I come across a piece like this and it piques my interest. A dynamic framework for conceptualizing a character’s thoughts that helps to inform their actions? Yes, please. The writer in me wants more.
Then I check the links and see who we’re referencing…
And a little part of me dies inside.
To summarize the concept: instead of having a single alignment that the player uses to dictate ~ I mean, impede ~ I mean, limit…
Okay, so providing a summary of an obviously restrictive set of rules ~ that has no positive impact on the game ~ is a difficult thing to do. I’ll try again…
To summarize: instead of having a single alignment that guides everything a player character might do, we have many alignments that guide how the PC interacts with certain groups of people.
Ignoring, for a moment, the obvious turtle in the room, the system still does not address the primary question: why do we need alignments at all?
I’ve heard the answers, insufficient as they are. The player needs a guide to acting the part of his character. The fantasy world is built upon metaphysical principles that are observable and distinct from our world. Gods and demons and angels are real.
As if we haven’t spent literally years doing exactly that in our childhood ~ pretending to be other people ~ without the wisdom of alignment. And most fantasy worlds are boring as shit, given that their concept of evil is, “Oh no’s! Elven slavers are attacking the village!” And let’s be honest with ourselves: “gods” in the game are synonymous with the role of the DM. No astute player is going to accept an argument otherwise (and you shouldn’t want to play with anyone who does).
If there is a benefit to alignment, I’m open to discussing it and understanding what it brings to the table. In the meantime, I’ll keep half an eye open for something… I’m not sure what. We’ll see how it goes.