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Archived from groups: alt.games.neverwinter-nights (More info?)
Reading old posts I saw an arguement about alignment shifts due to acts
such as stealing from chests. One complaint was that putting in things
like this didn't account for the reasons behind doing so, most amusingly
someone suggested:
>Ouch.
>Consider that there are a LOT of scenarios where a good character might
>legitimately use rogue-like skills in pursuit of good, to defeat evil,
>and the like:
>This one time, in band camp, I stole a bottle of plague vaccine from
>the local evil slave-owning, high-taxing, Mac-using overlord, who was
>hoarding the medicine because it also worked as nail polish. One
>hundred and one dalmation puppy-owning little orhpaned girls needed it
>or they would die
>painful deaths.
>I didn't move a single point toward evil.
It seems to me this would be fairly easy to code:
Stealing the item gives you a shift towards evil (or chaos, or both,
depending on how the person setting up the module feels about such things)
Using the item to save the dalmation owning orphan girls gives you a
shift towards good.
If you claim to be Robin Hood, stealing from the rich... but then spend
the dough on cheap beer for a boozeout with the Black Adder... then you
end up sliding down the slope to pure evil, but if you really -do- end
up helping the lepers with it instead, then you make up for the wrong,
and may even end up with a net shift towards good.
On the other hand, a similarly inclined person who manages to get the
cash legitimately and spends in on the lepers will see an even larger
shift towards good (no negative to overcome).
I'd like to see far more cases of alignment shift in a module, such that
everything you do has tiny consequences, and everyone is constantly in a
balancing act if they are trying to maintain a given position, or
everyone gets revealed for what they really are if their actions are
consistent.
Lance
Reading old posts I saw an arguement about alignment shifts due to acts
such as stealing from chests. One complaint was that putting in things
like this didn't account for the reasons behind doing so, most amusingly
someone suggested:
>Ouch.
>Consider that there are a LOT of scenarios where a good character might
>legitimately use rogue-like skills in pursuit of good, to defeat evil,
>and the like:
>This one time, in band camp, I stole a bottle of plague vaccine from
>the local evil slave-owning, high-taxing, Mac-using overlord, who was
>hoarding the medicine because it also worked as nail polish. One
>hundred and one dalmation puppy-owning little orhpaned girls needed it
>or they would die
>painful deaths.
>I didn't move a single point toward evil.
It seems to me this would be fairly easy to code:
Stealing the item gives you a shift towards evil (or chaos, or both,
depending on how the person setting up the module feels about such things)
Using the item to save the dalmation owning orphan girls gives you a
shift towards good.
If you claim to be Robin Hood, stealing from the rich... but then spend
the dough on cheap beer for a boozeout with the Black Adder... then you
end up sliding down the slope to pure evil, but if you really -do- end
up helping the lepers with it instead, then you make up for the wrong,
and may even end up with a net shift towards good.
On the other hand, a similarly inclined person who manages to get the
cash legitimately and spends in on the lepers will see an even larger
shift towards good (no negative to overcome).
I'd like to see far more cases of alignment shift in a module, such that
everything you do has tiny consequences, and everyone is constantly in a
balancing act if they are trying to maintain a given position, or
everyone gets revealed for what they really are if their actions are
consistent.
Lance
I'd like to get my neutral status