No. It's the test of whether or not a framework for analysing the moral character of imagined people is useful. If it was, those professions whose job it is to undertake such analysis would have picked up on it. But they haven't, because it's not.Frameworks utilised by literary critics or moral philosophers is but a diversion to a whole lot of straw.
Here are just two examples that illustrate the point:
(1) Alignment provides no useful way of asking whether someone who insists on being honest to the point that others suffer (eg giving away the refugees hiding in the attic; a politician refusing to lie and thereby helping bring down a government that is doing valuable things) is being Good or not. These are the sorts of things that come up in both life and fiction, but alignment doesn't address it.
(2) Alignment presents adherence to order (Law) as opposed to individualism (Chaos). But a big part of the whole point of post-1776 constitutionalism is to use the former to secure the latter. Hence alignment has nothing very useful to say about the key debates of political morality for the past 200+ years.
(2) Alignment presents adherence to order (Law) as opposed to individualism (Chaos). But a big part of the whole point of post-1776 constitutionalism is to use the former to secure the latter. Hence alignment has nothing very useful to say about the key debates of political morality for the past 200+ years.
It's not a coincidence that alignment can't say anything useful about (1) or (2). It's designed to be used in FRPGing with a narrow scope in terms of fiction and dramatic depth.
Alignment won't even work for a LotR/JRRT-ish game. JRRT answers (1) by appealing to providence: there are providential forces at work in the world that will ensure that what seems to be an evil resulting from a good act (eg the suffering of the refugees when the person tells the truth) will redound back against evil. In some cases, in his stories, this plays out over generations. D&D doesn't have the resources - neither the decision-making resources, nor the fictional scope of play - to use this sort of device to render Good fully coherent.
Therefore, to avoid making Good break down in D&D, you have to narrow the scope of the fiction to make sure things like (1) don't come up. Comic writers, and writers of books for children, show how this can be done.