Spinning this off from the discussion of the Syndicate's morality, what alignment systems from outside tabletop RPGs do you like to use, if any, when developing characters? How do you feel those systems influence the way you play the character? Do you keep them in mind only during creation, or throughout the course of your character's RP career?
Some of the ones discussed in the previous thread, for clarity:
D&D: Probably one most people are familiar with in the form of the two-axis system, in which your character is graded along a scale of Law-Neutral-Chaos and Good-Neutral-Evil. Used in D&D where it's mechanically reinforced and there's a clear objective morality.
Palladium: Used across all the Palladium gamelines, this alignment system breaks down into specific categories of good, neutral, and evil - Principled and Scrupulous for good, Unprincipled and Anarchist for neutral, and Aberrant, Miscreant, and Diabolic for evil. They each have distinct codes of behavior which I don't recall because it's been years since I've cracked open my copy of RIFTS.
World of Darkness: There are two factors here: Nature/Demeanor, in which you pick two traits that describe your surface personality as well as who you "really" are underneath, and Morality, the rules for which varied from game to game but generally involved a sliding hierarchy of bad things that would make your Morality degrade over time.
Exalted/Scion: Rather than having a set morality, your characters would value certain Virtues. In Exalted, these were fairly fixed, but in Scion these could vary depending on what divine pantheon your character hailed from - a Greek Scion would value personal excellence and achievement where a Voudoun Scion would not, etc. Having a very high Virtue gave you certain benefits, but could also restrict your behavior to the point of forcing you to act counter to your immediate interests for the sake of adhering to the virtue.
Are there other alignment systems you rely on? What are they? I have mine, but it's very gaming-hipster, so I will wait until other people have spoken first.
Some of the ones discussed in the previous thread, for clarity:
D&D: Probably one most people are familiar with in the form of the two-axis system, in which your character is graded along a scale of Law-Neutral-Chaos and Good-Neutral-Evil. Used in D&D where it's mechanically reinforced and there's a clear objective morality.
Palladium: Used across all the Palladium gamelines, this alignment system breaks down into specific categories of good, neutral, and evil - Principled and Scrupulous for good, Unprincipled and Anarchist for neutral, and Aberrant, Miscreant, and Diabolic for evil. They each have distinct codes of behavior which I don't recall because it's been years since I've cracked open my copy of RIFTS.
World of Darkness: There are two factors here: Nature/Demeanor, in which you pick two traits that describe your surface personality as well as who you "really" are underneath, and Morality, the rules for which varied from game to game but generally involved a sliding hierarchy of bad things that would make your Morality degrade over time.
Exalted/Scion: Rather than having a set morality, your characters would value certain Virtues. In Exalted, these were fairly fixed, but in Scion these could vary depending on what divine pantheon your character hailed from - a Greek Scion would value personal excellence and achievement where a Voudoun Scion would not, etc. Having a very high Virtue gave you certain benefits, but could also restrict your behavior to the point of forcing you to act counter to your immediate interests for the sake of adhering to the virtue.
Are there other alignment systems you rely on? What are they? I have mine, but it's very gaming-hipster, so I will wait until other people have spoken first.
Verad Bellveil's Profile | The Case of the Ransacked Rug | Verad's Fate Sheet
Current Fate-14 Storyline:Â Merchant, Marine
Current Fate-14 Storyline:Â Merchant, Marine