They're rigid properties of the universe, but those definitions aren't available to the players. The alignment definitions in the rulebooks are insufficiently precise to stave off arguments.
Does evil require malice? That question alone could occupy me for hours.
Yeah, the rulebooks don't cover every situation and thus leave a degree of grey, but that is due to the rulebooks simply being insufficient. The actual worlds being described by the rulebooks doesn't have those things.
If you're in D&D then the answer to that is a clear no. Evil actions make you evil (or at least they did when I last spent a significant amount of time reading source books back in 3e). Of course, I think it's a great question and likewise, I think there is huge scope for discussion on it. Which is why I hate D&D's system. Within the setting there are no such debates. There are debates among players. But not among characters. And if you're in doubt, find someone who has committed such acts and cast "detect alignment" on them. And there's your answer.
If you took the basic system of 9 alignments and took out the lore that makes them into absolutes, if you make them a matter of how people are generally perceived, with different perceptions from different cultures and indeed people, if I could be chaotic good to one person and chaotic evil to another, I wouldn't have a problem. I think they are a decent way of describing peoples actions and beliefs - a simplification, sure, but a useful one (in the same way I mentioned I'm OK with the paragon.renegade split ftom ME). But they way they work in the D&D settings , where they aren't about perception and belief, but rigid rules inherent to the universe (so I am chaotic good, regardless of what anyone who doesn't like me might say, and I can actually prove it with magic), is, to me, a horrible design for an RPG (or frankly any fictional setting regardless of what that setting is being used for, but for an RPG it's particularity bad as it prevents any reasonable in universe exploration of morality and it's perception, malleability and so on via the characters we are playing).
Modifié par PhroXenGold, 12 novembre 2015 - 02:55 .