Meissa wrote:
Use the resources available in the game to determine the alignment, which are numerous and include other players, NPC dialogue, game descriptions, magic spells and others.
I suppose my main point all along in this arc of the conversation is that in the above formulation, short of having access to the appropriate detect spells or the appropriate scripted items (neither of which we could freely assume on every character, particularly newbies) these methods all rely on the actions and honesty of others.
Be these other people other characters or builders, the character would rely on them for guidance to kill and not kill the appropriate things. It seems strange that the policy is to approach the character committing the crime without looking at the society that might have made it. That's where I would advocate the usefulness of some sort of phylactery for good-aligned characters to save everyone, including that character and the staff, a lot of unnecessary hassle should any of those other human-based resources fail to adequately inform the character.
For another example besides the kill command, if we look at it in RP terms, what kind of good-aligned god would resurrect a deep-elf at the request of an elf and then turn around and punish the *elf* for doing it? It would seem to me that the elf would be able to be punished or chagrined without the deed having to reach fruition. Wouldn't the god be breaking alignment, too? To say it broadly: some mechanics do not enforce alignment the way that it is enforced by the humans playing and staffing and building the game. That doesn't reinforce the humans' points.