Between reading the rules in two editions of AD&D rulebooks and the 3E SRD, and reading all the posts on this thread, I have come up with two pictures of how alignment works.
The one that seems to be run most strongly on this thread - eg by @
N'raac and @
Imaro and I think
also@[I][B][U][URL="http://www.enworld.org/forum/member.php?u=16726"]jsaving[/URL][/U][/B][/I] - is that alignment is a series of labels for sets of things that might be valued. Those who value authority and innocent life are LG. Those who value freedom and lack compassion are CE. And so on.
On this picture, it makes sense for a character to decide that the right thing to do is something which is labelled evil - for instance, the right thing to do is to kill an innocent person, thereby "debasing or destroying an innocent life" - because the character decides that, on balance and in these circumstances, there are other things more important than valuing compassion.
1And from the point of view of the universe, on this approach, there is no answer to whether or not that character has done the right thing. Of course if s/he is a paladin s/he will fall, for knowingly and wilfully committing an evil act, but that might just show that his/her god is mistaken, and needlessly fetishes compassion for the innocent over other, potentially more important, things.
2(There is a puzzle, on this approach, as to only why authority-and-compassion fetishists bestow their warriors with divine power, but we'll let that pass.)
3This cosmological approach makes the paladin archetype impossible as soon as it becomes known, because on this approach the universe itself is essentially uncaring. There is no providence. There is no reason, ultimately, to be LG rather than CE.
1: I agree and this is the basis for interesting character moments. Conflict, doubt, crises of faith are all the roots of interesting stories for the character. A Paladin kills a man in cold blood to prevent him from committing further crimes, and finds herself stripped of her powers. She then attempts to win back the favour of her deity through good works to make amends, or seek out an atonement spell, or instead turn her back on her fickle master and declare that she will continue to fight for what she believes in with or without a deity's blessing, or seek out the favour of some other deity.
2: There is no puzzle because they don't. Evil deities have clerics, blackguards, and others they bestow their dark power on.
3: I'd disagree. The Paladin doesn't need providence on their side, they don't need to know that the universe has got their back (I'd argue the character is all the more impressive in a world where it doesn't) all they need is their sword, their god, and the courage to stand against evil til their last breath. You mentioned modern fiction and the character I feel best reflects what a Paladin is, to me, is Lan Mandragoran from Robert Jordan's Wheel of Time. Here is a man who has lost everything to the spread of Evil; his nation consumed, his family killed, and his people divided. No one has more reason than him to believe providence does not exist, that the Creator either can't or won't intercede on behalf of the people of his world against the Dark One and his Shadowspawn but still he stands, and he fights, and he is pledged to continue fighting until the forces of the Shadow have ground him to dust, because that is his duty as the Last King of Malkier.
"To stand against the Shadow as long as iron is hard and stone abides. To defend the Malkieri while one drop of blood remains. To avenge what cannot be defended."
That is a Paladin I want to play, a warrior who knows, full well, that the universe doesn't give a damn, that the balance of the universe is not tilted in their favour, but stands and fights anyway because they believe it is the right thing to do.
An alternative approach to understanding alignment is my default understanding.@
S'mon and, at least as I have read him, @
Hussar have articulated similar views in this thread. On this approach, it is taken for granted that there is always a reason to be Good rather than Evil, and hence that the Evil are doing the wrong thing. This is also the worldview of the paladin, although (i) the archetypal paladin has a different sense of what is good from the typical modern person (eg more militarist, and less democratic) and (ii) the paladin also has providential convictions which are probably less common among modern people than they once were.
Here's my problem with this outlook. If there is always a reason to be Good rather than Evil then any non-good characters in your world
must be insane or mentally handicapped in some fashion. If there is always a reason to be Good than Good is ultimately, objectively, right in all cases, and no rational person consciously does the wrong thing. Example, no rational person walks up to a door that says push and genuinely thinks to themselves, "I'm going to pull that door." Because that's the level of integration you're talking about when you say, there is always a reason to be Good, someone who sees push and either genuinely interprets it as pull, or makes a conscious decision to pull knowing full well it won't open that door.
The difference, as I see it, is that in a world in which there is no inherent reason to be Good rather than Evil - these are just two approaches to valuing order and compassion for the innocent, which one picks and chooses between as seems right - then the code is essentially a contract: the paladin promises to do X and refrain from Y in return for power.
Whereas the true paladin archetype, as I see it, answers a providential call, and thereby honours those values which are the only true values, departure from which simply betrays a misunderstanding of the demands of honour and duty, and of the ways of providence.
Fair enough, though it is important to remember that in a game with mechanical alignment it is a reflection of behaviour not a dictator. A character doesn't hold to a code of honour and ethics because they're Lawful Good; they're Lawful Good because they hold to that code. This, in my opinion anyway, eliminates that kind of mercantile approach to the class. The character was Lawful Good before they were a Paladin, their actions in life up to the point of character creation has made them Lawful Good, so it is more in line, to me, to consider it as, because the character has adhered to values X and refrained from actions Y they are being blessed and rewarded by being granted the powers of a Paladin, for as long as they remain worthy of them.
You characterisation of Blackguards and Evil Clerics treats them as basically symmetrical with the paladin, in cosmological terms. In my view, once the game overtly affirms such a cosmology, it has ruled out the paladin archetype as I understand it. For instance, if the correct way to think of a Blackguard is as blessed, like a paladin, but just by a different god, then the paladin's conviction that providence is on his/her side is revealed as objectively mistaken. S/he is simply playing for a different team.
Ok but that's not
my characterization, it's the
game's characterization. An Evil Cleric functions no different from a Good Cleric or even a Neutral Cleric except for the use of negative vs positive energy, similarly a Blackguard is presented as essentially an Evil Paladin (to the point I question why it was a Prestige Class in 3e.
I don't fully understand where temptation comes from in a mechanical alignment system.
Temptation -> the player and character are given the option, and an incentive, to act outside the confines of their alignment; this can be for expedience, out of conflicting values a character holds, personal interests, etc. sky's the limit. The point is that if the character does choose to act against their ideals it leads to...
Corruption -> the small alignment adjustments, leading the character towards an alignment shift, with only regular violations leading to...
Fall from Grace -> the player has acted out of alignment repeatedly and consistently enough to warrant an alignment shift. For many characters this is not a major issue but for those it is they're now faced with an option, strive to regain their alignment (not particularly difficult immediately after a shift, they're at the borderline between alignments) or press on with their new alignment and either find a new source for their existing abilities or choosing to walk a different path (level in a different class).