Hey guys! I’ve been trying to work on some homebrew content for an idea of mine, it’s gonna be very loosely horror based with plenty of room to goof off, but I also intend to mess around with and test alignments quite a bit with this campaign. I’m already working on a weapon that interacts with the choices the players make while using it (potentially cursing them if they become too evil), but I wondered if you guys had any other ideas on how to mess with or test alignment in a campaign. The thing with the weapon is that it can only really affect one person. I want to figure out a few more ways to mess with the others.

  • Flushmaster@ttrpg.network
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    1 year ago

    An important thing to consider with any direct gameplay focus on alignment is that everyone involved is working with the same definitions of good, evil, law, and chaos. Because if you don’t clarify that up front you’re might spend a lot of game time on out of character philosophical debate sparked by whether a particular act fit a certain category or not. Or how the “lol so random” CN chaos goblin player is just straight up playing a psychotic, schizophrenic, sociopath which isn’t an alignment but a bundle of mental illness stereotypes. And also a dumbass.

    This is also an aspect that many players actively dislike and prefer to ignore. Often because many see it as subjective and serving little point beyond sidetracking games with circular philosophy debates. Some folks do enjoy it, but you should make sure that your group is aware of alignment being a major element before even getting started.