D&D 5E A different take on Alignment

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Agreed.

Yep. Upthread I mentioned another example: Dark Sun. In Dark Sun the forces of order and civilisation are also the forces of oppression (ie the Sorcerer-Kings). So the default 4e alignment set-up doesn't really fit.

And that's OK. Alignment isn't - and can't be - an all-purpose tookit. It's a way of foregrounding a particular set of conflicts.
and the last shield against the biggest big bad of them all
He led the Champions in revolt against Rajaat and was later tasked with keeping him imprisoned for eternity. Demanded a yearly 1.000 slave sacrifice from each of the region's city states so that he could harness the energy he collected from the slaves to keep Rajaat imprisoned. In order to keep Rajaat out of Athas the Champions made Borys the first Dragon of Athas, as far as anyone knows.
Yea each city forking over a thousand human sacrifices every year is horrible & it's horrible how each city manages both maintaining civilization with oppressive slavery & death squads to enforce things like illiteracy alongside that quota.... but there are good reasons why literacy is so frowned upon & letting Rajaat's seal weaken so he could escape would be cataclysmic even beyond the current state of Athas.

It sets up a complicated nice job breaking it hero catch 22 trolley problem where there is no easy solution capable of coming from violence & the best you can do is shuffle the weight of the bad around
 

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We are not likely not going to fully agree @Chaosmancer. Just just to be clear I do see your point and it more than likely is a useless label for many a D&D player AND I think you're probably right, it would be predominantly an older generation (experienced players) that believes alignment to be a useful aid.

But to steer the conversation in a different direction



To be fair you did mentioned 'established facts' in the middle quote, but do you believe alignment was a useless aid before the introduction of IBFT - I ask this because much of your thinking relies on these ideals, bonds, flaws an traits to steer the character roleplaying and decision making.

Yes I did. Back in 3.5 when I tried making my first character, and I constantly chased my own tail on whether or not they were Lawful Good (They had a Code) or Chaotic Good (That Code was a self-code, not a code for an order) I realized that it was fairly useless.

Sure, I could decide between Good and Evil. But, that is a pretty basic choice. And I quickly realized that I had made a character who didn't fit neatly into a box, so any alignment I gave them would be by definition, incomplete. And, since I had already made the character and decided on what they were like... what value did giving them a poor label serve?
 

I am not a player. That is what they came up with after years of playing even before the 5ed. Must depends on the campaign and the setting I imagine...
And by the way, before the TIBF, we were using the Natures and Demeanors of Vampire the Masquerade. But, yep, they do pick alignment first.

Imagine you were a player for a moment.

And let's avoid "well, they said they wanted an all evil campaign, so I picked evil"

Average campaign. What would cause you to pick the alignment you end up picking for your character?
 

It was very clear. I'm very straightforward, which I think is your problem. You seem to look for interpretations and ulterior motives that aren't there, then you ascribe something to me and get it wrong darn near 100%, because nothing actually exists that you are looking for. Just take what I say as I say it and you'll do fine. Do anything else and you will 1) be wrong, and 2) be twisting my words.

There was no "," there. It was, "Yes, you don't need it." Period. End of sentence. Very clear. The rest was explaining that while you don't need it, it definitely leans strongly chaotic. Strongly does not equal absolute, and I showed how someone lawful could have.

sigh

When you write a sentence. (period end of sentence) Then, the next sentence might connect and clarify your original thought. (period end of sentence) This can lead to a paragraph, where an idea is expanded upon, such as you explaining that the while your answer was no, it was a "no, but" that then went on to show how a chaotic ideal could be construed as lawful. (period end of sentence)


Now, since my point was that you don't need the alignment to see how the ideal leans, and that was it, no qualifiers. Then, when your answer showed an opinion that it could be held by the exact opposite alignment, you were agreeing with Helldritch's point. Which was that Ideals are furthered modified by alignment. He used that to claim, that they are needed, to prevent confusion. Such as picking the wrong ideal for your alignment, something it seemed you mentioned.

So, yeah, I was a little confused when the conversation read something like

"Do you need alignment to tell you if this ideal is Chaotic?"
"No, but it could be a lawful ideal too and you don't want to confuse players."

I don't just stop reading at the point you agree with me, I keep going, and it appeared like you did a 180 and backtracked almost immediately.

It was all very clear and very straightforward.

I never said it was chaotic, but lawful. I said you didn't need to label it.. Then I explained why you didn't need to label it, since it is not absolutely one thing, such as chaotic.

No. I agreed with you very clearly from sentence number one. YOU argued with me for days. YOU twisted my words.

But, my point was that it was fairly clearly ONE thing. Not both.

If my point was that it was both things, then I would be agreeing with Helldritch that you need alignment to clarify your ideals. Which I disagree with. A properly conceived ideal doesn't need alignment to clarify how it should be approached.

