Based mostly on Finney's post in the other thread:
Quote:
I completely agree that a good-aligned character should not murder other good-aligned characters. However, my evaluation and judgement of a character's alignment is not solely based on what is listed on the attribute/score sheet, but also on RP and gameplay. If your attribute/score sheet shows scrupulous or principled, but you roleplay like a selfish or evil jerk - you get what you get.
I completely agree with this sentiment. I think there are two distinct factors to playing an alignment based roleplaying game:
1) the alignment you as the owner of a character choose for your character
2) the way characters actually act in game
As the owner of a good-aligned character, you should probably be relatively intolerant of characters who act evil and tolerant of everyone else. As the owner of a neutral character, you have a lot of leeway to not give an eff. As the owner of an evil character, you should probably be relatively intolerant of those who act zealously "good" and have a lot of leeway towards others. See how all of that relates to -actions- and not auras?
I think auras should be a hidden stat after being chosen, visible only to imms to help them understand the char's motivations and reward good RP / punish bad RP. Leave 'em in the attributes line so they can be debated and enjoyed after death.