D&D 5E A different take on Alignment

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So justify how it would make the game better.
Sure, to summarize some of the points raised in this thread (while undoubtedly forgetting others)
  • Alignment treads on player choice: Yes, even in 5e, I have personal experience with a DM threatening to change my character's alignment because he didn't agree with how I was playing it. Surprisingly, it didn't have anything to do with the good-evil axis - the DM felt that certain actions by my character were Chaotic rather than Lawful. Not this did not have any mechanical effect on the game at that time! Because I don't think alignment is useful and had only added it because the DM asked, I dropped the issue. But having the DM intervene in my character still rankled, and would have rankled even more if I had cared strongly about my character's alignment.
  • Many deep characters don't fall neatly on the alignment spectrum: This was the cause of the above dispute. None of the alignments were a really good fit for my character, so I chose the one that seemed like the best fit. As a player, I want to play a deep character, and as a DM, I want to DM for deep characters, so telling players to choose an alignment makes it harder to develop those deep characters, and makes it more likely that the DM will tread on player choice (see 1).
- Players tend to be particularly sensitive about moral issues IRL: You tell someone IRL that you think an action they think is good is really evil, you are going to get pushback. What is more, the game is going to stop while both sides debate ethics. These debates are inevitable, because there isn't a single morality that everyone agrees on. I gave an example from one of my play sessions above, where one character killed an unarmed person. He believed that he was morally responsible for the actions committed by Evil people he let go. These issues are a lot easier to deal with if you don't address them in moral terms.
  • Put alignment on the sheet, and many players will play to the alignment, not the character: I've seen this over and over again. People say that the alignment you choose is supposed to reflect your character, not vice-versa, but we humans like shortcuts, and time and time again, instead of asking themselves what "Kelemvor the Magnificent" would do, people will simply treat "LG" as the be-all and end-all of moral issues for their characters. This reminds me of the story I described upthread about the warlock. The other characters kept on trying to use Insight to identify the warlock's alignment instead of judging her by her actions. The only reason they did this because they assumed that she had a big scarlet E next to her name.
  • Alignment encourages shallow NPCs: I can't remember the last time I encountered a LN NPC that wasn't interchangeable with every other LN NPC, and that wasn't a poor Inspector Javert cliché. There is a middle-season episode where the Simpsons go to Florida, and they meet the sheriff, played by Dietrich Bader. His quote: "During spring break, the alcohol companies pay me to look the other way on the shenanigans by springbreakers. Rest of the year? I'm a real hard-a**". That is a really interesting one-note (maybe two-note) NPC that doesn't fit well in the alignment system.
-Alignment encourages static NPCS (and characters): There is an interesting example from Critical Role. Because of the lead time between publishing the "Explorer's guide to Wildemount" and their weekly podcast, you can see how the world changed from the moment it was created due to the characters' actions. In particular, an NPC Essek, is listed as have a LE alignment in the book. The players had no idea of this when they met him, and have always treated him warmly, helped him and befriended him. Though it is acknowledged that the character had shady dealings in the past, the character as he exists now, probably wouldn't qualify for his book alignment. Matthew Mercer is a really great DM. But I know many DMs who would have seen that LE tag and probably played the character as clearly evil, thus pre-empting a really interesting character interaction.
- Alignment as moral determinism (or as personality): Here's another one I frequently see. Alignment is supposed to reflect your position on the major issues (good v. evil, individualism v. collectivity). Yet, time and time again, even in this thread, people are acting like it has a major influence on minor issues (will I try to cheat the adventurers who enter my shop? will I support the king's tax on adventurers?)

But here's my point. I don't expect you or @Maxperson to agree with these arguments. If you did, we would probably be in agreement about alignment. These are all things I believe in good faith, and many of them have been raised by other posters, also acting in good faith. So acting like those who dislike alignment simply want to "remove a toy they don't like" or are "acting petty" (note, you didn't use these terms, so this is not directed at you specifically, but people who agree with you have used these terms), is simply disingenuous.
 

