D&D 5E A different take on Alignment

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Maxperson

Morkus from Orkus
@Payne already described the characters:

  • An assassin who only kills bad guys;
  • A fallen paladin;
  • A con man trickster;
  • An unrelenting government operative.

How is the use of the evil alignment label an aid to guide anyone's roleplaying of those characters? What is it adding to the descriptions already given?
Alignment helps with motivations. Why does the assassin only kill bad guys? Why did the paladin fall? What sort of cons is the trickster prone to trying? And so on. Sure, you can find non-alignment reasons for those things, but you can also use alignment as an aid to figure out those reasons.
 

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pemerton

Legend
The fact that he uses deception and subterfuge doesn't make him chaotic, just evil.
On this point: I think Gygax is sensible to make truth one of the values that is constitutive of goodness. It is 3E D&D, I think, that moves truth/honour into the "lawful" category, to the detriment of coherence because now law can be an end in itself at odds with the good.

I've never played a game that used alignment languages, for example. I think it would fun for alignment to be named in the world and for characters to declare their alignments to one another, etc. I've never played D&D that way, but I think you're right that it's canonical to do so. In that context, alignment-related modifiers to reaction rolls could be understood as dependent on the reacting creature actually knowing the alignment of the PC. I'm not sure if that's canonical, however.
Agreed on both points.

Without checking my DMG, my understanding of the 1E alignment modifiers to reaction (which I'm pretty much using whole cloth) is that they do not depend on the reacting creature knowing the alignments of the party members and that actually revealing your alignment by, for example, using an alignment language that differs from the alignment of the reacting creature could garner an automatic reaction of "attack on sight". This implies to me that the alignment modifiers operate in the fiction by some unidentified means.
Agreed. I think this "unidentified means" is under-characterised in the AD&D DMG and I'm not sure the whole package, as presented, is fully coherent. It is tempting to think that the alignment adjustments are shorthands for responses to being treated certain ways, but there are also adjustments for treatment that would then be superfluous. There are also alignment adjustments expressed in absolute terms that are different from the adjustments for relative alignment differences. I've never been persuaded that the whole package makes sense.

I agree that the Law/Chaos axis wouldn't have much to offer in a game based on the works of Tolkien. I think this also points to the dubious value of assigning alignments to non-D&D characters, or even to D&D characters in D&D games where alignment isn't gamified to some extent. I could see something like 4E linear alignment being applied to a Tolkien-based game, with LG at one end and CE at the other, with the Halls of Iluvatar and the the Void being the locus of each respectively.
100% this. The idea that alignment descriptors are portable to fiction in general, let alone the real world in general, is pretty weird in my view. And seems to be belied by the fact that no school of philosophy (for the real world) or no school of criticism (for fiction) uses them. And their attempted use in this respect has not produced their own meaningful schools of philosophy or criticism.
 

pemerton

Legend
And that 8s the beauty of alignment my friend. The basics are there, the usefulness of the system is not denied. Only the interpretation is in question here. But basically, we all agree more or less on the same principles. A lawful character differs from a chaotic one and a good character will not do things than an evil one will.
That statement is practically self-evident, even without codified alignment. It's the attempt to try and codify it further that is leading to the current arguments in the thread. So what usefulness does alignment have?
PsyzhranV2 beat me to it.

I mean, a friendly character differs from a gruff one. That's inherent in the meaning of friendly and gruff. But that doesn't mean that it's useful for the game to tell us that every character needs to be classified on a friendly/gruff matrix. Or that we should then overlay a sleepy/alert one, so that orc are alert gruff while faeries are sleepy friendly and trolls are sleepy gruff while Aragorn is alert friendly.

For those who feel alignment detracts from the game, there is little surprise that part of the reason the thread devolved is because of a disagreement between people about how to interpret alignment (who, for the record, are both supporters of alignment).
My view is that any game which wants to make moral disagreement of moral quandaries a focus of play, or that in some other fashion is going to have play generate situation that are objects of moral disagreement, then alignment is unhelpful except perhaps as the most basic personality descriptor for GM-controlled characters. (Players don't need such things, as they can just play their PCs.)

Conversely, if alignment is going to be useful then it needs to be obvious what counts as departing from good, and what doesn't. And likewise what counts as lawful or chaotic (which probably is best settled from game to game and table to table, given that there is no stable widespread notion of these things).

If Good isn't morally upright and correct it is meaningless noise.
That's your opinion.

In the game world Evil people see it totally differently. They're correct, and the Good guys are wrong.
And evil people by definition, disagree with that definition.

They're correct, and the do gooders are weaklings leading the world into corruption and decadence, and only (the Sith empire, Thanos, House Bolton, the Black Network, the Brotherhood of Mutants, Drow race, Nazi Germany etc etc) can save the world from such perversion and weakness.

They see their moral code as correct, and the good guys being incorrect.
Evil people don't have a moral code. That's what makes them evil. They have motivations and (internal) reasons, but those motivations and reasons don't amount to a moral code.

Similarly, evil people might believe they are doing the right thing, but they are wrong. Again, this moral errors is what's makes them evil.

