01-12-2015, 11:27 PM | #1 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Dungeon Fantasy: "Alignment" Traits
Guys,
I'm working up a model for alignments for Dungeon Fantasy and was hoping to crowd-source some thoughts on what disadvantages (or advantages) might fit into a couple of categories. Obviously, "Honesty" or "Truthfulness" is a "Good" disadvantage in the Dungeon Fantasy view. Any help would be most appreciated. The categories are:
I'm not adverse to other axis being listed if they're cool, just don't make it too complicated. ;-)
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01-12-2015, 11:34 PM | #2 |
Join Date: Nov 2011
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Re: Dungeon Fantasy: "Alignment" Traits
The traditional view of the implicit alignments of Dungeon Fantasy is Good/Evil/Bunny/Squid. What is the Order/Chaos axis based on?
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01-12-2015, 11:40 PM | #3 |
Join Date: Nov 2004
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Re: Dungeon Fantasy: "Alignment" Traits
Off the top of my head:
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01-13-2015, 01:27 AM | #4 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Dungeon Fantasy: "Alignment" Traits
Quote:
GURPS Honesty is Law not Good. A Lawful Evil character could certainly have Honesty since that is about obeying the law rather then not lying.
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01-13-2015, 01:42 AM | #5 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Dungeon Fantasy: "Alignment" Traits
I'd advocate for Dalilama's list as well, but I think the following additions could be made
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01-13-2015, 01:49 AM | #6 |
Join Date: Dec 2007
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Re: Dungeon Fantasy: "Alignment" Traits
I actually had a law/chaos axis, in which Law required you to be Honest and have Disciplines of Faith but chaos didn't have any restrictions...just side-effects.
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01-13-2015, 03:55 AM | #7 |
Banned
Join Date: Aug 2004
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Re: Dungeon Fantasy: "Alignment" Traits
Callous might suit Evil. "Legalistic" (PU6:p.9) might suit Lawful Evil
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01-13-2015, 04:32 AM | #8 | |
Join Date: Oct 2014
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Re: Dungeon Fantasy: "Alignment" Traits
Quote:
Or maybe you did commit the crime... Say, a dozen counts of murder and stealing a few thousands $ worth of property (or, from your point of view, freeing oppressed slaves and killing those who were oppressing them, which could very well be Lawful (in the alignment sense) if the law you recognize abhors slavery). |
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01-13-2015, 06:04 AM | #9 | |
Join Date: Sep 2004
Location: Canada
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Re: Dungeon Fantasy: "Alignment" Traits
Quote:
I do like the Bunny/Squid axis, even if it started as a joke. Placing guardians of the natural order on one end (Werewolf: the Apocalypse style eco-terrorists at the extreme end), most of everyone else from our reality on the moderate end of the Bunny axis, crazy cultists and partially "naturalized" monsters on the moderate end of the Squid axis, interdimensional world destroying horrors at the far end. If I were doing this, psychics might be encouraged to take Lifebane and possibly an additional limitation mirroring the Druid power limitation, where the penalties are inverse to the Druid penalties. ----- I'm pretty comfortable with a set of (dis)advantages having hard ties to alignment groups - but recognizing that a further set have "soft" ties. Hard traits are the sorts of things I'd happily hang game mechanics off of. This would be the list of traits you'd gain by accumulating Corruption as per GURPS Horror, or used to check if you're exploded by the Holy Hand-Grenade of Antioch (must have -15 points or more from this list to fly in itty bitty pieces). You can also have things like Evil Runes that don't use Dehydrate 6d on Evil people (or Druid runes that turn everyone except appropriately respectful people into deer, or whatever) - traps and curses. Soft disadvantages can be said to "go well with" being of that alignment, and might be strongly suggestive that you belong to that alignment, and may be used by characters to accuse you of being of that alignment, but don't have the same absolutist nature. Vows can be good or evil, they're easy to argue as Lawful, but they're also easily Vows to balance the alignments or protect Nature... and you can TOTALLY have someone who's vowed to spread chaos and merriment wherever he goes. Just because he's REALLY committed to being unpredictable and entropic doesn't mean he isn't unpredictable and entropic.
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01-13-2015, 06:30 AM | #10 |
Join Date: Jun 2006
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Re: Dungeon Fantasy: "Alignment" Traits
The major problem with GURPS Honesty is the description isn't actually clear on that. It has some elements that suggest it should go with Law, and others that suggest you should act in accordance with Good regardless of what the law is. This is why there is so much debate over it.
To some extent this will vary with how you want to define evil. Not all cultures will agree on exactly what constitutes evil. I have an occasional campaign setting where anything related to one of the seven deadly sins scores you points toward being objectively Evil for purposes of the local magic And occasionally it will vary with exactly what you are modelling with the particular disadvantage. Nothing much prevents you from having an evil Sense of Duty or Code of Honor, or Compulsive Lying from emphasizing the Compulsive part and going with Law. And there are people would argue that Pacifism requires abandoning your moral duty to resist Evil, and hence is not good, or insist that Bloodlust can be confined to enemies who have actually wronged you, which could move it to balance or even good. A straight up you have X points in this disadvantage list so you are [alignment] may not work as well if your players start with complex motivations and then pick disadvantages to model them rather than the other way around.
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Tags |
alignment, dungeon fantasy, fantasy |
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