Difference between revisions of "Character Alignments"
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=== Examples === | === Examples === | ||
+ | The first [[:Category:Tabletop Roleplaying Games|Roleplaying]] game, [[Dungeons & Dragons]], had [[Character Alignment]] as part of character definition. In it's first incarnation this was a choice between lawful, neutral, and chaotic, but this was in later version of the game expanded to nine options by adding a second dimension based on good, neutral, and evil. | ||
+ | |||
+ | [[Warhammer Fantasy Roleplay]], another [[:Category:Tabletop Roleplaying Games|Roleplaying]] game, uses the scale lawful-good-neutral-evil-chaotic. The fourth edition of [[Dungeons & Dragons]] introduced as very similar scale -- lawful good-good-unaligned-evil-chaotic evil -- but returned to the 2-dimensional system in its fifth edition. | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Character Defining Actions]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | + | Deciding if [[Character Alignments]] refer to metaphysical properties that exist in the diegesis or if they are only social constructs can be relevant to games with [[Character Alignments]]. This since that in the former case breaking the rules of one's alignment can be the basis for [[Ability Losses]] due to being in the disfavor of a god, for example. The same can occur in the latter case but then needs to be tied to psychological explanations. | |
− | + | ||
=== Narration Aspects === | === Narration Aspects === | ||
+ | Besides helping players guide how they should roleplay, the explicitness of [[Character Alignments]] can help in the design of [[Social Dilemmas]] in a game which belong to [[Characters]] rather than player. | ||
+ | |||
== Consequences == | == Consequences == | ||
+ | [[Ability Losses]] | ||
+ | |||
+ | [[Social Dilemmas]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Characters]], | ||
+ | [[Player-Created Characters]], | ||
+ | [[Roleplaying]], | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === |
Revision as of 07:25, 13 October 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
The first Roleplaying game, Dungeons & Dragons, had Character Alignment as part of character definition. In it's first incarnation this was a choice between lawful, neutral, and chaotic, but this was in later version of the game expanded to nine options by adding a second dimension based on good, neutral, and evil.
Warhammer Fantasy Roleplay, another Roleplaying game, uses the scale lawful-good-neutral-evil-chaotic. The fourth edition of Dungeons & Dragons introduced as very similar scale -- lawful good-good-unaligned-evil-chaotic evil -- but returned to the 2-dimensional system in its fifth edition.
Anti-Examples
optional
Using the pattern
Can Be Modulated By
Diegetic Aspects
Deciding if Character Alignments refer to metaphysical properties that exist in the diegesis or if they are only social constructs can be relevant to games with Character Alignments. This since that in the former case breaking the rules of one's alignment can be the basis for Ability Losses due to being in the disfavor of a god, for example. The same can occur in the latter case but then needs to be tied to psychological explanations.
Narration Aspects
Besides helping players guide how they should roleplay, the explicitness of Character Alignments can help in the design of Social Dilemmas in a game which belong to Characters rather than player.
Consequences
Can Modulate
Characters, Player-Created Characters, Roleplaying,
Relations
Can Instantiate
-
Can Modulate
Characters, Player-Created Characters, Roleplaying,
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
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Acknowledgements
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