I've always been of the opinion that SK players should have no have fixed alignments or auras at all: a character's goodness/badness should be as inscrutable as it is IRL. We judge others based on their actions and we make decisions that satisfy our own moral compass--a decision and process far to complex to be shaded into a light-grey-dark spectrum.
But that's a tangent. If we ARE going to have alignments, I agree that they have to be fixed. This is the role you chose to play. This is the character you have: play a new one if you wish to rp a different alignment.
I can see the appeal of being able to change class or race (permanently) or alignment according to rp, but there is a reason they aren't allowed. I don't think allowing switched alignments is a good idea based on three reasons:
a)
Too abuse-able or nonsensical to be allowed by simple game mechanics. Let's say, for example, you could kill X number of light-aura NPCs and be "evil," or X number of evil-aura NPCs to be "good." This is repugnant to me, IC-wise. Evil/good is a decision and habits made in everyday life, not in killing a certain number of NPCs. While this may make sense to manifest itself in certain kinds of player-character rps, it wouldn't do for everyone.
Or let's say there'd be a scripted NPC somewhere that would take your alignment up/down a notch by performing some kind of quest. Player A says, "I'd like to use that nifty l33t scripted sword, but it is evil only, so I'll get myself evil for a few days." Then he wants to enter a grey-aura only area, so he changes over....etc etc. In other words, for many players it wouldn't be about IC motivations but about advantages over the game's mechanics.
b)
Too much of a crutch. This idea is akin to the "let's play the one evil griffon in the world" or "I'll be the one GOOD deep-elf!" It SEEMS really original and bright. But it has been attempted by countless players. It is generic "uniqueness."
The redemption/corruption arc seems really original or exciting, but believe me, if it were available you'd see scads of people doing it.
My point is: it seems appealing mostly because it isn't allowed. If it were allowed, it'd be as cliched as the current rps of blemished paladins.
When certain overly-used story arcs are not allowed, players are forced to find new ones, more clever ones, less obvious ones.
c)
Too complex and headache-inducing to be an exception-based policy by imms (in other words, to allow for the possibility at all). Ah yes, one might say, but what about that stellar rper who would make a good show of it? That rper who wouldn't make it corny, wouldn't make it insipid, but would make it truly remarkable? Why not make an exception for those kinds of cases, as imms see fit?
Let me be blunt: because it is easier to say no to everyone than yes to one and no to 99. If you open yourself to the "maybe" possibility, you as an imm find yourself deluged with requests from players who know THEY're right for the decision and will be angry if they were turned down: it's simply too much of a hassle. And it isn't a necessity for good rp, it is a player's whim. Thus, the "no exceptions" rule simply helps make the immstaff's duties a bit easier.
I realize that locked alignments do prevent those dramatic story arcs of corruption or redemption that so many of humanity's great stories follow. However, I think we can do fine without them.
Until that day when we can get rid of alignments all together.