Okay, one more and then I sleep.Woem said:I think the Dungeons & Dragons morality system makes absolute sense, but many people see it too one-dimensional. The good-evil axis isn't the only one there is, there is also the lawful-chaotic axis. Especially when it comes to the BBEG (big bad evil guy) most DMs opt for them to be evil as a reason for the players to go after him. However the lawful-chaotic axis can make for really interesting motives.
Think for instance about a band of lawful good elves teaming up with a lawful evil Pit Fiend and his kobold minions against a band of chaotic good mercenaries (the players). This is certainly a valid position since the elves might value their ethical alignment (lawful) more than their moral alignment (good). But most people think of the good-evil axis as the more dominant one, and having your players think of the ethical axis might make for some great role-playing moments.
So don't make things too complicated with skills and traits when it can be as simple as this.
The D&D morality system is good because it's very abstract; good for a system that has to be run on the fly by a human but not good (IMHO) when used on a computer that is capable of doing so much more (and yet, so much less when it comes to smoothly interpreting moral issues). For a computer to be able to handle morality in an interesting way it has to have a more detailed record of morality.
I find the Law/Chaos axis to be somewhat incoherent, and the Good/Evil axis to not be finely granulated enough to describe the subtleties of a truly interesting character. I've run D&D characters (both PCs and NPCs) with ambiguous morals, but there's no way for a computer to do it without a more detailed picture of what's going on inside the character's head.