If, at a table, the participants radically disagree on what is good and what is bad as that arises in the shared fiction - and hence on what counts as moral error within the context of the fiction - that seems a good reason not to use alignment descriptors at that table in that game.

The Biggest thing I've seen put torture on the table is the enemy being unwilling to tell the players any information. See, in a book or a show, you can lock them up and spend the next season slowly whittling away their resolve, turning them to see the error of their ways, ect. But DnD really doesn't have that kind of time, and the player's captured this guy to give them information NOW. So, it becomes torture and threats because the players are looking at the clock and not wanting to spend an hour of game time playing 20 questions with faceless mook #4 instead of continuing to play the game.

It is a problem, but one I don't think has a terribly satisfying resolution for any side involved, story wise.
My sympathy for a GM who (i) runs a game that can't progress unless the players have information X, and (ii) uses his/her power over the fiction (in this case, NPCs) to make sure the players don't get that information, and then (iii) complains when the players declare actions for their PC that they think might force the GM's hand in respect of that fiction: ZERO.

What you're describing sounds like the quintessence of all bad railroads and GM beatsticks I've ever heard of bundled together into one terrible combination.

DM: I dont care. Thats how it is in this game world that I'm running. When you DM you can do it differently if you choose. End of discussion.
1) Because it is to the DM to set what is and what isn't acceptable at his/her table. Welcome to 5ed as Oofta said.

2) Flamestrike was answering to an other poster about a situation. Flamestrike then proceeded to say what would happen if it would happen at his table. Fair enough?
Generally its pretty obvious when a player has strayed agreed.

It's sadly not uncommon. Ditto murder.

I've had LG PC that tortured and then tried to kill a lone pitiful Kobold sentry to a dungeon entrance they clearly outmatched and could have simply let go.

Directly after session zero when I expressly stated this precise thing was evil, and told them as much before they did the act. Couldnt have been clearer. It was (by player consensus) a Good aligned/ Heroic party with no Evil PCs allowed.

Player in question was new to the group, and tried to argue 'the ends justify the means' for several minutes to the stunned silence of the other players (and the other Good aligned PCs who were horrified).

I sacked him from the group then and there, and retconned the scene much to the cheers of the other players.
The idea that we use GM authority or a game rule like alignment to manage aesthetic or moral disagreements between participants in the creation of a shared fiction seems very strange to me.
 

pemerton

Legend
Alignment helps with motivations. Why does the assassin only kill bad guys? Why did the paladin fall? What sort of cons is the trickster prone to trying? And so on. Sure, you can find non-alignment reasons for those things, but you can also use alignment as an aid to figure out those reasons.
How does labelling an assassin neutral evil or lawful evil or whatever possibly tell me why s/he kills only bad guys? How is labelling the assassin evil going to provide any explanation of his/her morally-motivated restraint?
 

doctorbadwolf

Heretic of The Seventh Circle
EDIT:
I thought your examples were of PCs (folks might want to explore the evil aspect of a character). But if a GM comes up with the idea of (say) an evil assassin that only kills bad guys, what extra RPG guidance does this GM get from labelling the character evil?

[/QUOTE]

An evil assassin who only kills bad guys is very different from a good assassin who only kills bad guys. Specifically, in terms of roleplaying, characterization, personality, interaction with characters with different personalities and ideologies, etc.
 

pemerton

Legend
An evil assassin who only kills bad guys is very different from a good assassin who only kills bad guys. Specifically, in terms of roleplaying, characterization, personality, interaction with characters with different personalities and ideologies, etc.
Maybe. I don't think sticking the evil label on the character tells me very much about why or how. Sticking a good label on an assassin also seems potentially contradictory (unless by assassin you simply mean the character class, as opposed to killer-for-hire or Bourne-style operative).
 


Maxperson

Morkus from Orkus
How does labelling an assassin neutral evil or lawful evil or whatever possibly tell me why s/he kills only bad guys? How is labelling the assassin evil going to provide any explanation of his/her morally-motivated restraint?
If you're looking at it to tell you why, you're using alignment incorrectly. It's a helping tool, not a directive. The alignment can give you ideas on why you would be going after only bad guys. Someone who is lawful evil will likely have very different motivations than someone who is chaotic good.
 

payn

He'll flip ya...Flip ya for real...
An evil assassin who only kills bad guys is very different from a good assassin who only kills bad guys. Specifically, in terms of roleplaying, characterization, personality, interaction with characters with different personalities and ideologies, etc.

Well I dont agree with this. There are no good assassins'. If your first and foremost method of problem solving is murder, you are not a good person. Everyone tries to justify evil actions as a good thing, as opposed to just being an evil person who isnt a total dink. Evil doesnt mean you kid every puppy and steal every baby's candy. Though, this is a classic alignment argument that really took hold after the common "no evil" houserule came about.
 

Chaosmancer

Legend
I think the ruling on when something is truly evil is more universal than you think. Besides, I don't care about what other tables or hypothetical situations you can come up with. I'm talking about how I rule at my table.

Truly evil? Sure.

But there are also those grey areas. And that's where the problems arise.
 

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