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    Default About Helms of Opposite Alignment

    About helms of opposite alignment. From what I've seen people assume that the result of donning the helm would be the character almost immediately turning on his teammates, or at the very least turning on them at a later date. Either that or the player that dons the helm simply chooses to completely ignore the roleplaying aspect and do what they were going to do anyway. However the thing is, it seems to me that this view doesn’t necessarily hold water.
    Even evil people have friends. Its entirely conceivable that the person donning the helm might very well still regard his friends and compatriots with the same respect and affection he might have otherwise. Perhaps he would be more willing to betray them, depending on who he was, but there is no reason he couldn’t have healthy relationships.
    The measure of what makes one evil isn’t how you treat people who are your friends, or not just that, its how you treat complete strangers. It seems to me that it would be much more interesting if the character donned the helm, and seemed absolutely fine, only for him to later start gleefully preparing to torture someone because its convenient, or suggest they murder an entire village or profit, or be totally in favor of joining the villain. Or maybe the other players end up having the role of the kid with the leash, having to reign in their now psychotic friend.
    In fact it seems to me that a good character is more likely to betray his comrades than an evil character, because the good character would feel a moral obligation to act against or redeem his company. Meanwhile an evil character might simply try to commit his evil deeds behind his parties back, while feeling no obligation to stop them in doing good deeds. If anything the good publicity would be to his benefit.
    Anyway I was just musing over the subject. Has anyone on this board ever played the whole helm of opposite alignment thing like this? Or am I alone in this idea?
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    Default Re: About Helms of Opposite Alignment

    I'm honestly not sure why or how including such an item in your game be ever a good idea. Thus the problem solves itself, as it were.
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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Morty View Post
    I'm honestly not sure why or how including such an item in your game be ever a good idea. Thus the problem solves itself, as it were.
    Observing how the OOTS handles vampires, my guess is that such a helm would spawn an "evil twin" [change alignment as needed] who would then posses the character who donned the helm. Such an "evil twin" would have full memories and might as well be modeled as a xeroxed copy of the character sheet with the alignment changed. The xeroxing is important, as it would effectively be a different character from the original and they would diverge from that moment.

    But it would easier not to include such things, especially if you care about free will and player agency (Durkon doesn't have much agency right now).

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    Default Re: About Helms of Opposite Alignment

    I once played a PC who, in his background story, had been a steely LE assassin and the paramour of a thieves' guild leader. Then he got hit with a helm of opposite alignment, and he didn't realize it. He quickly began slipping, and by the time he realized what was going on, he had decided to stick with CG. Still, it took a few weeks before he finally decided to flee the whole scene, though at this time he still loved the guild leader, and he was still hoping to find a way to redeem her by the end of the campaign. He just couldn't find a way he could stay in his old life. But if he could have, he would have.

    I agree that there likely should be no immediate betrayal. Going from LG and thoroughly annoyed and hampered by your party members' annoying ways - that I can certainly see resulting in sudden deaths. But in general I'm with you, OP.
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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Lord View Post
    About helms of opposite alignment. From what I've seen people assume that the result of donning the helm would be the character almost immediately turning on his teammates, or at the very least turning on them at a later date. Either that or the player that dons the helm simply chooses to completely ignore the roleplaying aspect and do what they were going to do anyway. However the thing is, it seems to me that this view doesn’t necessarily hold water.
    Even evil people have friends. Its entirely conceivable that the person donning the helm might very well still regard his friends and compatriots with the same respect and affection he might have otherwise. Perhaps he would be more willing to betray them, depending on who he was, but there is no reason he couldn’t have healthy relationships.
    The measure of what makes one evil isn’t how you treat people who are your friends, or not just that, its how you treat complete strangers. It seems to me that it would be much more interesting if the character donned the helm, and seemed absolutely fine, only for him to later start gleefully preparing to torture someone because its convenient, or suggest they murder an entire village or profit, or be totally in favor of joining the villain. Or maybe the other players end up having the role of the kid with the leash, having to reign in their now psychotic friend.
    In fact it seems to me that a good character is more likely to betray his comrades than an evil character, because the good character would feel a moral obligation to act against or redeem his company. Meanwhile an evil character might simply try to commit his evil deeds behind his parties back, while feeling no obligation to stop them in doing good deeds. If anything the good publicity would be to his benefit.
    Anyway I was just musing over the subject. Has anyone on this board ever played the whole helm of opposite alignment thing like this? Or am I alone in this idea?
    Well, it can be hard enough to roleplay a magical compulsion in the first place. But when that compulsion is, "change this facet of the worst thing to happen to role-playing in the history of RPGs", well, it's not surprising that people have trouble with it.

