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	<title>Comments on: Alignment and Experience for D&amp;D</title>
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	<link>http://robertsongames.com/role-playing-games/dungeons-dragons/alignment-and-experience-for-dd</link>
	<description>Board Games, Role-playing Games, Miniature War Games</description>
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		<title>By: Oddysey</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/alignment-and-experience-for-dd/comment-page-1/#comment-1007</link>
		<dc:creator>Oddysey</dc:creator>
		<pubDate>Sat, 26 Dec 2009 03:55:25 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=524#comment-1007</guid>
		<description>Oh, yeah -- in a really strongly drawn, Chaos = the forces of evil kind of game, that wouldn&#039;t work at all. But that&#039;s what I like about the idea, you can extend it in different ways by changing how you handle alignment. Right tools, right job, and all that.

And I&#039;ve been backing off of the &quot;pure&quot; sandbox model myself, after experimenting with it some in play and finding that players really do need some direction, but I don&#039;t think you need to go all the way over to adventure path to get that direction. Though I&#039;ll certainly credit that there are some players who&#039;d be happier with an adventure path than with something more sandbox-y.</description>
		<content:encoded><![CDATA[<p>Oh, yeah &#8212; in a really strongly drawn, Chaos = the forces of evil kind of game, that wouldn&#8217;t work at all. But that&#8217;s what I like about the idea, you can extend it in different ways by changing how you handle alignment. Right tools, right job, and all that.</p>
<p>And I&#8217;ve been backing off of the &#8220;pure&#8221; sandbox model myself, after experimenting with it some in play and finding that players really do need some direction, but I don&#8217;t think you need to go all the way over to adventure path to get that direction. Though I&#8217;ll certainly credit that there are some players who&#8217;d be happier with an adventure path than with something more sandbox-y.</p>
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		<title>By: Stuart</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/alignment-and-experience-for-dd/comment-page-1/#comment-1005</link>
		<dc:creator>Stuart</dc:creator>
		<pubDate>Sat, 26 Dec 2009 03:20:29 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=524#comment-1005</guid>
		<description>It really depends on the style of game and how you view alignments whether you let players have Chaotic PCs.  From the previous article I defined Chaotics as &quot;black hats&quot; and &quot;kill someone who’s lawful but an enemy in a least-worst-alternative kind of deal&quot; would still be Neutral (or maybe even Lawful depending on the specifics).  

I agree with you about not wanting it to get too complex... but I&#039;ve recently started warming up to the idea of adventure path / 80s style modules over the 70s style sand-box.  It depends on the players you have in your group, and I think some of the guys from past games and the ones I&#039;m likely to get at my next game night will respond a lot better to solid plot hooks than just a well stocked sandbox. :)</description>
		<content:encoded><![CDATA[<p>It really depends on the style of game and how you view alignments whether you let players have Chaotic PCs.  From the previous article I defined Chaotics as &#8220;black hats&#8221; and &#8220;kill someone who’s lawful but an enemy in a least-worst-alternative kind of deal&#8221; would still be Neutral (or maybe even Lawful depending on the specifics).  </p>
<p>I agree with you about not wanting it to get too complex&#8230; but I&#8217;ve recently started warming up to the idea of adventure path / 80s style modules over the 70s style sand-box.  It depends on the players you have in your group, and I think some of the guys from past games and the ones I&#8217;m likely to get at my next game night will respond a lot better to solid plot hooks than just a well stocked sandbox. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Oddysey</title>
		<link>http://robertsongames.com/role-playing-games/dungeons-dragons/alignment-and-experience-for-dd/comment-page-1/#comment-1004</link>
		<dc:creator>Oddysey</dc:creator>
		<pubDate>Sat, 26 Dec 2009 03:06:56 +0000</pubDate>
		<guid isPermaLink="false">http://robertsongames.com/?p=524#comment-1004</guid>
		<description>Very interesting. I don&#039;t think I&#039;d make it as complicated as you start to get towards the end, plot points and so on, but for a game where alignment was a big deal and a number of spells depended on it, this looks like a really elegant way to decide what alignment characters ought to be.

I&#039;d also be tempted to drop the &quot;chaotic = bad guy only&quot; thing and float the temptation for players swap their alignments to chaotic -- say, if they kill someone who&#039;s lawful but an enemy in a least-worst-alternative kind of deal, and then they have the opportunity to get a little more out of it, if they&#039;re willing to show up as Chaotic on people&#039;s alignment sensors for a while. ;)</description>
		<content:encoded><![CDATA[<p>Very interesting. I don&#8217;t think I&#8217;d make it as complicated as you start to get towards the end, plot points and so on, but for a game where alignment was a big deal and a number of spells depended on it, this looks like a really elegant way to decide what alignment characters ought to be.</p>
<p>I&#8217;d also be tempted to drop the &#8220;chaotic = bad guy only&#8221; thing and float the temptation for players swap their alignments to chaotic &#8212; say, if they kill someone who&#8217;s lawful but an enemy in a least-worst-alternative kind of deal, and then they have the opportunity to get a little more out of it, if they&#8217;re willing to show up as Chaotic on people&#8217;s alignment sensors for a while. <img src='http://robertsongames.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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