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DnD cosmology - Which Edition do you prefer?
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<blockquote data-quote="Lyxen" data-source="post: 8616224" data-attributes="member: 7032025"><p>And the mistake you are making is restricting alignment to this, because it's the very bizarre and unique 4e view, which is also (at least for me) one reason it failed, it reduced most things to "teams".</p><p></p><p></p><p></p><p>I absolutely don't agree, Law and Chaos (for example in Moorcok) are not only about teams, they are also their deep-rooted fundamental principles totally at odd with each other which, by the way, prevents "modern" solution of negotiation.</p><p></p><p>Whenever I've created universes (whether for TTRPG or LARPs, including universes that have seen more than 100 occurences of play, sometimes with 250+ players), I've strived to give greater meaning for reasons of conflict, because conflict drives drama. In a high fantasy world, the last thing that you want is people sitting down to resolve their differences, because then you have no story, no heroics, nothing epic. So you have to create conflicts that mean something, whether it's good vs. evil, law vs. chaos, light v.s dark, tyranny vs. freedom, Harmony vs. Dispersion (the one that we used in our most successful LARP universe), War of the Gods (the one that we used in our second most played LARP Universe), Fate vs. Luck, etc.</p><p></p><p>Just creating artificial teams does not cut it, it works best when there are principles below that the characters can relate to, that they can build history upon, etc.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8616224, member: 7032025"] And the mistake you are making is restricting alignment to this, because it's the very bizarre and unique 4e view, which is also (at least for me) one reason it failed, it reduced most things to "teams". I absolutely don't agree, Law and Chaos (for example in Moorcok) are not only about teams, they are also their deep-rooted fundamental principles totally at odd with each other which, by the way, prevents "modern" solution of negotiation. Whenever I've created universes (whether for TTRPG or LARPs, including universes that have seen more than 100 occurences of play, sometimes with 250+ players), I've strived to give greater meaning for reasons of conflict, because conflict drives drama. In a high fantasy world, the last thing that you want is people sitting down to resolve their differences, because then you have no story, no heroics, nothing epic. So you have to create conflicts that mean something, whether it's good vs. evil, law vs. chaos, light v.s dark, tyranny vs. freedom, Harmony vs. Dispersion (the one that we used in our most successful LARP universe), War of the Gods (the one that we used in our second most played LARP Universe), Fate vs. Luck, etc. Just creating artificial teams does not cut it, it works best when there are principles below that the characters can relate to, that they can build history upon, etc. [/QUOTE]
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