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Sure, to summarize some of the points raised in this thread (while undoubtedly forgetting others)
  • Alignment treads on player choice: Yes, even in 5e, I have personal experience with a DM threatening to change my character's alignment because he didn't agree with how I was playing it. Surprisingly, it didn't have anything to do with the good-evil axis - the DM felt that certain actions by my character were Chaotic rather than Lawful. Not this did not have any mechanical effect on the game at that time! Because I don't think alignment is useful and had only added it because the DM asked, I dropped the issue. But having the DM intervene in my character still rankled, and would have rankled even more if I had cared strongly about my character's alignment.
Personally, I wouldn't give a fig. I'd hand my sheet over to him and I would let him know that he could change my alignment to bugaloo for all I cared, it wouldn't change how I play my character. On the player side of the game, alignment only matter if and how the player decides.
  • Many deep characters don't fall neatly on the alignment spectrum: This was the cause of the above dispute. None of the alignments were a really good fit for my character, so I chose the one that seemed like the best fit. As a player, I want to play a deep character, and as a DM, I want to DM for deep characters, so telling players to choose an alignment makes it harder to develop those deep characters, and makes it more likely that the DM will tread on player choice (see 1).
This I completely agree with and have said multiple times in this thread. I've used the term "complex personality," rather than "deep character," but the it's the same thing.
- Players tend to be particularly sensitive about moral issues IRL: You tell someone IRL that you think an action they think is good is really evil, you are going to get pushback. What is more, the game is going to stop while both sides debate ethics. These debates are inevitable, because there isn't a single morality that everyone agrees on. I gave an example from one of my play sessions above, where one character killed an unarmed person. He believed that he was morally responsible for the actions committed by Evil people he let go. These issues are a lot easier to deal with if you don't address them in moral terms.
As a DM I wouldn't tell a player that. If he did it in a town, his PC would be arrested and tried for murder. The laws don't allow someone to be killed for future possible actions, so it would be labelled murder by the authorities. He can feel it's good or not good all he likes, the world is going to react to the actions, not alignment. If he was out in the middle of nowhere with just the party, they'd be the ones to react or not.
  • Put alignment on the sheet, and many players will play to the alignment, not the character: I've seen this over and over again. People say that the alignment you choose is supposed to reflect your character, not vice-versa, but we humans like shortcuts, and time and time again, instead of asking themselves what "Kelemvor the Magnificent" would do, people will simply treat "LG" as the be-all and end-all of moral issues for their characters. This reminds me of the story I described upthread about the warlock. The other characters kept on trying to use Insight to identify the warlock's alignment instead of judging her by her actions. The only reason they did this because they assumed that she had a big scarlet E next to her name.
I've seen that a bit with new players, but they quickly grew out of it, especially since I helped by explaining that alignment isn't a straightjacket that they have to play within, but just a guide to general behavior which PCs can step out of if it makes sense for their personality.

Also, 5e doesn't even have enough written down for someone to do that with. "Lawful good (LG) creatures can be counted on to do the right thing as expected by society." How is that even capable of causing someone to only act within that alignment? It's far too short and vague.
  • Alignment encourages shallow NPCs: I can't remember the last time I encountered a LN NPC that wasn't interchangeable with every other LN NPC, and that wasn't a poor Inspector Javert cliché. There is a middle-season episode where the Simpsons go to Florida, and they meet the sheriff, played by Dietrich Bader. His quote: "During spring break, the alcohol companies pay me to look the other way on the shenanigans by springbreakers. Rest of the year? I'm a real hard-a**". That is a really interesting one-note (maybe two-note) NPC that doesn't fit well in the alignment system.
That's a DM issue.
-Alignment encourages static NPCS (and characters): There is an interesting example from Critical Role. Because of the lead time between publishing the "Explorer's guide to Wildemount" and their weekly podcast, you can see how the world changed from the moment it was created due to the characters' actions. In particular, an NPC Essek, is listed as have a LE alignment in the book. The players had no idea of this when they met him, and have always treated him warmly, helped him and befriended him. Though it is acknowledged that the character had shady dealings in the past, the character as he exists now, probably wouldn't qualify for his book alignment. Matthew Mercer is a really great DM. But I know many DMs who would have seen that LE tag and probably played the character as clearly evil, thus pre-empting a really interesting character interaction.
I had an LE PC in a game once and the other players never knew it. They found out after I was put in a position where we were ambushed and I was the only party member up, was out of spells, had only a wand of Magic Missiles with 3 charges left, and was facing 3 hurt barbarians. I had rained destruction down upon them(I was flying), but I was pretty sure the wand wouldn't be enough to take the rest out. I tried to bluff them and get my friends back, but it only partially worked. They wanted the two PCs who had killed their chief's son and didn't care about the other two. Knowing that I almost surely couldn't win and they would all die, I agreed to give them the two PCs they wanted(which they killed and dragged off), and saved the two PCs that I could save.