    No, just because you now enjoy kicking puppies does not mean you suddenly devalue decades of friendship.

    Heck, as a rule, my evil characters are far more party- and group-oriented than my good characters. Good characters have morals, which may be more important to them than friendships, or at the very least may come into conflict with their friendships. Evil characters have no (or fewer) such compunctions.

    So, really, if you want party cohesion, making a "no Good characters" rule would make sense. Unfortunately, the state of gaming generally isn't at that level yet.
    Last edited by Quertus; 2017-01-29 at 12:22 PM.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Quertus View Post
    Heck, as a rule, my evil characters are far more party- and group-oriented than my good characters. Good characters have morals, which may be more important to them than friendships, or at the very least may come into conflict with their friendships. Evil characters have no (or fewer) such compunctions.

    So, really, if you want party cohesion, making a "no Good characters" rule would make sense. Unfortunately, the state of gaming generally isn't at that level yet.
    That's what "Neutral" characters were invented for. Cooperative gaming and PC-centric morality FTW!

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Quertus View Post
    Well, it can be hard enough to roleplay a magical compulsion in the first place. But when that compulsion is, "change this facet of the worst thing to happen to role-playing in the history of RPGs", well, it's not surprising that people have trouble with it.

    No, just because you now enjoy kicking puppies does not mean you suddenly devalue decades of friendship.

    Heck, as a rule, my evil characters are far more party- and group-oriented than my good characters. Good characters have morals, which may be more important to them than friendships, or at the very least may come into conflict with their friendships. Evil characters have no (or fewer) such compunctions.

    So, really, if you want party cohesion, making a "no Good characters" rule would make sense. Unfortunately, the state of gaming generally isn't at that level yet.
    The reason "no good characters" doesn't work is because people make the bad assumption that "evil" means "stupid jerkface who backstabs his co-workers at every opportunity."



    As to the topic of the thread, I think the OP has a good insight. Sir Justice Righteousman, LG Fighter, who puts on a Helm of Opposite Alignment won't suddenly want to murder his companions, if he was good friends with them before. He might be more willing to use them, but even then he'd be mindful of their feelings on the matter. He might be somewhat less generous or patient, but that doesn't mean he'll attack them. No, no. He'll just show a little more temper (as he doesn't feel the need to restrain it anymore when they make him mad, at least not in the same way). And he'll be more in favor of "fun" than "duty." And his idea of "fun" will probably take a much darker turn.

    Any friends he valued before, he still will value. He will likely even value their happiness...perhaps no longer over his own, but maybe, depending on the depth of the friendship and his loyalty to them. Heck, he may still retain his former abiding loyalty to his liege lord. Chaos doesn't mean "disloyal." It just means that that loyalty is not necessarily expressed in faithful execution of the letter of the boss's commands. Maybe the spirit...maybe not. Chaotic loyalty can be askew from the will of the one to whom it is given; "for your own good" comes up more often from this kind of loyalty.

