at all?
Please do not contact or message me.
Faster than answering the same question with alignment, because the odds of something actually related are higher?
It's almost like having one piece of a puzzle isn't the entire puzzle. No reasonable person believes that stating a alignment is the end-all of character personality or development. Similarly, no reasonable person would take thier answer to one of Ginny's questions and blindly use it as a answer to all the others. To follow your process above means that because I put gasoline in my car I also have to put it in my pasta. I hope we can all agree that said dinner would be a disaster, just as trying to use alignment, or any single aspect of a character's description, would not work out even slightly.
Unless your answer to every question is "I'm a Kender". It which case, ignore all of the above.
I always tell my players to make their character, figure out what they want them to be like, then (if they want) pick an alignment as a guide based on that. I've also found that it can be helpful for me to know to get an idea of the kinds of encounters they might want (at least until I've gotten a good grasp on how they play their character) because some players just do not give any feedback whatsoever and either pick random traits or leave those all blank... Every little bit can help, and if they give me nothing more than race, class, and alignment, I'll take it. It's better than nothing.
Alignment doesn’t help with that, but that’s because it’s not what alignment is for. That’s like asking what the right-of-way laws have to do with why someone said or did something interesting at work/school. The one has nothing to do with the other.
Again, they don’t do those things “because they are Lawful Good,” they are Lawful Good because of the things they do. You’re still getting it bassity-ackwards.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
NO!!!!!
Just about EVERYONE is missing the whole point. Ever heard of Free Will (not the Whale movie)? Alignment was NEVER supposed to tell you HOW to play your character. Rather, it was a just a guideline. Anyone can write whatever they want on their character sheet, but it is ACTIONS that will dictate what their actual alignment is (with consequences to follow, depending on where/what they are). But *any* creature with even moderate intelligence (and wisdom) has the ability to CHOSE how it/he/she will behave (though subject to cultural/upbring/bias - hence the AVERAGE alignment in the MM).
In my game(s) - (I've been DMing since 1E/1982) I have always tracked character's alignment (mostly in secret "behind the screen"). I even used Gary's little "Alignment Chart" map (appendix of 1E PHB) with push-pins at one point. EVIL/GOOD or CHAOTIC/ORDERLY (i.e. law) action would typically inch said character this way or that, usually with little consequences - unless the character was one who followed a deity (Priest) or ethos (like a Paladin). BTW, all of this was explained very well in 1E. There was an entire chapter devoted to it the Dieties and Demigods for example. Sadly, such clear rules/prospective seem to have been severely eroded with each successive edition of D&D - until we have the current (5E) mish-mash of complete wishy-washy moral ambiguity - with a "sprinkling" of "woke" ness thrown in to boot!
Anyways - my point here is Alignment can simply be used (by a DM for example) to decide (in general term) how this or that monster (or NPC) might react to a player character. But like everything else in D&D it ultimately is up to the DM to decide what (s)he wants to do. My basic rule has been (and always shall be) to do what "will be most interesting and fun". Even up to and including humour. For example, a Red Dragon who has decided to give up on "marauding" and has switched to game-meat (especially wild boar) and BBQ, and has a "chatty" personality. So instead of the usual hack/slash/slay the party is instead treated to a lovely BBQ on the trail (a welcome treat after several days of iron rations!) plus pleasant conversation. Both sides get to live just a little bit better/longer too! Used this recently in one of my adventures and the laughter and mirth at the table could be heard throughout the house!
Remember - this is supposed to be a GAME right? And hence should be FUN/ENJOYABLE!
I feel like you haven't read much of the conversation.
And is randomly resurrecting a dead thread.
Imo the alignment system is just a guideline to help you play your character. I don't find it restrictive at all if you use it properly tbh. I don't think it's super useful if you have a fully fleshed out character, but for people new to making characters it can be a helpful guideline as to how their character reacts to different situations and where values lie. It doesn't really have to be black and white if you don't choose to play it that way.
I've done away with it in my game
There will always be Good and Evil in the world.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/109806-what-are-the-pros-and-cons-of-the-alignment-system
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/110226-why-dont-new-monsters-have-alignments
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/135287-alignment-reasons-for-it-reasons-against-it (devolved and was locked)
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/134850-alignment-in-races-i-want-it-back (devolved and was locked)
There are many more relevant threads, but linking all of them would take far too long. The point I’m trying to make is that the alignment debate is nothing new. Bringing it back will only result in more arguments and hurt feelings.
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