• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Eleven Things Alignment Got Right

Celebrim

Legend
1) No Preferential Treatment: At its core, classic D&D doesn’t provide an answer to the question, “What alignment should I be?” While some alignments are more conducive to social play than others, in the hands of a good role-player characters of any alignment can contribute to play and no alignment choice is forbidden to the player by the system. Moreover, Good is not in the D&D universe objectively better than Neutral, which is objectively better than Evil or any other hierarchical ranking. The cosmology of the D&D alignments is not a ladder, where one alignment is ranked higher and better than another. No, in classic D&D all the alignments are laid out in a ring. What this image conveys is the classic picture of peers seated at a round table. One alignment may well be better than the other one, but it will be necessary to demonstrate its greater worth by some means – the universe doesn’t answer the question for you.
Even better, alignment is presented in a way that is symetrical. That means that its just as hard and burdensome to be a member of a particular alignment as any other. (In fact, in my experience, the notion that alignment isn't symmetrical may be the most common misunderstanding about it that I've encountered.)

2) There is More than Two Sides to any Question: No matter what you believe to be true about real world ethics, if you have much powers of observation at all you have to admit that there is more than one alternative to what you believe which is held strongly by other people as reasonable and intelligent as yourself. This is true even if you believe that what you believe is absolutely and universally true and everyone else is wrong. Regardless of whether truth is objective or relative, whether the world has inherent morality or morality is an artificial and unnecessary social construct, the world is not easily and cleanly divided into two camps centered on two easily identified philosophies. Rightly or wrongly different people believe all sorts of things, many of which aren’t easily mapped out on a single axis of belief. The D&D universe models this rich complexity with an arguably simplified but still rich complexity of its own. For any moral or ethical question, the two axis system provides at least nine possible outlooks which is plenty of depth for most players needs and probably more than most ever really use.

3) For Every Alignment, a Compelling Argument can be Made in Support of it: It wouldn’t matter very much if the cosmos wasn’t ordered in such a way that it made it clear which alignment was ‘better’, if the philosophy behind most of the alignments was so preposterous and unattractive that we couldn’t imagine why anyone would ever believe in such a thing. But the conflicts of benevolence vs. cruelty and the individual vs. society are so basic and so interesting, that it is quite easy to imagine someone adopting any position amongst the nine possible choices.

4) For Every Alignment, a Compelling Champion can be Made to Promote it: It wouldn’t matter much if the goals of each alignment could be made academically interesting, if the characters holding such views were boring or repulsive. We can even easily imagine compelling, likeable, charismatic individuals holding any of the nine alignments, even if we – when we stand back from the individual – that the position that they hold is utterly depraved, or repulsive, or foolish, or dangerous. And the great thing about this is that we can easily step back at some distance from history and find compelling charismatic figures promoting all sorts of philosophies that we find depraved, repulsive, foolish, and/or dangerous.

5) At Least Among Beings with Free Will, Alignment is Mallable and Fungible: Provision was made for free willed mortal beings to change who they are. Whether or not beings are ‘born that way’ isn’t really answered for PC races, but regardless of how we answer the question of nature vs. nurture or want to answer it, it’s clear from the rules that PC races at least can change their nature through their choices and actions. Normally this change can be a steady and slow drift, but at other times it might be dramatically changing one nature for another nature.

6) The Universe is Painted with a Full Palette: Time and time again I hear various internet posters suggesting that the world is more interesting if, for example, every being has a potentially murky nature or conversely that everything is more interesting if it is clear cut black and white. Often these posters are making proxy arguments for various real world intellectual positions, be it free will vs. predestination or nature vs. nurture or relativism vs. absolutism. For my part, I think the game world is more interesting if we don’t banish any colors from it when we start weaving the tapestry. I want a world were I can play with every potential idea, whether it’s gray, black, white, red, blue, or fuchsia. And that’s exactly what classic D&D provides, with for example some beings that represent incarnated ideas and hence are always of a particular alignment and some beings which are proxy representatives of our selves in the fantasy world. Regardless of what ideas you want to explore, there is room in it and you don’t find yourself working with a palette that is nothing but shades of grey or nothing but shades of blue.