    So our now-CE fighter might still be fiercely loyal to his friends and his liege. But he will be far more likely to take actions he things are for their good, even if he doesn't think they'd approve. He is more likely to reject their goals as "bad for them" if he honestly thinks they are. The Lawful retainer would never, for instance, accidentally let his boss's beloved die when trusted with her life, even if he thought her the worst possible thing to happen to his boss. Now that he's Chaotic, however, he's far more likely to try to separate her from him. He might even "fail" in his duty to protect her. Possibly by killing her himself, if he thinks he can conceal his willful action. Better to "fail" in his master's eyes than to let his master come to harm.


    The suddenly-CE party member can be far more dangerous to the party's side goals, if he feels them detrimental to the party's well-being and major goals. Or he can be just as loyal to those, as well, depending on what he thinks of them. The thing about your suddenly-CE buddy is that he's going to be willing to do the wicked but easy solution. He's probably going to have less empathy for random strangers. But he's not, necessarily, more dangerous to you. In fact, he's more likely to forgive you your peccadilloes than he was before. The thief that always had to hide his activities lest he get reprimanded? Now Sir Righteousman (the fallen) will help him cover them up; he cares more about the thief buddy's immediate happiness and long-term physical security than the moral and ethical state of his soul and treating others well.

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    Default Re: About Helms of Opposite Alignment

    The Helm has suffered from an interpretation shift on alignment. When the item was first imagined, alignment was something like an army list in a wargame. It indicated which outer plane (*) with which the character was aligned. "Lawful Good"? OK, you're working (consciously or not) with the Seven Heavens. "Chaotic Evil"? You're aligned with the Abyss. It didn't say all that much about the character's personality, because people could have all sorts of reasons for aligning with the goals of a plane - after all, humans used to be majority Lawful Good, and we're a fairly varied species! There might be kindly but Lawful Evil people who consciously aligned with the Nine Hells because they consider Good to be too weak to protect the Lawful arrangement of matter into life from all-consuming Chaos, or vicious psychopaths who none the less do the bidding of the Seven Heavens. (In any case, Lawful Good was more like mediaeval Catholicism than a modern Dudley-Do-Right creed.) It should be clear from this that swapping a person's alignment from the Seven Heavens to the Abyss would be quite profound and would definitely lead to enmity with former comrades but it might not change their personality.

    As other posters have noted, under the "alignment as morality" interpretation that has dominated from the late 80s, the Helm doesn't make a lot of sense and certainly wouldn't lead to enmity between long-term friends. It's one of a number of alignment-based magics that are perfectly reasonable under the older interpretation, being gifts from one's extra-planar allies, but weren't properly adjusted as the game changed.

    *: Note that True Neutrals (mainly the Druids) were trying to stop all of the outer planes messing with the prime, but had to settle for trying to get a stalemate because they'd been pretty badly beaten down.
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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by WbtE View Post
    It indicated which outer plane (*) with which the character was aligned. "Lawful Good"? OK, you're working (consciously or not) with the Seven Heavens. "Chaotic Evil"? You're aligned with the Abyss.
    I dislike the alignment system but I like the Outer Planes, so your explanation is one I really want to be true.

    Sure, it only displaces the problem. What makes Celestia and its angels LG? What makes the Abyss and its demons CE? But the explanation can be a fantastic one. Angels are celestial machines, like modrons but in the service of virtue. Demons are sin in bestial form, like a more sadistic version of the slaadi.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by WbtE View Post
    The Helm has suffered from an interpretation shift on alignment. When the item was first imagined, alignment was something like an army list in a wargame. It indicated which outer plane (*) with which the character was aligned. "Lawful Good"? OK, you're working (consciously or not) with the Seven Heavens. "Chaotic Evil"? You're aligned with the Abyss. It didn't say all that much about the character's personality, because people could have all sorts of reasons for aligning with the goals of a plane - after all, humans used to be majority Lawful Good, and we're a fairly varied species!
    Gygax's original quote sounded to me like Majority Lawful Neutral.

