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.

 

log in or register to remove this ad

Jonathan Tweet

Jonathan Tweet

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

jsaving

Adventurer
What's lost when you remove alignment as a mechanical feature is the ability to cudgel recalcitrant players into behaving as the DM expects. I've been in a fair number of campaigns where DMs see obvious answers to even the most ambiguous practical questions and strictly enforce penalties against players who disagree. Lawful-aligned DMs in particular want clarity on exactly what it means to "follow your conscience" so they can gauge whether chaotic good players are behaving "correctly," to which CG players respond that laying down those parameters is antithetical to chaotic alignments (though in line with how lawful players wish chaotic characters would behave).

All of that said, though, 5e defines goodness as selfless behavior so you can certainly say a chaotic good character helps others as her conscience dictates, without regard to what society expects. That at least puts some meat on the alignment's bones, without telling you exactly how any given CG character will do that.
 

log in or register to remove this ad

GMMichael

Guide of Modos
That at least puts some meat on the alignment's bones, without telling you exactly how any given CG character will do that.
Hmm. Chaotic good is a little confusing because a zombie certainly does what its conscience directs, with little regard for what others expect. And it helps others - the others in the zombie horde, or the necromancer that summoned it. But they're listed as neutral evil: those who do what they can get away with...

Do zombies ever stop to wonder if they can get away with eating brains?

For the record, the tarrasque defies the OP's assertion that all must be bound by alignment, even gods. Because the tarrasque isn't neutral, it's "unaligned."
 

Lanefan

Victoria Rules
Yes, but concrete guidance is what I buy rulebooks for. That's why I call them 'rule'books.

I'm not trying to sound snarky; I agree with you that this was probably the design team's intent. And if the 5e idea works for you, then I am genuinely glad for you.

But to me, a rulebook that provides only stripped down, vague, and interchangeable impressions that require a GM to do the hard work of explaining them to his players has failed in its primary responsibility of providing rules. It is AWOL at the very moment I need it most.

That's not displaying 'command' of the system; that's just failing to provide any system at all.
No, it's falling right into the 5e tenet of "rulings, not rules"; they give a very general guideline and then leave the fine-tuning up to each individual DM based on her own views and, maybe, those of her table.
 

jsaving

Adventurer
Hmm. Chaotic good is a little confusing because a zombie certainly does what its conscience directs, with little regard for what others expect. And it helps others - the others in the zombie horde, or the necromancer that summoned it. But they're listed as neutral evil: those who do what they can get away with...
I think perhaps there is a misapprehension here. The dictionary definition of conscience is not "having desires" or even "whims" as some are claiming, but rather "a sense of the moral goodness of one's actions together with a feeling that one ought to do right or be good." So following your conscience means understanding you should help others but following through in the way you think best, whether society agrees with your methods or not.

If "following your conscience" simply meant doing what your brain decides then you would be right that any creature including a zombie would be considered chaotic good. But it doesn't, so they aren't.
 
Last edited:


Lylandra

Adventurer
It's neither, actually. It's more like the latter than the former, but doesn't imply that the NPCs are acting on any specific knowledge. It certainly doesn't impart knowledge of the PCs' alignments. It's assuming that PCs and NPCs are characters in a story in which alignment defines the conflict, so the mechanic pushes characters of dissimilar alignments into conflict with one another.

mh, that isn't exactly true in my games but I don't put too much emphasis on alignment.

A LG and a LE person can get along really well as long as their main interests don't clash directly. For example, a clever and sociable LE will likely feign at least LN in a LG surrounding to get what he/she wants. An evil "Law and Order and Punishment" Judge and her LG "believe in betterment and fairness" colleague might disagree on a per-case basis, but they won't start with a negative attitude.

And then there are the interesting conflicts that arise between two CGs who just can't agree on philosophy or the tribal LG vs the urban LG.
 

Hriston

Dungeon Master of Middle-earth
mh, that isn't exactly true in my games but I don't put too much emphasis on alignment.

A LG and a LE person can get along really well as long as their main interests don't clash directly. For example, a clever and sociable LE will likely feign at least LN in a LG surrounding to get what he/she wants. An evil "Law and Order and Punishment" Judge and her LG "believe in betterment and fairness" colleague might disagree on a per-case basis, but they won't start with a negative attitude.

And then there are the interesting conflicts that arise between two CGs who just can't agree on philosophy or the tribal LG vs the urban LG.
Yes, I was talking about my games, not yours. You can make alignment matter as much or as little as you want to.
 

Maxperson

Morkus from Orkus
So what is lost when you remove alignment as a mechanical feature that interacts with rules?

The ability to ruin certain stories via Detect Evil and Know Alignment. Loss of Paladinhood due to alignment violations.

How does D&D play differently when alignment is strictly enforced as a mechanical element much like Armor Class, versus when it’s treated more as a general outlook and guide for roleplaying?
Characters feel more like people than puppets when alignment enforcement goes away. People don't live inside of one alignment, but many DMs I've played with felt like if you stepped outside of the two letters you wrote down, you did something bad and should be punished or have your alignment changed.
 

DammitVictor

Trust the Fungus
Supporter
A lot of the problems with D&D playstyles, that people seem to believe alignment is needed to control, don't seem to exist in games that don't have alignments and don't demand that PCs conform to them-- almost like players are trying to play as people, according to their consciences, instead of trying to find loopholes around their assigned category.
 

GMMichael

Guide of Modos
Zombies have a conscience?
Well, let's look at the definition...

The dictionary definition of conscience is not "having desires" or even "whims" as some are claiming, but rather "a sense of the moral goodness of one's actions together with a feeling that one ought to do right or be good."
Can you tell me that zombies don't feel they've done the right thing after eating someone's brains? That they aren't filled with "moral goodness" (loaded term, that) after eating someone's brains?

If I were a zombie, I'd have a guilty conscience if I went home to my zombie-family at day and had to tell them, "I didn't kill and eat brains last night. I know, I'm a bad un-person." o_O

That conscience definition should mention "obligation to others." Which still doesn't establish "goodness," but it would rule out zombies, because they might help others, but they probably don't feel obligated to do it.
 

Related Articles

Remove ads

Remove ads

Top