7) There is Room for Everyone: Regardless of what you believe about the real world, because the buckets are so broadly described, there is room in the alignment system to accommodate your world view. There is wiggle room to handle ethical controversies. The designers didn’t decide what was right for you and force you to accept it. If you believe that slavery is inherently wrong, you can drop it in the evil bucket and that’s a perfectly valid choice for your cosmology. If you believe that slavery is valid social institution that can serve a useful purpose but is simply often wrongly exploited do to the greedy or venial nature of man, you can drop it into the lawful bucket and that’s a valid choice. Or you can believe slavery itself has no ethical value and it’s all a matter of how slaves are treated, and you can drop it in the neutral bucket. You can set up the system however you like so long as you are consistent and have thought out the consequences of your choices. And because there is no inherently better bucket, if some player comes to your table with a different world view, they aren’t punished for choosing to align their character with something you don’t think is ‘Good’.

8) For Everyone there is a Room: Regardless of what you believe about the real world and regardless of what belief system you want to explore, because the buckets are so varied and so broadly described, there is one you can comfortably drop your character concept in without feeling like you are in a straight jacket. What to play a utilitarian character? A nihilist? A bohemian? A fascist? A libertarian? A stoic? A pacifist? Want to play a character that believes that alignment is a bunch of hooey and doesn’t really exist? There is an alignment that can fit your needs with only a minimal amount of stretching to fit.

9) Polytheism: The ultimate upshot of #1 through #6 combined is that there is a deity representing every way of looking at the world. Some of you may know that I’m highly religious. At one time, when first taking up the hobby the polytheism bothered me and I contemplated whether it might be better if the cosmology attempted to be truer to I believed was the real way the world was ordered. The more I thought about it though, the more I realized that the game system I was designing was probably more morally dangerous than D&D was. If there is anything more dangerous than leaving all questions unanswered, it is certainly attempting to give all the answers but giving the wrong ones. If I were to make a monotheistic cosmology, then I would make the god of the universe a character within my game world, and I as the game master would be forced to make decisions on behalf of ‘God’ and perhaps even take the role of God. (As I’ve had Hindu friends, similarly I wouldn’t try to put the Hindu mythology explicitly or by analogy into my game either.) Moreover I would have to take diabolical roles within the game, and the more closely I tried to model these roles after what I believed to be real diabolical forces, the more dangerous these roles would be. By far the morally safest path would be to not attempt anything allegorical at all, and instead have a cosmology that was far enough removed from anything anyone really believed that the whole thing could be treated as an elaborate lark – which is as much as I think a game should ever be treated as. Moreover, by not picking any particular obvious ‘right’ answers as to what my players should believe, I was avoiding beating anyone over the head with my beliefs in a context that was usually wholly inappropriate to doing so. The other nice thing about Polytheism is that you can easily fit pantheism, monotheism or atheism into the universe by denying certain apparent aspects of the deities to be actually true. For example, in my campaign, there are persecuted heresies which correspond to pantheism, monotheism, and atheism – persecuted, but of course just because something is persecuted doesn’t mean it isn’t potentially true.

10) It’s Not Personality: While there are personalities that seem to lend themselves more to one alignment or another and some sorts of behaviors that don’t seem to fit with a particular alignment at all, it’s easy to imagine short-tempered, or patient, or thrifty, or generous, or cautious, or humble, or cocky, or rash, or vengeful, or forgiving, or chaste, or promiscuous, or lazy, or ambitious, or intelligent, or foolish, or curious, or incurious members of every alignment. Alignment never serves to define our character, nor does it ever act as a straightjacket that limits characters to as few of buckets are there are alignments. We can even with a little thought imagine very complex members of a particular alignment which, while they are mostly good representative members of their alignment, have some flaw which prevents them from being true paragons and which they must repeatedly struggle to overcome sometimes perhaps even failing to do so and requiring some degree of atonement. And note, that because the alignment system is symmetrical, this is true not only of the Good alignments but also of the Evil ones. For example, we might imagine a villain who has the flaw of tenderheartedness that prevents him from at all times slaying friends (or foils!), or children, or women, or whatever that gets in the way and thus must occasionally find himself atoning for the sin of compassion.