    THE MEANING OF LAW AND CHAOS IN DUNGEONS & DRAGONS AND THEIR RELATIONSHIPS TO GOOD AND EVIL

    by Gary Gygax

    FEBRUARY 1976
    ...
    As a final note, most of humanity falls into the lawful category, and most of lawful humanity lies near the line between good and evil. With proper leadership the majority will be prone towards lawful/good. Few humans are chaotic, and very few are chaotic and evil.
    Last edited by hamishspence; 2017-01-29 at 01:47 PM.
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    Default Re: About Helms of Opposite Alignment

    Have never seen the helm in game. But could see some uses for it. Like basically bypassing alignement specific barriers/magic by putting the helm on for a while. Or using it to make the good aligned lich possible.

    But overall this item only displayes how broken alignment actually is.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Satinavian View Post
    Have never seen the helm in game. But could see some uses for it. Like basically bypassing alignement specific barriers/magic by putting the helm on for a while. Or using it to make the good aligned lich possible.

    But overall this item only displayes how broken alignment actually is.
    The items are generally one-shot, instantaneous items. You put one on, and if you fail a will save, your alignment is instantaneously switched. It notes that the victim magically likes his new alignment and (as would anybody sincerely holding a set of ethics and morals) is horrified by the notion of switching back.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by wumpus View Post
    Observing how the OOTS handles vampires, my guess is that such a helm would spawn an "evil twin" [change alignment as needed] who would then posses the character who donned the helm. Such an "evil twin" would have full memories and might as well be modeled as a xeroxed copy of the character sheet with the alignment changed. The xeroxing is important, as it would effectively be a different character from the original and they would diverge from that moment.

    But it would easier not to include such things, especially if you care about free will and player agency (Durkon doesn't have much agency right now).
    That would be the only way to cover it that'd make any sort of sense, yes. Of course, at that point, it's no longer "opposite alignment", but "replace the original person with a morally-opposed copy". Not really the same thing. And besides, would a being spontaneously spawned the moment someone puts on the helmet, and compelled to act in a specific way, even have an alignment in any meaningful sense?
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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Morty View Post
    That would be the only way to cover it that'd make any sort of sense, yes. Of course, at that point, it's no longer "opposite alignment", but "replace the original person with a morally-opposed copy". Not really the same thing. And besides, would a being spontaneously spawned the moment someone puts on the helmet, and compelled to act in a specific way, even have an alignment in any meaningful sense?
    Excellent point Morty. An alignment is by its very nature your ethical and moral standing. If you are just a creature that was created to act in an evil fashion, and indeed have no choice in the matter, then you are an automaton. It doesn't matter how many puppies a robot kicks. If its only following its preprogrammed nature without any real choice, then it cannot be considered evil.

    Based on this, I would propose that the helm of opposite alignment transforms someone morally, and does not merely replace them with an evil twin.
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    Default Re: About Helms of Opposite Alignment

    Right, except it encounters the same problem. A magical helmet can't change anyone morally. It can magically force them to act in a way that's opposite to their previous morality and personal philosophy. Which won't have any effect on their alignment, not any more than their actions under a Dominate Person spell.
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    Default Re: About Helms of Opposite Alignment

    I prefer the "You are aligned with the Outer Planes" version of Alignment. It only affects values insofar as they are aligned with the cultural values of the Outer Planes, and Actions insofar as they affect the objectives of the planes. (Of course, the objectives of the outer planes do have morality/values tied to them. Elysium wants Peace on Earth. Celestia seeks Rule of Law And Justice over the world. The Nine Hells want Domination. Gehenna wants the world to be a place of despair. The Abyss wants the world to be a place of endless chaotic carnage, etc.)

    Putting on the helmet is an epiphany, not 'mind control'. Belkar getting a Wisdom Boost early in OotS played the sort of transformation for comedy (And wrong, but it was worth the laugh).
    Last edited by Hawkstar; 2017-01-30 at 04:54 PM.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Morty View Post
    Right, except it encounters the same problem. A magical helmet can't change anyone morally. It can magically force them to act in a way that's opposite to their previous morality and personal philosophy. Which won't have any effect on their alignment, not any more than their actions under a Dominate Person spell.
    1) The item explicitly does change their alignment, so regardless of whether they should be "held responsible" for their actions, their alignment is changed according to the rules.