So, you agree with the surface of my point (it doesn't need labeled) but disagreed with my more substantive point (that alignment doesn't clarify well conceived ideals) by making it so it could be two opposite alignments. Which, I guess is a point you missed, since you didn't read the conversation leading up to my statement.
 

When you write a sentence. (period end of sentence) Then, the next sentence might connect and clarify your original thought. (period end of sentence) This can lead to a paragraph, where an idea is expanded upon, such as you explaining that the while your answer was no, it was a "no, but" that then went on to show how a chaotic ideal could be construed as lawful. (period end of sentence)
This is false and a great example of your horrible ability to interpret. I said no. Period. End of story on that front. Then as you note, I went on to clarify why it was an answer of no in that paragraph. It was a no, because while the ideal LEANS chaotic, is is not actually chaotic. It can also be an ideal held by lawful individuals. Period. End of story on that clarification.

You then decided that I was saying something that I didn't actually say, that it was a chaotic idea, which is twisting what I said.
Now, since my point was that you don't need the alignment to see how the ideal leans, and that was it, no qualifiers. Then, when your answer showed an opinion that it could be held by the exact opposite alignment, you were agreeing with Helldritch's point. Which was that Ideals are furthered modified by alignment. He used that to claim, that they are needed, to prevent confusion. Such as picking the wrong ideal for your alignment, something it seemed you mentioned.
Also incorrect. I was showing that you don't need alignment as part of the Ideal. I did not show that alignment modified the ideal. In fact, I showed the opposite in saying that both chaotic and lawful individuals could have that ideal.
But, my point was that it was fairly clearly ONE thing. Not both.
So are you of the opinion that an ideal can't be used along with alignment for a person who wants to play with both?
So, you agree with the surface of my point (it doesn't need labeled) but disagreed with my more substantive point (that alignment doesn't clarify well conceived ideals) by making it so it could be two opposite alignments. Which, I guess is a point you missed, since you didn't read the conversation leading up to my statement.
It's not a stand alone ideal. None of them are. You'd need a paragraph to a page for an ideal to be stand alone, and it would then well define your character if you chose it, which is probably why they are left so vague. Vague is good. You can expound on what the ideal means to your character both with or without alignment. Regardless of your personal belief here, alignment can in fact be an aid to that.
 

Imagine you were a player for a moment.

And let's avoid "well, they said they wanted an all evil campaign, so I picked evil"

Average campaign. What would cause you to pick the alignment you end up picking for your character?
Ok. Let's assume general campaign. I'd go lawful good and paladin. Then, I would probably chose noble and I would either roll or chose TIBF. If it were in my moded Greyhawk campaign, then I would have chosen national TIBF before my background.

And why lawful good ? Because this is the closest to my own mindset. I am Canadian and from Québec afterall.
 

