Originally Posted by Wouter445
Originally Posted by Neonivek
The game has a system where if you are a murderous bastard it will penalize you over time.


I do not see this happen but then again the game is not released and might have some surprise in it.


What he probably means is that the devs have been hinting that your actions in game (like how you get Source) will have consequences near the end of the game.

Originally Posted by vometia

That's a really good point. People (and therefore believable characters) are much more complicated than some simple pigeon-holing would indicate and their re


That's exactly it. I remember one of my most enjoyable campaigns involved one of ours whose foreign god (Ra) forced a trial on his character in order to help break the cleric out of his self destructive stupor for failing to save the desert tribe that helped raise him.

The trial was that he was given a sunestone and had to offer it to anyone in need of aid; as long as they held the sunstone he had to irrefutably obey them. The idea (and our GM played Ra perfectly in this) was that obviously people would abuse this fact and force the cleric to do bad things (our asshole and arrogant highborn paladin made him steal and hide loot in the middle of combat, for instance), prompting the cleric to remember the reason he became a cleric; to help his people survive in the dangerous desert, not to go around being bad.

It was an interesting bit of character building we had a lot of fun with (caused a lot of RP conflict in our group). Anyway, like I said, it's obvious real people can't always been lined up with DnD alignments but it does a pretty good job broadly categorizing motives to help players get an idea of how their characters should act when roleplaying.