    2) The idea is that it fundamentally alters the underlying morals and ethics of the individual. It doesn't compel any behavior at all. It just changes what they value. How they think of other people. What they're willing to give of themselves or take from others.

    A man who viewed cruelty as horrific and felt aiding others his highest calling might instead now find cruelty an acceptable tool or even delightful, and scorn his former weakness for others' plights.

    The tricky thing about it is defining what is related to alignment and what is not. Is an impulsive person that way because they're Chaotic, or because they think a gung-ho attitude is the way to get things done? Would inverting their alignment to Lawful cause them to become more deliberative and prone to waiting before taking action, or would it merely change their impulses from "whatever seems effective at the time" to "whatever my algorithm based on orderly decision-making processes tells me to do?"

    It's highly probable that a Good man would lose his charitable instincts and sympathy for others when he became Evil, but how far from his own personal circle would that extend? He probably could still have his wife be the most important person in the world to him. He'd still give anything for her, and his heart would break if she suffered. But now he would have no trouble weighing a stranger against her; the stranger pays for her happiness, no matter what the cost to that stranger. Even a charity-loving holy man might overtly remain charitable...but now his focus is on how to use this charity for his own aggrandizement. He may or may not start embezzeling, but he certainly will value it more for the adulation of being "charitable" than for the sake of honestly helping the needy.

    Likewise, a Lawful Evil knight would not necessarily cease to be loyal to his Lawful Neutral liege lord when he became CG. Sure, he might look with disgust at how he twisted the clear spirit of the law into pretzels while holding to the letter, before. Certainly, he might think that his lord's strictness is a problem; look what it let his formerly-LE self get away with! But there's no reason a CG person can't have loyalty. He's just going to have MORE qualms about some orders, and be EVEN more likely to disobey them while seeking to achieve his lord's primary interest.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Lord View Post
    It doesn't matter how many puppies a robot kicks. If its only following its preprogrammed nature without any real choice, then it cannot be considered evil.
    What if it's programmed to enjoy it?

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Segev View Post
    Likewise, a Lawful Evil knight would not necessarily cease to be loyal to his Lawful Neutral liege lord when he became CG. Sure, he might look with disgust at how he twisted the clear spirit of the law into pretzels while holding to the letter, before. Certainly, he might think that his lord's strictness is a problem; look what it let his formerly-LE self get away with! But there's no reason a CG person can't have loyalty. He's just going to have MORE qualms about some orders, and be EVEN more likely to disobey them while seeking to achieve his lord's primary interest.
    Whether an LE knight loses his loyalty for his lord when going CG depends entirely on where that loyalty comes from. If it's from an actual personal reason (Friend, father figure, etc.), it'll stay intact. But if it's simply from an order-derived sense of duty, it goes out the window.

    Quote Originally Posted by Morty View Post
    Right, except it encounters the same problem. A magical helmet can't change anyone morally. It can magically force them to act in a way that's opposite to their previous morality and personal philosophy. Which won't have any effect on their alignment, not any more than their actions under a Dominate Person spell.
    The helm of Opposite Alignment functions more like Mind Rape, Programmed Amnesia, or the end result of Sanctify The Wicked than Dominate Person, but only affects Alignment (And values associated with alignment), not memory or other personality quirks.
    Last edited by Hawkstar; 2017-01-30 at 06:41 PM.

