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 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
Well, I proposed an experiment, so you can run it and prove me wrong, or not.
I don't need to. Life has already proven me right. I've seen that sort of thing happen where someone snaps. I've seen people sympathize with the murderer and say they would do something similar. Other would not. None have said that the guy was evil. I suppose the murderer's family might say it about the preacher, but most people understand that seeing that sort of horror can cause a good person to do a bad thing.
 

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The problem with your experiment (whether I agree with @Maxperson or not) is that it doesn't really mean much. Many people are familiar with alignment systems from other games including video games.

If a person is not familiar with alignment systems you'd have to explain what it is. While we tend to categorize some people as "good" or "evil", most people fall into a gray area and there is no real classification.

I mean, Jack the Ripper was evil, but this preacher guy? Guilty of a crime and deserves imprisonment but evil? That's not for me to say.
The experiment is primarily to test whether the preacher is perceived to have changed as a person. Secondarily, we can look at whether that change is in the direction of a morally blameworthy state. I'm specifically not looking for whether or not he gets a label of D&D Evil(TM) by excluding respondents who know what that is. I'm trying to get at whether this "changing alignment" aspect of the D&D system parallels more general intuitions about morality and character. I think most people understand that committing a heinous crime changes you.
 

The experiment is primarily to test whether the preacher is perceived to have changed as a person.

That's a silly test. We all change. Someone who isn't changing as a person is dead. We are looking at whether or not the one act causes him to be evil, rather than be a good person who did one evil act.

Secondarily, we can look at whether that change is in the direction of a morally blameworthy state.

We already know that it's morally blameworthy. Hence EVIL ACT. I put forth that one evil act under those circumstances does not make one evil, proving that you can be one alignment and still act in ways outside of that alignment without causing a change. People are not going to view him as evil or even neutral. They are going to view him as a good man who did something bad.

I think most people understand that committing a heinous crime changes you.
That change does not equate to an alignment shift, though. It's a black mark, but that doesn't automatically move you from good into evil or even neutral. The man will still be the same good hearted person he always way, even after the murder.
 

The experiment is primarily to test whether the preacher is perceived to have changed as a person. Secondarily, we can look at whether that change is in the direction of a morally blameworthy state. I'm specifically not looking for whether or not he gets a label of D&D Evil(TM) by excluding respondents who know what that is. I'm trying to get at whether this "changing alignment" aspect of the D&D system parallels more general intuitions about morality and character. I think most people understand that committing a heinous crime changes you.

The real world doesn't apply alignment labels like the game does. Therefore any real world analogy will always be of limited usefulness. A one time act of violence that could be considered justified by many people? Different people are going to say "Yeah, I can see that" others are going to wonder if he was really hiding something all along.

IMHO other people's perception of the preacher's alignment is not relevant. It's how he reacts, what he does going forward that really matters. Does he truly regret what he did? Is he secretly glad he had a chance to live out a fantasy? Only the preacher in this scenario knows the truth.

If you're talking 5E changing alignment doesn't even really mean much other than restrictions the DM may put on styles of play.
 

That's a silly test. We all change. Someone who isn't changing as a person is dead. We are looking at whether or not the one act causes him to be evil, rather than be a good person who did one evil act.
That assertion -- and all the similar assertions in your post -- are presupposing a definition of D&D Evil(TM), which I am still avoiding. Instead, I'll ask: if we are all changing as characters, should a system purported to provide a description for our characters also be changing? You say this preacher is the same good-hearted person he always was, but that's not consistent with your acknowledgment that everybody changes. He changed to somebody capable of a terrible act. If he then returned to something resembling his old lifestyle, that is another change, bringing the character arc full circle. This is a pretty standard fall and redemption narrative. Maybe if it happens in a roleplaying game where we want to put labels like "good" and "evil" on this character, those labels should be fluid enough to reflect this series of changes?
 

The real world doesn't apply alignment labels like the game does. Therefore any real world analogy will always be of limited usefulness. A one time act of violence that could be considered justified by many people? Different people are going to say "Yeah, I can see that" others are going to wonder if he was really hiding something all along.
There's a reason I'm analyzing the preacher as a protagonist in a story.
 

That assertion -- and all the similar assertions in your post -- are presupposing a definition of D&D Evil(TM), which I am still avoiding. Instead, I'll ask: if we are all changing as characters, should a system purported to provide a description for our characters also be changing? You say this preacher is the same good-hearted person he always was, but that's not consistent with your acknowledgment that everybody changes. He changed to somebody capable of a terrible act. If he then returned to something resembling his old lifestyle, that is another change, bringing the character arc full circle. This is a pretty standard fall and redemption narrative. Maybe if it happens in a roleplaying game where we want to put labels like "good" and "evil" on this character, those labels should be fluid enough to reflect this series of changes?
Growing and changing as a person doesn't equate to no longer being a good hearted person. His core is the same, but he may be more somber as he remembers what he did. Or maybe some other change will have happened.
 

The real world doesn't apply alignment labels like the game does. Therefore any real world analogy will always be of limited usefulness. A one time act of violence that could be considered justified by many people? Different people are going to say "Yeah, I can see that" others are going to wonder if he was really hiding something all along.

Not really. I can't see anyone rationally thinking that he may have been hiding something all along under the circumstances I put forward. There's a reason why I didn't make a scenario where the preacher murdered someone for his shoes or something, and instead went with his family being murdered and justice failing.
 



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