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#51 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Daffy Duck in 'Ducking the Devil' (1957) is a prime example of how a GURPS-like mechanic work better than an alignment. After bringing in the Tasmanian Devil in (and admitting "I -am- a coward. A craven scared to death coward" in the process) one of the bills falls into the cage and Daffy goes berserk saying "Its mine, mine, mine." and beats the snot out of the Tasmanian Devil. "I may be a coward but I am a -greedy- littlecoward." In D&D terms there is simply not enough to put an alignment on Daffy from one 10 minutes short but witha trait system you can give him two traits right after the bat Coward and Greed. Assigning 9 and 6 to the resistance you have a Daffy that behave much the way he does in later cartoons - especially when his greed overwhelms any sense of self preseravation. Interestingly Sfdebris has a play through on one of the Star War games as a light side Sith shows that "evil" characters can do good things. Before Disney did the sequels there was Kreia who took a deep look at the two sides of the force and found both wanting though in different ways. Piers Anthony's Incarnations of Immortality series is another example of how alignment is setting dependent - the Offices of Death and Evil have very specific behavior requirements of Neutral and Evil but are Zane and Perry really these alignments by the D&D system?
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#52 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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It was implied that the Joker had (has?) an ability similar to Vandal Savage in the movie Doom where Cheetah calls his claim he is immortal and rips out his throat with her claws. He falls down bleeding all over the floor and then gets up and casually hits Cheetah in the face with the back of his hand. So, yeh in regular continuity DC gave the Joker a variant of Unkillable 2. Wonderful. /s
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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#53 | |
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Join Date: Jun 2013
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Of course, were I GM and found myself in this situation (likely due to poor planning, as I'm not enough of a jerk to purposefully put a player in such a Catch 22 situation), if I decided executing the victims violated the Paladin's code, I wouldn't just let him/her go through with it and then say "Congratulations! You're now a Fighter with no Bonus Feats*!" Rather, I'd either just outright tell the player "That violates your vows as a Paladin, are you sure you want to go through with it?" or have the player roll against a relevant skill (probably Religion) to figure out if this was a violation... and on anything but a Critical Failure would probably say something along the lines of "You aren't sure if this behavior would be acceptable for a Paladin, perhaps you should consult an expert." *Which is something I said to a player of a Samurai character who violated his code of Bushido, but I had given ample warning beforehand, and even let him take back the action that led to loss of his class features, now that he knew I was serious. He abandoned the character and made a different one not long later. All that said, I'm not a huge fan of alignment systems. I do kind of like them as cosmic forces, but where a character still has sufficient volition to go against type. Of course, that's likely to end up with the type of setting where such forces can be summarized with "Good isn't always good, and Evil isn't always evil."
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GURPS Overhaul |
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#54 |
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Join Date: Jan 2006
Location: Central Europe
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I don't think the Virtues and Sins of Pendragon are like an alignment system, they are more like advantages and disadvantages. But they do show that if you start from a clear definition of what those cosmic forces are, its much easier to make a coherent set of rules for alignment with them.
Moving back to the original topic, it seems like the three schools of wizardry and the chromatic v. metallic dragons are the key 'alignment-related' elements of the Dragonlance setting. Representing those is much more important than converting Protection from Evil into GURPS mechanics.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#55 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#56 | |
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Join Date: Nov 2008
Location: Rome, Italy
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I'm a little biased but i like to put the blame on that catholic fanfiction about norse myths that's always popoing out in a way or another.
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“A strange game. The only winning move is not to play. How about a nice game of chess?” |
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#57 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#58 | |
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Join Date: Jan 2006
Location: Central Europe
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Its hard to underestimate how much the late 20th century setting designers in the USA were influenced by Protestantism regardless of their personal convictions and practices (including retellings of world myths by 19th and early 20th century western Christians). People coming from a Christian background tended to read myths from other cultures in a certain way, such as seeing Set as a figure of evil. And the mid-20th-century stories of indifferent cosmic forces added to the mix. But we are getting off topic. Dragonlance is not a very sophisticated setting, but it can be modelled without having to solve these general problems.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 04-18-2022 at 03:04 PM. |
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#59 |
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Join Date: Dec 2012
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The Middle Earth Role-Playing game (MERP), at least in second edition, has 'Alignment Role Traits,' which are vague and have a range of possible axes like 'Good....Neutral....Evil,' 'Free Enterprise....Neutral....Socialism,' or 'Metaphorical....Neutral....Literal.' How important the traits are in-game I'm not sure, as I read about the game but never played it, and the book isn't as well-organized as I'd like for this purpose (it honestly looks like the trait is just there because they thought it was supposed to be there, so it's being used as one of the ways your psychology is defined, along with 'Personality Role Traits' and 'Motivation Role Traits'). Maybe Rolemaster has more information, but I either don't have books for that, or do but can't find them.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#60 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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I'm pretty sure they were put in there because the designers thought that characters should be more than just a bundle of bonuses, spells, and gear.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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