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    Default Re: About Helms of Opposite Alignment

    I imagine people being flipped from Good to Evil and from Lawful to Chaotic tend to have a sense of "release." From guilt, from obligation, from any restraints that are not pragmatic. Suddenly, the things they "shouldn't" do aren't obstacles anymore. Going from Lawful to Chaotic, he considers his past self hide-bound and foolishly restricting himself for pointless rules, when all that matters is the intent behind them. Freed from restrictions and prescriptions of HOW he must do things, he becomes more goal-oriented, in his own mind. Going from Good to Evil, he no longer considers "temptations" to be bad things, unless he has pragmatic reason to. No longer does he care that it's "wrong." That's just weak, self-denying claptrap. Only if it has consequences he'll regret is it still something he feels need to hold back from. And then only until he can get away with it consequence-free.

    People going from Evil to Good likely also feel it as liberating. Though they experience crushing guilt over what they've done, they suddenly don't see the world as empty of all save tools and potential threats. There is joy in connecting with others, in sharing others' triumphs. And while his old self would have balked at giving aid freely, the newly Good man has discovered a new source of joy in others' happiness.

    The man going from Chaotic to Lawful feels it as a sense of clarity, I imagine. Chaos is messy. Directionless. Even with a personal purpose, his old self flailed about and was too incautious. Even if he was not cruel, even if he DID care and WAS good, he now sees that he showed a disregard for unintended consequences by refusing to organize his plans and stick to a well-designed agenda or algorithm. He speaks not of liberation, but of focus and certainty. It is a great comfort to have it, now that he's cast off the childish delusion that irresponsibility was freedom.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Segev View Post
    I imagine people being flipped from....
    You had me at "release".

    Now where's that helm, cause I'm sold!



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    Default Re: About Helms of Opposite Alignment

    The helm of opposite alignment is a roleplaying challenge which a DM presents directly to players - usually when the DM doesn't realize that's what he's doing. The challenge is to suddenly about-face with your character and still have it be fun and interesting for you, as well as fun and interesting to see the results for all the other players and the DM too, and by the way the game should not blow up in everyone's face because a LG PC suddenly turned CE and it ALL went pear-shaped. That's a tall order. It's NOT something that most players are willing to take on out of the blue. It is something being INFLICTED on them without their knowledge or intent. It is something being inflicted BY the DM whether the DM understands and appreciates the consequences of doing so or not.

    Not surprisingly EXTRAORDINARILY few players care to take up that roleplaying challenge. They typically feel they have enough on their roleplaying agenda just accomplishing their own goals in acceptable ways. Suddenly being told that those goals almost certainly must change and the way you go about achieving them also radically changes? Fun for all.

    You typically get one of two reactions to this kind of monkey-wrench being carelessly tossed into the game. First is for the player to fight the whole affair tooth and nail. They refuse to roleplay the new alignment. They do anything and everything to get their PC back to where they were. DM's typically grouse but players have every right to be annoyed. This item is a "curse" item. It's a "Simon Says..." item. It's a "Gotcha!" item. It comes from a time when a significant part of playing the game meant that "smart" players had their PC's a paranoid as they could possibly be and took EVERY precaution EVERY time and SAID so, EVERY time, IN DETAIL. Failure to do so was the opportunity for the DM to slip in one of those cursed items, watch the PC effectively end their useful adventuring career and gleefully announce, "GOTCHA!" Fun for all. Oh yeah. Well, maybe once upon a time but the approach to RPGs in general has changed quite radically. D&D too.

    The other reaction is to admit defeat. Yep. You got me you clever DM. Rather than roleplay the consequences of this to it's fullest, most sensibly disastrous and destructive-to-the-game conclusion, I concede. I will attempt to retain fond memories of my PC before his pointlessly stupid, ignominious removal from play. Let me get my dice and start rolling a new PC. I don't even WANT to continue to play that character because that is NOT the character I wanted. If I HAD wanted that kind of PC I'd have created my PC to BE that kind of character. You cannot FORCE me to play a character that I flat out do not want to play. Besides, if I HAD created that kind of character you'd have REFUSED to allow it because that alignment now so clearly clashes with all the other PC's. WHY in the world would you ACCEPT that character into the game NOW? It is stupid and illogical in the extreme. Just let me have him go disappear into obscurity and create a new PC that won't make all the other players hate me - and then make YOU, the DM, hate me for blowing open your campaign (even if it's YOUR freakin' fault for putting this campaign-destruction bomb in here yourself.)

