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After Reset™ RPG - a hard sci-fi role-playing open world game with old school top view, which action takes place in the future on Earth dying slowly after nuclear cataclysm that buried nearly all life on the planet.

Post news Report RSS After Reset RPG: The Alignment System

As some of you may have noticed, we've evolved somewhat from traditional roleplaying systems when developing SACPIC game mechanics, and one example of that is our Alignment System. Similar to Good-Evil systems in terms of functionality, our Altruistic-Egotistic scale differs in a number of discernible ways, most of which are simply better fits for our game.

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My Fellow Backers!

As some of you may have noticed, we've evolved somewhat from traditional roleplaying systems when developing SACPIC game mechanics, and one example of that is our Alignment System. Similar to Good-Evil systems in terms of functionality, our Altruistic-Egotistic scale differs in a number of discernible ways, most of which are simply better fits for our game.

First and foremost, while most apocalyptic games are primarily adult fiction/entertainment, we are aiming for a very mature setting that doesn't hold back purely for the sake of a weaker ESRB rating. While we intend to reserve a sense of tastefulness (no pun intended) when dealing with sensitive subjects like rape, cannibalism, etc., we won't exclude them or downplay their severity, but rather provide a realistic cause and effect system that simulates reality.

Second, real characters that have their own belief systems, wants, desires, and experiences, are best represented in shades of grey. Real people are not black-and-white. The same sheriff that exists to enforce the law might be tempted to break it in the service a truer or purer justice, but he also might be tempted to take a bribe with a baby on the way and a past-due mortgage. Our goal is not to indoctrinate, but to provide a flexible and realistic system that punishes and rewards players in a way that is logical, one that certainly reflects on the same social systems that we live in, but in an apocalyptic setting.

Third, a character’s alignment is not meant to be static. A good story will always challenge your beliefs, which in turn requires you to demonstrate wisdom in a specific context, and your character (as well as NPCs, companions, etc.) will evolve with you.

Finally, we want all of our players to judge for themselves, and it's hard to do that if your actions are being abstractly labeled by the game as good or evil. Instead, your companions will respond negatively to actions and decisions you make that simply disagree with their own perspectives, and positively if they do agree. There are very few, if any, moral absolutes in the real world, and all of them have to be considered in context. In most cases, acceptable behavior in a society is based off a collaborative agreement rather than logic, the rule of law, or religion.

Many of our team members are experienced Dungeon Masters, and we know what it takes to build an immersive world, a game that has real soul. But to drive home the point, we'd like to show you a few examples from some of our favorite characters in the apocalyptic genre.

THE BOOK OF ELI MOVIE:

At the beginning of the movie, Eli has a True-Neutral alignment and he avoids helping strangers because he is on a mission to preserve the last copy of the Holy Bible. Fearful that its discovery would lead to its destruction, he conceals it from everyone else. By the end of the story he evolves into Neutral Altruistic, and realizes that nothing is more important than helping those in need, and the best way to preserve the last Bible is to live by its example.

Carnegie maintains Lawful-Egoistic alignment during the whole movie, thinking only of what benefits him (which is typical for a nemesis character).

We first meet Solara as a Lawful-Neutral character, but she desperately wants a new life anywhere else. She then runs away, following Eli, and evolves into Chaotic-Neutral.

THE LAST OF US VIDEO GAME:

A great wounded anti-hero, Joel is pure Chaotic-Neutral throughout the narrative (and notable because of his emotional redemption story).

Despite being part of the cruel and fierce world in The Last of Us, Ellie nevertheless keeps the hopeful spark alive as a Chaotic-Altruistic character.

Marlene is Neutral-Altruistic.

David shifts between Neutral-Altruistic and True-Neutral.

THE WALKING DEAD TV SERIES:

Rick shifts between Lawful-Neutral and Chaotic-Neutral.

Philip, the master manipulator, shifts between Chaotic-Neutral and Chaotic-Egotistic.



Hershel
is pure Neutral-Altruistic.

Michonne is Chaotic Neutral.

So to keep it simple, folks:

Altruistic-Egotistic:
1. If a character sacrifices themselves and/or their family for the 'greater good' - he/she acts as pure Altruistic.
2. If a character sacrifices the 'greater good' for the gain of themselves and/or their family - he/she acts as Neutral.
3. If a character sacrifices even their own family for gain - he/she acts as Egoistic.

Lawful-Chaotic:
1. If a character follows the rules created by a society - he/she acts as pure Lawful.
2. If a character creates and follows their own sense of rules - he/she acts as Neutral.
3. If a character has a tendency to break all the rules - he/she acts as pure Chaotic.

Thank you for backing and following us! Stay tuned for more.

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Post comment Comments
e_Glyde
e_Glyde

I hope that all your ideas become reality, because this is awesome.

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GamerWolfOps
GamerWolfOps

I agree its a shame that there kickstater failed.

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No_Sanity
No_Sanity

I will back your game if it is going to look, play and feel EXACTLY like this: 3.bp.blogspot.com

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somonels
somonels

How does the alturistic-egoistic axis differ form a good-evil one?

"Good implies alturism, respect for life, and the personal dignity of all conscious beings. Good characters often sacrifice themselves in helping others.

Evil means that a character has the tendency to harm, harass and/or murder others in order to satisfy his/her selfish needs of just for fun. Some evil beings simply do not have compassion for others and kill without hesitation for profit or just to get the next obstacle out of the way. There are also others, who kill for sport or because of fanatical worship of an idol or master."

Sure sounds the same.
Why do you need an alignment system? Why use the time-worn D&D system?

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Hekato
Hekato

To clarify, there is a difference. Altruists and egoists both have the capacity for "good and evil".

For an example, the "Greater Good" that altruists strive for is entirely subjective/situational. The altruist may even act in a utilitarian manner, which may not conform to the traditional good morality defined by the D&D system.

Think knights eliminating a whole village on the notion that the village has been tainted (infection, curses, what have you).

In this way the knights would be acting as altruists following their definition of the "Greater Good'. They are stopping a threat to others. However, they are also forgoing respect for life, and the dignity of the sapient. Therefore, not conforming to what is "good".

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MasterJason
MasterJason

What no Lee Evert??

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eiri
eiri

"A sense of tastefulness (no pun intended) (...) cannibalism."
I choked anyway.

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baszermaszer
baszermaszer

"very mature setting that doesn't hold back purely for the sake of a weaker ESRB rating."

+1 Totally agree. But cruelty & gore must be tastefully done, not at all like in Manhunt.

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