Ah, alignment. One of my favorite dead horses. I keep my position archived for handy reference whenever the topic comes up.
  • Alignment actually detracts from my gaming experience.
  • Alignment has been kicking around for ...what, forty five years now? What exactly it means is still the subject of intense debate among D&D players. Nobody has ever managed to clarify how it is meant to be used, and interpretations of it are problematic.
  • In many, many years of hanging out in RPG related forums, I've noticed that there is almost always an alignment related thread on the first page of any forum. It's a constant source if strife; or at least disagreement. The attempts to assign alignment to fictional characters is another great example of how it is too shallow and too restrictive to actually accurately exemplify any kind of rational person's philosophy, even given the relatively shallow expectations placed on D&D characters.
  • Alignment as a predictive model, or roleplaying guide for characters, is too shallow and superficial to be very helpful. For the most part, falling back on alignment descriptions as a guide to roleplaying is a step backwards in roleplaying from the assumptions of even the most novice of roleplayers.
  • Alignment seems to most frequently be used as a preemptive bludgeon to control or constrain bad player behavior, or at least to punish it. It could be useful for gamers who's groups include disagreeable player behavior, but for groups composed entirely of reasonable people, it's at best superfluous, and at worst, a potential source of conflict of interpretations. The constant referral to LG characters and paladins in particular who run around slitting people's throats, killing orc babies, or torturing prisoners in game leads me to believe that either players are picking the alignment without buying into the archetype, which is problematic, or are simply incapable of behaving appropriately with their characters. These kinds of things don't happen in my games (or at least, if they do, the players don't try to pretend that their characters are good.)
  • For people with this problem, my first response would be seek out better players, but my second response is that yeah, I can see how alignment would be useful to you. But surely you can see how it is an active detriment to gamers who don't need to police bad player behavior?
  • Other than in truncated form in the Elric books and a handful of Poul Anderson ones, alignment is not something that really features in any of the fantasy fiction source material that makes up the foundation on which D&D is based. It's a very specific and unique artifact to D&D itself.
  • Alignment isn't really a major issue for most characters even so; where it really becomes problematic is with the paladin class (and to a somewhat lesser extent, the cleric class.) Most alignment issues can be avoided if those classes are avoided.
  • The reason that it is so problematic with the paladin class in particular is that it gives a great deal of power over character resources and character decisions into the hands of the GM. For the most part, this is not desirable, and in fact, the implicit social contract between gamers is that this is the GM meddling ham-fistedly into player sovereign territory. Or, at least it would be with any other class or situation in which character behavior is constrained by the GM's interpretation of the rules.
  • Sure, there are differences of opinion on where the line between player sovereign territory and GM sovereign territory actually lie. If it were not so, there wouldn't be any such thing as debate over sandbox style play, for instance.
  • Now, you may be doing something entirely different with alignment. If that works for you: great! I'm talking about a pattern that I've observed over many, many gamers over many, many years. I make no claim to the universality of this pattern. Neither do a handful of anecdotal exceptions prove sufficient to convince me to change my mind that this pattern of alignment usage and misusage isn't rampant amongst D&D players, however.
  • I've looked at various alternatives to alignment. 4e's reduction of alignment to fewer alignments—as well as the assignment of most individuals in any given setting as completely unaligned, is probably the best compromise. It gives something to people who want (or need) alignment, but also removes it as a factor for those who don't really care for it, while still retaining a nod to the classic expression of alignment. In other words, it keeps a fairly traditional D&D alignment for those who want it, while removing it as a factor that is significant for those who don't. I'm also somewhat in favor of a system more like d20 Modern's allegiances as a substitute for alignment.
  • That said; I'd still prefer no alternative to alignment at all. I think that the entire concept was initially meant to be no more than "team jersey" for the overtly wargaming slant of the earliest version of the game. As the game evolved into a roleplaying game "for real" the continued use of alignment, and the attempts to shoe-horn it into a roleplaying milieu were flawed from the get-go, and the whole concept should have been done away with sometime in the late 70s. The fact that they managed to survive past the Holmes edition of BD&D (which was really meant to be nothing so much as a reorganization and representation of OD&D anyway) is somewhat surprising.
  • If you disagree with me on the use of alignment, neither you nor I are bad people with wrong-headed thinking that needs to be excoriated. Rational people can disagree over things, and the discussion of such is at the heart of any interesting conversation.
  • If, on the other hand, you feel the need to constantly drive home the error of my ways, I can see why alignment appeals to you. You should also see quite clearly why I will never game with you, you control freak. :p
 