    The one reaction I have never, not even once, heard of happening is for a player to clap their hands together and say, "Oh boy! Just the sort of roleplaying shake-up that this game needed most. Let me see... Who or what do I $#@& with first to demonstrate my characters RADICAL new perspective?" And for the DM to respond, "Yeah! This will be fun for all!"

    Helms of Opposite Alignment simply have no place in D&D (or any RPG) that is not being played by players and a DM who are all 100% on board with this kind of roleplaying atomic bomb and any and all consequences of its appearance. As a DM you DO NOT WANT this thing in your campaign - because of precisely what will happen if/when it actually gets used. As a player you don't want to play in a game where this kind of thing shows up out of the blue. The only way your PC could avoid it is to simply never be the first to put on/use any kind of magic item because of the intolerable fallout of being the PC to suck up the curse. Unless you just didn't care for your character in the first place you aren't going to have a whit of interest in playing your character's moral and ethical OPPOSITE (and starting right now). Or at least not at the EXPENSE of your current PC.

    So, it doesn't matter much which of the two most common reactions you're going to get from players. You don't want either of them. Leave the helm of opposite alignment (and most of the other "gotcha" cursed items) out. Just say no.
    Last edited by D+1; 2017-01-30 at 09:01 PM.

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    Default Re: About Helms of Opposite Alignment

    If someone played Durkon at a table, I imagine they would now be playing both soul-Durkon and vampire-Durkon, though the DM might play vampire-Durkon as seen by soul-Durkon inside his mind.

    A bit confusing but also interesting. And it started with losing a fight, not putting a helmet on.

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    Default Re: About Helms of Opposite Alignment

    Let me make this clear: I ban these from my game.

    There is one simple reason: A DM has the right to have a character attacked, beaten, killed, maimed, hurt, even mind controlled for a time, but the DM does not EVER get to tell a player that "This is the way your character is" or "This is their beliefs, feelings, or reactions".

    That is the only thing that the player ever gets to decide and the DM, who has literally everything else, has no right to take that away.

    And forcibly changing an alignment does just that, takes the agency of the character away from the player.

    This is also one of the reasons I ban the Deck of Many Things (ONE OF, there are many).
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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Stealth Marmot View Post
    This is also one of the reasons I ban the Deck of Many Things (ONE OF, there are many).
    DoMT is a different issue. When players have their characters draw cards THEY KNOW - or freakin' well OUGHT to know - that this is blatant life-and-death gambling. It's a Russian Roulette Powerball Lottery. It's actually a choice willingly made BY the player - the Helm of Opposite Alignment effectively never is. I know a few players who may have joked half-seriously about putting on a helm and then wreaking havoc - but again, those are players who are interested in being DISRUPTIVE, not players looking for roleplaying challenges. I have never, ever heard once of a player who willingly had their PC put a helm on because they wanted the roleplaying challenge of dealing with it AND had the DM agree to go along. Being a cursed-item it is instead always a thing that DM's try by hook and crook to get PC's to put on for that supposedly-fun "Gotcha!" moment - but then discover the hard way the appalling and unexpected consequences inflicted on players and their own campaign from that point on.

    The deck is a conscious choice by players for their PC's to participate. It IS still an item that too many DM's fail to appreciate the damage it can do and are wholly unprepared to deal with the consequences, but players at least get a choice in the matter. If their PC eats it after drawing the wrong card/cards that's their own fault - even if it was otherwise similarly ill-considered of the DM to put it in the game.
    Last edited by D+1; 2017-01-31 at 07:44 PM.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Morty View Post
    That would be the only way to cover it that'd make any sort of sense, yes. Of course, at that point, it's no longer "opposite alignment", but "replace the original person with a morally-opposed copy". Not really the same thing. And besides, would a being spontaneously spawned the moment someone puts on the helmet, and compelled to act in a specific way, even have an alignment in any meaningful sense?
    I think the basic reason around such systems is that the characters are supposed to have mostly free will, with both responsibility and control of their actions. While things like charm, dominate, and illusion might exist, they don't fundamentally change the character in was like helm of alignment change or vampirism.

