D&D General Alignment in D&D

Alignment is, on some level, the beating heart of Dungeons & Dragons. On the other hand, it’s sort of a stupid rule. It’s like the hit point rules in that it makes for a good game experience, especially if you don’t think about it too hard. Just as Magic: the Gathering has the five colors that transcend any world or story, so alignment is a universal cosmic truth from one D&D world to the...

Alignment is, on some level, the beating heart of Dungeons & Dragons. On the other hand, it’s sort of a stupid rule. It’s like the hit point rules in that it makes for a good game experience, especially if you don’t think about it too hard. Just as Magic: the Gathering has the five colors that transcend any world or story, so alignment is a universal cosmic truth from one D&D world to the next. The deities themselves obey the pattern of alignment.

On the story side, the alignment rules contain the rudiments of roleplaying, as in portraying your character according to their personality. On the game side, it conforms to D&D’s wargaming roots, representing army lists showing who is on whose side against whom.

The 3x3 alignment grid is one part of AD&D’s legacy that we enthusiastically ported into 3E and that lives on proudly in 5E and in countless memes. Despite the centrality of alignment in D&D, other RPGs rarely copy D&D’s alignment rules, certainly not the way they have copied D&D’s rules for abilities, attack rolls, or hit points.

alignment.png

Alignment started as army lists in the Chainmail miniatures rules, before Dungeons & Dragons released. In those days, if you wanted to set up historical Napoleonic battles, you could look up armies in the history books to see what forces might be in play. But what about fantasy armies? Influenced by the popularity of The Lord of the Rings, Gary Gygax’s rules for medieval miniatures wargaming included a fantasy supplement. Here, to help you build opposing armies, was the list of Lawful units (good), the Chaotic units (evil), and the neutral units. Today, alignment is a roleplaying prompt for getting into character, but it started out as us-versus-them—who are the good guys and who are the bad guys?

Original D&D used the Law/Chaos binary from Chainmail, and the Greyhawk supplement had rudimentary notes about playing chaotic characters. The “referee” was urged to develop an ad hoc rule against chaotic characters cooperating indefinitely. This consideration shows how alignment started as a practical system for lining up who was on whose side but then started shifting toward being a concrete way to think about acting “in character.”

Another thing that Greyhawk said was that evil creatures (those of chaotic alignment) were as likely to turn on each other as attack a lawful party. What does a 12-year old do with that information? One DM applies the rule literally in the first encounter of his new campaign. When we fought our first group of orcs in the forest outside of town, The DM rolled randomly for each one to see whether it would attack us or its fellow orcs. That rule got applied for that first battle and none others because it was obviously stupid. In the DM’s defense, alignment was a new idea at the time.

Law versus Chaos maps pretty nicely with the familiar Good versus Evil dichotomy, albeit with perhaps a more fantastic or apocalyptic tone. The Holmes Basic Set I started on, however, had a 2x2 alignment system with a fifth alignment, neutral, in the center. For my 12-year old mind, “lawful good” and “chaotic evil” made sense, and maybe “chaotic good,” but “lawful evil”? What did that even mean? I looked up “lawful,” but that didn’t help.

Holmes Original Alignment Diagram.png

Our first characters were neutral because we were confused and “neutral” was the null choice. Soon, I convinced my group that we should all be lawful evil. That way we could kill everything we encountered and get the most experience points (evil) but we wouldn’t be compelled to sometimes attack each other (as chaotic evil characters would).

In general, chaotic good has been the most popular alignment since probably as soon as it was invented. The CG hero has a good heart and a free spirit. Following rules is in some sense bowing to an authority, even if it is a moral or internalized authority, and being “chaotic” means being unbowed and unyoked.

Chaotic neutral has also been popular. Players have sometimes used this alignment as an excuse to take actions that messed with the party’s plans and, not coincidentally, brought attention to the player. The character was in the party because the player was at the table, but real adventurers would never go into danger with a known wildcard along with them. This style of CG play was a face-to-face version of griefing, and it was common enough that Ryan Dancey suggested we ban it from 3E.

The target we had for 3E was to make a game that doubled-down on its own roots, so we embraced AD&D’s 3x3 alignment grid. Where the Holmes Basic Set listed a handful of monsters on its diagram, 3E had something more like Chainmail’s army lists, listing races, classes, and monsters on a 3x3 table.

When I was working on 3E, I was consciously working on a game for an audience that was not me. Our job was to appeal to the game’s future audience. With the alignment descriptions, however, I indulged in my personal taste for irony. The text explains why lawful good is “the best alignment you can be.” In fact, each good or neutral alignment is described as “the best,” with clear reasons given for each one. Likewise, each evil alignment is “the most dangerous,” again with a different reason for each one. This treatment was sort of a nod to the interminable debates over alignment, but the practical purpose was to make each good and neutral alignment appealing in some way.

