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that's 100% the best way to do things, Alignment is one of those things that makes way more sense as a result of your actions rather than a guiding principal.
also I'm going to mention that the Paladin thing is explicitly not a problem in the tabletop, Paladins lose powers if they break their code (which include doing Evil acts by choice) and as long as they don't break their code any sane GM wouldn't try to say they're not sufficiently Lawful (Chaotic acts aren't forbidden, probably so that a Paladin won't be de-powered for freeing slaves~) so the only way they'd be a different alignment is if if specific magic was used.
I turn of the dialog hints as i dont care for it.
Outside of class limits(one of the few good things of 5e.
Removing class limits)
I useally end up neutral evil in pathfinder wraith of the rightious.
But that is because i am a lich so..
I end up lawful good in neverwinter nights 2.
Something i have grown to love is to start as neutral and see where the game takes me.
Pure Chaotic gods tend to have fewer friends, but Calistra does have a number of Gods she allies with.
not exactly telling of being unable to maintain bonds~
that sounds like you've been playing with people that only know how to play Chaotic as Chaotic stupid my dude, it's the equivalent of saying that every Lawful character is Judge Dredd or Robo-cop, an emotionless machine incapable of anything but executing the letter of the law, with barely enough agency to say a witty one-liner once a fight.
Interesting, so basically you treat the whole aligment thing like mechanics? Or rather "lore" than actual ethics and stuff? Hm.. I never thought of it that way. Then it makes even more sense not to pay attention to the tags in dialog options - at least if your alignment doesn't affect gameplay.
Wrong thread or did I miss something?
I think that might have to do with complains about just that in other games where some players felt to forced into bending their own character to the will of the companions in order to not have someone leave, an issue that stems from the low available amount of "real" companions .I.e. if you want to play with fully written companions, you are sort of shoehorned into a specific character play by the availability of party members as else you would lose access to certain classes.
On the Alignment discussion. Lawful does not have to do with law itself it just means you follow certain rules to the letter. Those could be the Laws of a Country, the rules of an Order to belong to or a codex that you made up yourself. An Assassin on a seemingly random killing spree hired by some thugs as a distraction might still be lawful as long as they strictly follow their own code of things like never talking about their employers, never harming children or whatever else they have made up their mind thinking was worthy following.
The Reason why Paladins usually lose their power when not following their alignment in crpgs comes from a simplified system. Alternatively they would have to implement orders and check for each single order in every and all action of the players paladin if they did not break their code. Something that is both alot of work and makes the class very inaccessable to casuals since they have to read up the whole codex and follow it in order of not getting stripped of their rank and powers.
The Reason why certain classes lose their power is that those powers don't come from within them self but are bestowed by greater powers who have their own rules who and why they lend some of theirs. Don't act in the interest of the power that gave you yours and they might just take it back. The difference here between chaotic and lawful is that lawful ones have a written set of rules to follow while chaotic ones more of a vague Idea like the god stands who stands for revenge doesn't care how exactly you fullfill your oath of taking revenge, just that you do it while a lawful god wants you to do it while following their rules.
Sandbox games seem to actually give you more role playing opportunities than RPGs. Instead of having The Plot that you WILL go through, they set up a world with various mechanics, leaving the player free to do all sorts of different things to pursue different goals. With that freedom, you can role play very different people.
For instance, I've probably done my best role playing in Egosoft's X series of games. (Yes, I threw a pun at you above and didn't tell you what it was until you swallowed it. I'm a special kind of evil.) The X games are in no way any sort of RPG, but they do give you several options to make money: trading, mercenary, taxiing people around, mining, setting up space stations, pirating, and in any combination. That freedom let me set up a character and really act on that character's motivations. It's still not Pen & Paper level role playing, but it does seem to get me closer than the RPG genre.
I wonder if RPGs could go more sandbox-style? Kenshi seemed to be doing it, but I had a hard time getting into that game.
In exchange for which, you don't have a good plot.
I too liked the Egosoft X-Games though i preffered the earlier ones which were a bit more story driven.
On the Maintopic to those games. They don't even have the issues the OP has with this game as there is no real choice of dialogue to begin with, you just act without actively interacting with other characters outside of a very shallow level.
Believable characters will respond to your actions; if they do not like you they will not do business with you. Breaking from that pattern reduces the suspension-of-disbelief factor, (the characters are just some kind of bot) something that is important to this type of game.
Instead of writing to multiple responses to keeping Ember alive, they would only need the one most likely to get used - where the player does the saving. Choosing to start a fight with Seleena because you want to watch them kill Ember sounds like, oh I don't know, something they would not have thought of to write.