11) It’s Simple: It’s entirely possible that a simple two axis, nine bucket system is wholly inadequate for talking about the real world in any remotely realistic way. It’s entirely possible that the real world is simply far too diverse and complicated for this to reflect how the world really is. But so what. The last thing we should want in our fantasy game is for it to attempt to accurately reflect exactly how the real world actually is, because then there would be no point in calling it a ‘fantasy’ at all and worse yet we’d be in a very real danger of blurring the line between fantasy and reality in uncomfortable and potentially dangerous ways. Equally importantly to making a successful game, we don’t want a game that requires a doctorate of philosophy or theology to understand, play, and make interesting choices within. I think a fantasy game system needs to balance a richness of ethical choices versus having a simple system that is easily picked up, relatively easy to understand in a general way at first glance, and doesn’t heavily burden someone who wants to ignore it. We can always add depth and richness to our ethical explorations if we want to, but if the first steps of that exploration are either missing or too difficult to tread on, then its highly unlikely such explorations will really happen.
 
Last edited:

log in or register to remove this ad

11) It’s Simple:
Overly simple and insufficiently useful....

A natural language descriptive answer of a couple of questions will accomplish more in terms of having the player think about there character... and will tend to result in characters who feel more real.

Here is a pair or is it three..

What is your characters goals ?
What is she willing to do and/or has he done to achieve them and what isn't she willing to do?

People don't need encouragement to lump somebody in to little boxes
 
Last edited:

What is your characters goals ?
What is she willing to do and/or has he done to achieve them and what isn't she willing to do?

I think that any answers to those questions could be summed up as one of the nine alignments.

And there's nothing to prevent someone from using one of the nine alignments *and* creating "real" and complex characters. I've been doing it for years.
 

Moreover I would have to take diabolical roles within the game, and the more closely I tried to model these roles after what I believed to be real diabolical forces, the more dangerous these roles would be.

This reminds me of C.S.Lewis commenting that he found writing 'The Screwtape Letters' to be a deeply unpleasant experience due to the neccesity of delving into the diabolical character and minset.

Worth reading BTW for a glimpse of the mind of a devil.
 

I think that any answers to those questions could be summed up as one of the nine alignments.

Maybe, maybe not. It would be very difficult to prove this even if we had some concrete and complete definition of each alignment, because both the number of questions and the number of answers are infinite. So it would be pretty much impossible to show that every answer was covered for every case.

What I think is more important is that for any small set of questions and brief answers, the short hand alignment description actually contains more information because - even if it gives us few or no complete answers - it gives us some strong hints to the answers in a very large number of questions. As of means of conveying information between DM's, for example, describing something's alignment is far more information rich than any equivalently long string.

I'm a huge believer in seven sentence NPC's (The 7-Sentence NPC by C.M. Cline, Dragon #184). For those that don't have the article, the seven sentenses give answers to the following questions about an NPC:

1) What occupation?
2) What is distinctive about the physical appearance?
3) What are the notable attributes and skills.
4) What are the values and motivation?
5) How does she/he interact with others?
6) What does she/he know?
7) What distinctive habits?

But even if we 'lavish' seven sentences on every NPC we still have a very small peice of information about the NPC's motives and very few clues about what sort of decision making process to use in all the cases we haven't described. That's what alignment gives us that a list of questions and answers doesn't. It's not that I don't think a list of questions and answers is in any fashion a bad idea, but deprived of any context it doesn't tell us some of the things we'd want to know.

There is also a risk of it being infinitely recursive. A question like, "How far would you be willing to sacrifice?", if it doesn't end up backing up to some sort of absolute standard ends up requireing an infinite number of digressions to answer fully because we don't have some real ranking of what is 'how far'? It ends up telling us only something very specific.