Ah, alignment. One of my favorite dead horses. I keep my position archived for handy reference whenever the topic comes up.
  • Alignment actually detracts from my gaming experience.
So don't play with it.
  • Alignment has been kicking around for ...what, forty five years now? What exactly it means is still the subject of intense debate among D&D players. Nobody has ever managed to clarify how it is meant to be used, and interpretations of it are problematic.
Much like hit points. The purpose if it very easy, though. It's simply a tool to aid people in playing their characters.
  • In many, many years of hanging out in RPG related forums, I've noticed that there is almost always an alignment related thread on the first page of any forum. It's a constant source if strife; or at least disagreement. The attempts to assign alignment to fictional characters is another great example of how it is too shallow and too restrictive to actually accurately exemplify any kind of rational person's philosophy, even given the relatively shallow expectations placed on D&D characters.
There are a lot of alignment threads, yes.
  • Alignment as a predictive model, or roleplaying guide for characters, is too shallow and superficial to be very helpful. For the most part, falling back on alignment descriptions as a guide to roleplaying is a step backwards in roleplaying from the assumptions of even the most novice of roleplayers.
This is simply untrue. There are a lot of players who are not as creative as you are, and who struggle with ways to play their characters. I've watched them use alignment as the tool it was intended to be and it aided them in their roleplay. It's very helpful to them.
  • Alignment seems to most frequently be used as a preemptive bludgeon to control or constrain bad player behavior, or at least to punish it. It could be useful for gamers who's groups include disagreeable player behavior, but for groups composed entirely of reasonable people, it's at best superfluous, and at worst, a potential source of conflict of interpretations. The constant referral to LG characters and paladins in particular who run around slitting people's throats, killing orc babies, or torturing prisoners in game leads me to believe that either players are picking the alignment without buying into the archetype, which is problematic, or are simply incapable of behaving appropriately with their characters. These kinds of things don't happen in my games (or at least, if they do, the players don't try to pretend that their characters are good.)
And this has never been true in the history of the game. Yes, a few bad DMs used it that way, but it has never been the purpose of alignment to control bad player behavior. What's more, if you take alignment away, guess what. A bad player is still going to engage in bad behavior. It's exceedingly stupid for someone to try and control a bad player with alignment. You just get rid of the player if he's that much of a disruption.
  • For people with this problem, my first response would be seek out better players, but my second response is that yeah, I can see how alignment would be useful to you. But surely you can see how it is an active detriment to gamers who don't need to police bad player behavior?
Again, since it isn't a tool for policing bad player behavior, wouldn't work if you tried it, and the bad players would still be bad without alignment, no I can't see it.
  • Other than in truncated form in the Elric books and a handful of Poul Anderson ones, alignment is not something that really features in any of the fantasy fiction source material that makes up the foundation on which D&D is based. It's a very specific and unique artifact to D&D itself.
It's in literally every book. Characters in books have personalities and those personalities can be assigned an alignment. Apparently 4e had cosmic sides for alignment, so that edition matched Moorcock, but none of the others really did. Oh, there was a cosmic struggle with demons, devils, etc., but alignment on an individual level has been personality since at least 1e, maybe basic.
  • Alignment isn't really a major issue for most characters even so; where it really becomes problematic is with the paladin class (and to a somewhat lesser extent, the cleric class.) Most alignment issues can be avoided if those classes are avoided.
This I agree with. I only ever saw a handful of alignment arguments at games, and with I think one exception, they were all about paladins.
  • The reason that it is so problematic with the paladin class in particular is that it gives a great deal of power over character resources and character decisions into the hands of the GM. For the most part, this is not desirable, and in fact, the implicit social contract between gamers is that this is the GM meddling ham-fistedly into player sovereign territory. Or, at least it would be with any other class or situation in which character behavior is constrained by the GM's interpretation of the rules.
You need to replace "is so problematic" with "was so problematic." Alignment has had no teeth with paladins for years now.
  • Sure, there are differences of opinion on where the line between player sovereign territory and GM sovereign territory actually lie. If it were not so, there wouldn't be any such thing as debate over sandbox style play, for instance.
Differences of opinion, yes. Mostly between those who disagree with the DMG and the authority it gives to the DM, and the DM himself.
  • Now, you may be doing something entirely different with alignment. If that works for you: great! I'm talking about a pattern that I've observed over many, many gamers over many, many years. I make no claim to the universality of this pattern. Neither do a handful of anecdotal exceptions prove sufficient to convince me to change my mind that this pattern of alignment usage and misusage isn't rampant amongst D&D players, however.
You should give alignment another look. 5e has diluted it so much that it really isn't more than a minor tool to aid in roleplay. There are no mechanics other than a small handful of artifacts that use it, and no mechanism for the DM to do anything with the players over it.
  • That said; I'd still prefer no alternative to alignment at all. I think that the entire concept was initially meant to be no more than "team jersey" for the overtly wargaming slant of the earliest version of the game. As the game evolved into a roleplaying game "for real" the continued use of alignment, and the attempts to shoe-horn it into a roleplaying milieu were flawed from the get-go, and the whole concept should have been done away with sometime in the late 70s. The fact that they managed to survive past the Holmes edition of BD&D (which was really meant to be nothing so much as a reorganization and representation of OD&D anyway) is somewhat surprising.
Again, then don't use it. Personally, I leave it up to my players if they want to use alignment and to what degree. I don't even bother looking at it on their sheets. My world reacts to their actions, not a few letters on a sheet of paper. The primary use I have for alignment is help playing NPCs.
  • If you disagree with me on the use of alignment, neither you nor I are bad people with wrong-headed thinking that needs to be excoriated. Rational people can disagree over things, and the discussion of such is at the heart of any interesting conversation.
Absolutely!!
  • If, on the other hand, you feel the need to constantly drive home the error of my ways, I can see why alignment appeals to you. You should also see quite clearly why I will never game with you, you control freak. :p
Shame! Shame! Shame! Shame! ;)
 

Average campaign. What would cause you to pick the alignment you end up picking for your character?

Not @Helldritch, but if I had to answer this.
I'm usually DM, but I have a hankering to play someone Lawful Neutral. It's off the usual NG, CG, TN or CN path that many players choose. What I find helpful is to read look up the older editions on their write-ups of LN and just pick at the ideas therein and begin to to build a character from there. Is there a specific code he is following? What made him Lawful? Was he always? Will he change? What would make his overall morale compass shift? Can anyone make him betray his code temporarily? The same with the Neutral aspect.
I won't always start with Alignment, sometimes I may use Age as a starting point, or Sex or Purpose (Ideals/Bonds) or a Flaw or a Class Concept...etc

In your post to me you spoke about the alignment box - I tend to think of that box as rather broad. Not broad in a way that it becomes useless but broad in that it encompasses many available options or view points, so wealthy in use.
 

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