Re: Alignments
Coming into this late, but I recently found a cool document that's all about game design and stuff. It takes a big hollistic view, and while meant for the online style rpg, brings up quite a few perfectly valid points for PnP games..
I'm just posting this in hopes a lot of folks find it useful.
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Beyond Good and Evil Stuff
One of the classic misconceptions about games, role-playing games in particular, is the definition of Good and Evil. Evil tends to be misused horrifically, applied to everything from a brainless NPC monster to a guy who lives to kill players for no reason. The scope of a true definition of "evil" is beyond the scope of this document, but suffice to say that real evil does not exist in a commercial game. If it did, the game would be too disturbing to support a viable subscriber base, and would probably violate a lot of laws. In game terms, as well as in real life, one can define "good" as being in accord with your own interests, and "evil" as being opposed to them. This is a inaccurate use of good and evil, but it's the way these terms were used to exhort children to march across the desert to take back the holy land (before they were sold into slavery), so it works just as well as any other.
So disregarding good vs. evil as a possible source of conflict, you have some realistic and perfectly viable choices for player (and NPC) motivation:
* Nationalism
* Religion
* Economic Interests
* Social Power
* Fame
* Personal Achievement
Why should you, as a designer, care about the distinctions between realistic motives and the hackneyed good vs. evil concept? Because it lends credibility to your world. Monsters don't attack humans because they're "evil," they attack because they want more lands and recources (Economic Interests), they want to impress their own leaders (Fame/Social Power), they are mad because the humans did something bad to them (Nationalism), etc. A player can theoretically find out why the monsters are doing what they do, which is a quest in itself. This helps to flesh out your world, makes it more immersive, and helps it to stand out from the pack of other games where monsters just stand around and attack players because their algorithms tell them to.
From the player standpoint, it also helps to define players' roles in society. A paladin who goes out to drive back the hordes of monsters that threaten the local farms is doing it for reasons better than "being good"; he is doing it to defend his homeland (Nationalism), to insure that his people get enough to eat (Economic Interests), and because the church has decreed that he must (Religion). A player who aspires to a noble title with lands and holdings does so to become rich (Economic Interests), status (Social Power/Fame), and just to say that he's the Earl or whatever (Personal Achievement/Fame). Understanding the motives of your players and their characters (hoping against hope that the characters are being roleplayed to the degree that they have motives of their own) is key when designing content, goals, and quests that you hope they will be undertaking, and making goals appropriate to each of these motivations attractive and fun enough for players to want to pursue them.