I think we should get rid of an alignment system. Usually it makes little sense to say somebody is good/evil/lawful/chaotic unless you look at some archetypical chars like the white knight or the killer who kills and tortures just for fun. Those chars are usually boring, but you can make good fun of them. ( Lets think of a Paladin who wants to help good people and kill bad people. There is a burning house and somebody screams for help. He runs into the burning house and saves this person. After saving her some people say that this person is a witch. All paladins know that witches are evil and must be burned alive. So he gathers some wood and burns her alive. She is also evil because she tricked him into saving her, so the paladin destroys her body as punishment after the fire killed her. What a good day, saved somebody, burned a witch and cut a betrayer to pieces.)

I think those alinments were only created to make some class/items/spell effects or restrictions. So paladins must be lawful good and assessins must be evil. You have the spell "smite evil" and the longsword+3,+5 vs evil. How do you know if somebody is evil? Thats simple because each char has an alignment tag attached to it. It is only a game mechanic, it has no meaning beyond this.

Regarding D:OS2 and choice&consequence: It may be interesting that you can kill everybody and then talk to their ghosts. There were some nice quest solutions in the demo. You can also kill the ghost to get rid of this person completely. Maybe ghosts cannot give you items or money as quest reward because they are not material. Or the quest exp are lowered by the exp you got for killing the quest giver. There should be a little bit of penalty for killing everybody just for fun.


groovy Prof. Dr. Dr. Mad S. Tist groovy

World leading expert of artificial stupidity.
Because there are too many people who work on artificial intelligence already :hihi: