Difference between revisions of "Character Alignments"
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[[Diegetic Social Maintenance]] | [[Diegetic Social Maintenance]] | ||
[[Diegetic Social Norms]] | [[Diegetic Social Norms]] | ||
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+ | [[Characters]], | ||
+ | [[Factions]], | ||
+ | [[Player-Created Characters]], | ||
+ | [[Roleplaying]], | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | As mentioned above, [[Character Alignments]] can be used to regulate how [[Characters]] should behave or what are the norms of [[Factions]]. In doing so, they dictate [[Diegetic Social Norms]] and [[Diegetic Social Maintenance]] in the cases when they do require active engagement. | ||
− | + | [[Character Alignments]] can be an important part of making players of [[Player-Created Characters]] consider how they wish to [[Roleplaying|Roleplay]]. | |
− | [[ | + | |
− | [[Player-Created Characters]] | + | |
− | [[Roleplaying]] | + | |
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Diegetic Social Maintenance]], | ||
+ | [[Diegetic Social Norms]], | ||
[[Ability Losses]], | [[Ability Losses]], | ||
[[Social Dilemmas]] | [[Social Dilemmas]] |
Revision as of 11:47, 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 Alignments 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.
Wikipedia has a page related to Character Alignments[1].
Anti-Examples
optional
Using the pattern
Ability Losses Social Dilemmas
Can Be Modulated By
Character Defining Actions Social Gatekeeper Diegetic Social Maintenance Diegetic Social Norms
Characters, Factions, Player-Created Characters, Roleplaying,
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
As mentioned above, Character Alignments can be used to regulate how Characters should behave or what are the norms of Factions. In doing so, they dictate Diegetic Social Norms and Diegetic Social Maintenance in the cases when they do require active engagement.
Character Alignments can be an important part of making players of Player-Created Characters consider how they wish to Roleplay.
Relations
Can Instantiate
Diegetic Social Maintenance, Diegetic Social Norms, Ability Losses, Social Dilemmas
Can Modulate
Characters, Diegetic Social Maintenance, Diegetic Social Norms, Factions, Player-Created Characters, Roleplaying, Social Gatekeeper
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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