If you ever wanted evidence that 4E wasn’t made with the demands of the fans first and foremost, recall that the game took “chaotic good” out of the rules. CG is the most popular alignment, describing a character who’s virtuous and free. The alignments in 4E were lawful good, good, neutral, evil, and chaotic evil. One on level, it made sense to eliminate odd-ball alignments that don’t make sense to newcomers, such as the “lawful evil” combination that flummoxed me when I was 12. The simpler system in 4E mapped fairly well to the Holmes Basic 2x2 grid, with two good alignments and two evil ones. In theory, it might be the best alignment system in any edition of D&D. On another level, however, the players didn’t want this change, and the Internet memes certainly didn’t want it. If it was perhaps better in theory, it was unpopular in practice.

In 5E, the alignments get a smooth, clear, spare treatment. The designers’ ability to pare down the description to the essentials demonstrates a real command of the material. This treatment of alignment is so good that I wish I’d written it.

My own games never have alignment, per se, even if the game world includes real good and evil. In Ars Magica, membership in a house is what shapes a wizard’s behavior or social position. In Over the Edge and Everway, a character’s “guiding star” is something related to the character and invented by the player, not a universal moral system. In Omega World, the only morality is survival. 13th Age, on the other hand, uses the standard system, albeit lightly. The game is a love letter to D&D, and players have come to love the alignment system, so Rob Heinsoo and I kept it. Still, a 13th Age character’s main “alignment” is in relation to the icons, which are not an abstraction but rather specific, campaign-defining NPCs.

 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

Ath-kethin

Elder Thing
Funny; my absolute favorite descriptions of alignment ever, in any game or edition, are the ones from 3.x. They actually tell you what the alignment means in terms of worldview and actions.

But I also just love alignment as a character and worldbuilding tool, as well as an analysis tool, so YMMV.
 
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ced1106

Explorer
I grew up with the horrible arguments during AD&D, so I'm glad alignment was addressed in later editions. IMO, "lawful good, good, neutral, evil, and chaotic evil" was a good change, since it simplified alignment from a graph into a line with two extremes, and let you get on with playing the game.
 

Lots of players are teenages and young adults in the rebellious stage, and this is showed in the PCs they create. And roleplaying coherence with the lawful aligment is a harder work when DM forces your PCs to choose some dilemas.

My house rule is adding allegiance (race, country, clan, brotherhood, code of honor, religion) and spells and other powers with aligment key can hurt enemies with same aligment but different allegiance, for example an orc shaman vs a drow cleric. I think even evil groups need a common allegiance or nobody can survive an external threat if they are too wek by fault of internal conflicts.
 

I'm just happy that alignment has (almost?) zero influence on the game mechanics. Players can choose any alignment and then in case the character evolves during gameplay this is no problem.

Obviously, the purists out there may object to a chaotic evil paladin or a lawful evil druid, but personally I don't care as long as all the players (and DM) have fun and the character is interesting.
 

DaveMage

Slumbering in Tsar
Great read.

I hated 4E, but the one thing that I like which came from it was the concept of "unaligned" in D&D.

I think if I were designing the next edition, PCs could be "unaligned" if they wanted to, but to stay true to the game's history of alignment (which I like), I would either let them choose to be unaligned or have an alignment as desired. However, they must be a certain alignment if they channel divine energy (in which case their alignment and aura would match their deity). That way you could still include spells and magic items that were tied to an alignment (which I find fun) and are usable (or bane) to those similarly (or in opposition) alignment-wise.
 

Doug McCrae

Legend
If alignment describes only sides in a conflict then Law and Chaos seem unnecessary, unless, as in 1974 OD&D they mean Good and Evil.

In the default D&D world the major conflict on the material plane is between the forces of good (predominantly humans and demi-humans) on one side and the forces of evil (particularly "savage humanoids"). Humans may be split between both sides, as they are in Greyhawk and Middle-Earth, or mostly on the side of good, as per Gary Gygax's account of D&D in Role-Playing Mastery.

This is mirrored by a divine conflict - good gods vs evil gods and powerful fiends.

Role-Playing Mastery:

Advanced Dungeons & Dragons... is a fantasy RPG predicated on the assumption that the human race, by and large, is made up of good people. Humans, with the help of their demi-human allies (dwarfs, elves, gnomes, etc.), are and should remain the predominant force in the world... despite the ever-present threat of evil​

5e Monster Manual:

Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species... The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.​

1e Dungeon Master's Guide:

There must be some purpose to it all. There must be some backdrop against which adventures are carried out, and no matter how tenuous the strands, some web which connects the evil and good, the opposing powers, the rival states and various peoples... characters begin as less than pawns, but as they progress in expertise, each eventually realizes that he or she is a meaningful, if lowly, piece in the cosmic game being conducted.​
 
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MarkB

Legend
I really like the little alignment 'diagram' that appears in this Order of the Stick comic, including phrases that sum up each one's attitude, as well as filling in 'gaps' between the main axes, so that you have, i.e., a "Lawful Lawful Good" response.

oots1138.png

Fourth box in the second strip. Note that Lawful is on the left and Chaos is on the right in this one.
 


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