iserith
Magic Wordsmith
The D&D 5e rules are pretty clear about alignment as being something that "broadly describes" morals and attitudes and "typical behavior." It goes on to say "individuals might vary significantly... and few people are perfectly and consistently faithful to the precepts of their alignment."
Since few mechanics interact with alignment in D&D 5e, it is likely that only house rules will make alignment important. I know in most campaigns, I don't care about it except as it may relate to a character's Ideal, which is often tied to either the moral or attitude part of the alignment descriptor. In my Planescape campaign, however, I made alignment its own Ideal using the verbiage given in the D&D 5e rules. Players can therefore play to this personal characteristic in order to gain Inspiration. So when the LN wizard member of the Fraternity of Order "acts in accordance with law, tradition, or personal codes," the player of said wizard can claim Inspiration. This mechanic helps to underscore some important element of a Planescape game (in my view).
I find offering encouragement to play to a specific characteristic, when it's actually important to the campaign theme, is a good way to use alignment. Otherwise, it fades to background as a way for players to think about how they want to portray their characters. It's not a straitjacket nor a club for the DM to use to get the PCs to do one thing or another. After all, it's the player who decides how his or her character acts, and what he or she thinks and says.
Since few mechanics interact with alignment in D&D 5e, it is likely that only house rules will make alignment important. I know in most campaigns, I don't care about it except as it may relate to a character's Ideal, which is often tied to either the moral or attitude part of the alignment descriptor. In my Planescape campaign, however, I made alignment its own Ideal using the verbiage given in the D&D 5e rules. Players can therefore play to this personal characteristic in order to gain Inspiration. So when the LN wizard member of the Fraternity of Order "acts in accordance with law, tradition, or personal codes," the player of said wizard can claim Inspiration. This mechanic helps to underscore some important element of a Planescape game (in my view).
I find offering encouragement to play to a specific characteristic, when it's actually important to the campaign theme, is a good way to use alignment. Otherwise, it fades to background as a way for players to think about how they want to portray their characters. It's not a straitjacket nor a club for the DM to use to get the PCs to do one thing or another. After all, it's the player who decides how his or her character acts, and what he or she thinks and says.