    And while it might look different on the tabletop, to any [in game] but the "lost soul" victim of the helmet (who are unlikely to be heard from again) it looks the same.

    But it is even easier and much to simply not have the thing in the game. While it might be better to tell the player to make a different character (unfortunately with specific characteristics chosen by the gamemaster) it is only barely better than having the gamemaster fundamentally change a character directly. I suspect that such a thing predates roleplaying altogether, and was gradually introduced as the entire concept evolved. I think it would have been better all around to use such an object to realize that alignment was a net detractor to roleplaying, not an asset.

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    Default Re: About Helms of Opposite Alignment

    In an old 3E group we found such a helm but kept it locked away. We figured we might need it one day for an NPC. Many levels later my character fails a saving throw and gets his alignment magically changed. During downtime the players remember the helm and use it to fix my character of his affliction. Brilliant!
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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Segev View Post
    The items are generally one-shot, instantaneous items. You put one on, and if you fail a will save, your alignment is instantaneously switched. It notes that the victim magically likes his new alignment and (as would anybody sincerely holding a set of ethics and morals) is horrified by the notion of switching back.
    And, where is the problem with that ?

    You still can overcome alignment barriers with just a helm and one "Remove Curse". Sure, the user would not want the curse removed after he puts the helm on, but nothing compels him to not prepare an easy removal beforehand.


    And it is even less of a problem to the good lich. "Act of unspeakable evil" ? Bah, just have the helm ready and you can still effortless become good aligned afterwards.




    Cursed items only work as intended if people don't know what they do. Otherwise they can be quite a boon.
    Last edited by Satinavian; 2017-02-01 at 07:25 AM.

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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by D+1 View Post
    DoMT is a different issue. When players have their characters draw cards THEY KNOW - or freakin' well OUGHT to know - that this is blatant life-and-death gambling. It's a Russian Roulette Powerball Lottery. It's actually a choice willingly made BY the player - the Helm of Opposite Alignment effectively never is. I know a few players who may have joked half-seriously about putting on a helm and then wreaking havoc - but again, those are players who are interested in being DISRUPTIVE, not players looking for roleplaying challenges. I have never, ever heard once of a player who willingly had their PC put a helm on because they wanted the roleplaying challenge of dealing with it AND had the DM agree to go along. Being a cursed-item it is instead always a thing that DM's try by hook and crook to get PC's to put on for that supposedly-fun "Gotcha!" moment - but then discover the hard way the appalling and unexpected consequences inflicted on players and their own campaign from that point on.

    The deck is a conscious choice by players for their PC's to participate. It IS still an item that too many DM's fail to appreciate the damage it can do and are wholly unprepared to deal with the consequences, but players at least get a choice in the matter. If their PC eats it after drawing the wrong card/cards that's their own fault - even if it was otherwise similarly ill-considered of the DM to put it in the game.
    I agree with this on every level. At least the Deck is technically a CHOICE for the players, but I still ban it because it is essentially not only Russian Roulette for the players, but a good chance the players could actually wreck the entire game.
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    Default Re: About Helms of Opposite Alignment

    Quote Originally Posted by Pex View Post
    In an old 3E group we found such a helm but kept it locked away. We figured we might need it one day for an NPC. Many levels later my character fails a saving throw and gets his alignment magically changed. During downtime the players remember the helm and use it to fix my character of his affliction. Brilliant!
    What the hell did you fail your save against that changed your alignment permanently?
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