I think that 'The 7 Sentence NPC' is the best article ever written for Dragon magazine, but you can see this flaw even in the descriptions provided for the NPC's. Baron 'Wardog' Muckdigger has a description that is memorable and creates a character, but which ultimately tells us nothing about what he'll do in a pinch. The Baron could literally be from the description of any of the nine alignments, and knowing that would not change how you introduced the character necessarily but would probably change how you played the character if the character became a reoccuring intimate acquitance of the PC's. The same is even true of Lady Erin of Loft, whose description seems at first glance to peg her alignment to one portion of the wheel, but on reflection we find we don't really know enough to even know that. In that case, suddenly we find that Lady Erin of Loft could be any number of things other than what we might think at first glance simply by playing around with her alignment descriptor. But, I dare say that if you don't play around with her alignment descriptor, answering questions about her will almost certainly lead to a simple sterotype and not the potentially complex and compelling character she could be.

Of course, it's probably equally true that if you only have an alignment description and never generate a personality that you'll end up with a bunch of sterotyped personalities based on the archetype presented by each alignment (meticulous prudish lawfuls, messy libertine chaotics for example), but just at this momment I don't feel the need to defend that giving NPC's a personality is useful. What I'm trying to establish is that its not sufficient.

And in my experience, very few DM's can precreate alot of seven sentence NPC's.

I've spoke of NPC's, but with PC's the problems are similar and especially acute with novice roleplayers who first of all probably won't want to answer alot of questions and who second of all will probably give very uninformative answers. An initial answer to, "What are your characters goals?", might be something like, "Get rich.", and an answer to how far you are willing to go is likely as not to be, "Not break the law.", or "Won't do anything immoral." So, what are we really gaining there?
 

An initial answer to, "What are your characters goals?", might be something like, "Get rich.", and an answer to how far you are willing to go is likely as not to be, "Not break the law.", or "Won't do anything immoral." So, what are we really gaining there?

An encouragement to think about it instead actively promoting
the use of pre-canned vague and yes boring answers..
Your answers do not sound like anything I hear from real people
so lets just say they sound umm contrived?
 

Overly simple and insufficiently useful....

A natural language descriptive answer of a couple of questions will accomplish more in terms of having the player think about there character... and will tend to result in characters who feel more real.

Here is a pair or is it three..

What is your characters goals ?
What is she willing to do and/or has he done to achieve them and what isn't she willing to do?

People don't need encouragement to lump somebody in to little boxes

Your complaint seems to be that alignment alone can't tell you everything about someone, to which I reply "Well, no, it's not supposed to."
 


An encouragement to think about it instead actively promoting the use of pre-canned vague and yes boring answers..

Now, we are offering an opinion without the slighest evidence. Perhaps if we had some insight into what to you an answer that wasn't pre-canned, vague, or boring was.

Your answers do not sound like anything I hear from real people
so lets just say they sound umm contrived?

Well, I freely admit that they are contrived to make a point, but I'm afraid that we are just not going to find anything to talk about if those answers do not to you sound like the sort of answers real people give when explaining constraints and limits on their own behavior. We live in such apparantly remotely different universes, I fear that there is no common language for discussing our respective experiences.
 

Now, we are offering an opinion without the slighest evidence.
Sorry I thought it patently obvious the alignment system is
2 word descriptors pre-canned obviously by definition.
Yup the boring part was my opine about the above pre-canned descriptors... sacred cows can be counter productive and this is one.
(umm who needs evidence to support an opinion).

Well, I freely admit that they are contrived to make a point.

The point seemed to be that it is possible to make generalized uninformative answers in such away that it is no more than a rephrased echo of alignment.

I dont even care if the answer does start out vague using the question tool "can" easily and likely result in something better...

I think people do not in my experience answer these kind of questions with "thinly" veiled translations of vague "lawful" and "good" --- except maybe D&D fans with preconceived notions. Additionally by making the questions one of a number of them they all become part of a whole.

After discussing the game world there goals include things like "freeing slaves"
People tend to get more specific "I would even torture if I had to" "I wouldnt lie" "I wouldnt steal" or include phrase that indicate they are starting to think about it. "I might if " etc... etc and it inspires them to think more about the character.
 
Last edited:

Into the Woods

Remove ads

Top