Keldaryth {l Wrote}:Okay, the issue I have with the proposed alignment system is that unlike the Lawful-Chaotic Good-Evil matrix, the proposed alignments here are subjective.
To take the example of indecent and decent - how do we define what is decent or indecent? Is an unannounced invasion of another societies land to plunder their resources a decent act? How is carving your name in the flesh of someone you sleep with (to use a recent example from the wiki) a decent act allowing humanity a decency score of 1?
Keldaryth {l Wrote}:We can argue averages or semantics or points of view and intentions until the cows come home - and then we can argue about the ethics of keeping cows for meat as well, but I think using subjective moral standards for alignment when two opposing views can both see their actions as just and correct is too difficult to implement. Granted, I've unsimplified the factions a bit - from the Copars' point of view they're being invaded and their deity desecrated so their actions are fully justified and righteous.
However, taking the list as a reference point I would propose:
Altruism/Egotism (basically charity or generosity as opposed to greed and self centredness)
Order/Chaos (lawful and unlawful, incorporating obedience and mischief)
Peace/Violence (as is)
This basically allows for (nearly) everything the twelve point alignment system enables, but will be simpler to implement and without the risks of subjectivity. That said from a systemic perspective, I think it could be *too* flexible, but I'm happy to go with it.
Some Examples:
Alignment Axes:
Altruism =1, Egotism -1
Order = 1, Chaos = -1
Peace = 1, Violence = -1
Example alignment traits (note all unspecified alignment axes will be unless combing it so a greedy lawless bezerker would be -1-1-1)
Greed = Egotism -1
Generosity = Altruism 1
Mischievous = Egotism -0.5 Chaos -0.5
Dispassionate/Logical: Order 1
Passionate: Chaos -0.75 to -1 (mix with other traits to define what the creature is passionate about)
Just = Order 1, Peace 1
Unjust = Chaos -1, Peace 1
Decent and indecent are harder to do because they tend to default to order (what a given society deems orderly conduct) and chaos (disorderly conduct) and varies from society to society. Such an alignment trait would not be applicable across all factions, which by nature have different social norms.
Also the alignment system would need to be implemented at a creature level, not a faction level. This will allow some members of different factions to get on well with each other and coexist peacefully. Where there is a factional bias between faction members that would be handled by the faction attraction modifier, not the alignment attraction modifier.
Keldaryth {l Wrote}:I'll work on an example so I can show you what I mean... later... maybe after sleep.
svenskmand {l Wrote}:[
Then please use the simplex system, do not propose something using the hypercube system. The simplex system is more flexible.
I can make a wiki page describing the details of the simplex-system. Then it can also describe the differences of the two systems, as the difference might seem subtle to people not familiar with higher-dimensional geometry.
svenskmand {l Wrote}:Keldaryth {l Wrote}:The nazis built a better world by increasing the suffering felt by others. To increase the standard of living for few they increased the suffering of others. This is 'evil'.
I agree that it is evil, but the nazis did not think it was evil, that is my point.
svenskmand {l Wrote}:But my point is -- as you also write youself -- that if it where up to each faction they would label themself as good, which would mean that all factions would have the exact same alignment in any system. It is the same with you labels as they are as subjective as mine.
svenskmand {l Wrote}:Fine then you do not mind that we use the simplex-system as it is much more flexible
Keldaryth {l Wrote}:Incidentally my initial thoughts on simplex - hypercube notions is that one is based on triangles and the other on cubes. To be perfectly honest given the mechanic I'm trying to use in this thread, I don't see it as being an issue, especially given the attribute of an alignment to the individual creature, not the faction.
Keldaryth {l Wrote}:I like flexibility, but I want simplicity. Maximum flexibility across a minimal number of axes. I'd like 2, but I'll settle for 3 since I don't personally see a way to get everything we (or I) want out of two. However, some people believe it is possible, and to test the theory I am doubling my workload and testing out both. Once the results come in we'll be able to see how it actually works.
svenskmand {l Wrote}:First of all having 3 axes is as arbitrary as having 6 or any other number for that matter. So why would it not be as much a waste a time to come up with 3, why not just use one axes then? According to what you are saying I cannot see why 3 is such a good number?
svenskmand {l Wrote}:The peaceful/violent axis is objective yes, but as the goal of the game is to kill the opposing keepers then all factions would be equally violent, none will be peaceful as you cannot win the game by being peaceful. So this axis does not make sense as all creatures and keepers will be violent, as you cannot win the game through peace.
svenskmand {l Wrote}:Also I still do not see any benefit in using a 2 axis system for creature alignment and 3 for keeper alignment (or was it the other way around?)
(Emphasis mine)andrewbuck {l Wrote}:Two well chosen axes can provide the vast majority of the categorization we are looking for, without introducing the problems of having 5 or 6. Also, I think the Lawful, Chaotic / Good Evil is a pretty good set of axes. It works quite well for the D&D series of games and there is almost no character personality that you can't fit onto that system. They also just use 3 "positions" on each axes, although I think we should go with a continuum.
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