Kyra Smith reveals she plays far too many computer games in an exploration of moral dilemmas and evil options in computer roleplaying games.
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I'm of the opinion that the D
As I was saying - I'm of the opinion that the Dungeons and Dragons game really needs to lose an alignment axis - or at least present both of them, but not deploy both of them. Computer game designers and DMs find dealing with nine possible interpretations of someone's actions frankly too much work to bother with, and from a computer game angle trying to write nine unique and interesting and exciting dialogue options - one for each alignment - would be insanely difficult.
KOTOR's alignment system works well for me for two reasons - 1) it's plain good and evil, no ambiguity, and 2) if you want to be good, you should act like a reasonable human being, and if you want to be bad you should be horrible. This fits the films, where the good Jedi are flawed human beings who nonetheless make the right choices in the end, whilst the Sith are hissing villains.
The classic, non-Advanced D
The classic, non-Advanced D and D game - before AD and D lost the "A" and the original D and D line was discontinued - only had a Law/Chaos axis, which worked great (especially when it became more nuanced and wasn't just another term for Good/Evil). Under that system, your corrupt cop would have been fine, while your thief could have said "oh well, at least I can try and make them more enlightened from within". Or, you know, just stayed independent (unless that wasn't an option). It also means that the 1st level Detect Evil and Detect Good aren't the most powerful and useful divinatory spells in the game.
The example of the paladin is probably illustrative here. From the d20 System Reference Document:
"A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
"Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents."
Now, while at least in a tabletop RPG a paladin's player can talk over their actions with the GM to explain their motives and so forth, but the problem is the paladin's player has to *constantly* do this. The DM can't really let up, because the paladin is so ridiculously powerful it needs this restriction to balance it out. And then there's the perennial arguments over whether the paladin's code of conduct applies to the other party members - can a paladin knowingly condone un-Lawful actions on the part of his/her comrades, or does he have to punish those as well?
That's my problem with the D
Weapons of the Gods' system is nicer because a) your character isn't be ruined if they get a corrupt Deed every once in a while, and b) it applies to everyone equally.
I'd go on to talk about whether this is actually successful but Dan was considering writing a review for Ferretbrain and I don't want to steal his thunder.