Everyone wondered how my character could and would do that until I let them know my alignment. My character liked them all and they were his companions, but he wasn't going to throw his life away on a small chance of success when he could bargain for half of them.

Here's the thing, though. Stupid evil isn't restricted to games with alignment. I've seen that done in other games as well. It's also a DM(and player) issue. I blame movies and TV shows which have to show evil as blatant and stupid due to time constraints and making the good guys look better.
- Alignment as moral determinism (or as personality): Here's another one I frequently see. Alignment is supposed to reflect your position on the major issues (good v. evil, individualism v. collectivity). Yet, time and time again, even in this thread, people are acting like it has a major influence on minor issues (will I try to cheat the adventurers who enter my shop? will I support the king's tax on adventurers?)

But here's my point. I don't expect you or @Maxperson to agree with these arguments. If you did, we would probably be in agreement about alignment. These are all things I believe in good faith, and many of them have been raised by other posters, also acting in good faith. So acting like those who dislike alignment simply want to "remove a toy they don't like" or are "acting petty" (note, you didn't use these terms, so this is not directed at you specifically, but people who agree with you have used these terms), is simply disingenuous.
I can accept your good faith beliefs. Mine are listed above after yours. :)
 

Personally, I wouldn't give a fig. I'd hand my sheet over to him and I would let him know that he could change my alignment to bugaloo for all I cared, it wouldn't change how I play my character. On the player side of the game, alignment only matter if and how the player decides.

This I completely agree with and have said multiple times in this thread. I've used the term "complex personality," rather than "deep character," but the it's the same thing.

As a DM I wouldn't tell a player that. If he did it in a town, his PC would be arrested and tried for murder. The laws don't allow someone to be killed for future possible actions, so it would be labelled murder by the authorities. He can feel it's good or not good all he likes, the world is going to react to the actions, not alignment. If he was out in the middle of nowhere with just the party, they'd be the ones to react or not.

I've seen that a bit with new players, but they quickly grew out of it, especially since I helped by explaining that alignment isn't a straightjacket that they have to play within, but just a guide to general behavior which PCs can step out of if it makes sense for their personality.

Also, 5e doesn't even have enough written down for someone to do that with. "Lawful good (LG) creatures can be counted on to do the right thing as expected by society." How is that even capable of causing someone to only act within that alignment? It's far too short and vague.

That's a DM issue.

I had an LE PC in a game once and the other players never knew it. They found out after I was put in a position where we were ambushed and I was the only party member up, was out of spells, had only a wand of Magic Missiles with 3 charges left, and was facing 3 hurt barbarians. I had rained destruction down upon them(I was flying), but I was pretty sure the wand wouldn't be enough to take the rest out. I tried to bluff them and get my friends back, but it only partially worked. They wanted the two PCs who had killed their chief's son and didn't care about the other two. Knowing that I almost surely couldn't win and they would all die, I agreed to give them the two PCs they wanted(which they killed and dragged off), and saved the two PCs that I could save.

Everyone wondered how my character could and would do that until I let them know my alignment. My character liked them all and they were his companions, but he wasn't going to throw his life away on a small chance of success when he could bargain for half of them.

Here's the thing, though. Stupid evil isn't restricted to games with alignment. I've seen that done in other games as well. It's also a DM(and player) issue. I blame movies and TV shows which have to show evil as blatant and stupid due to time constraints and making the good guys look better.

I can accept your good faith beliefs. Mine are listed above after yours. :)
I think that a character with any alignment can take the actions you describe, and explain it by good, evil, law or chaos. letting go two party members to save the others can be view as a good act that help to save two life, or an evil one that let kill some people, or act of pragmatic law, or a chaotic act of impulsive reaction. The explanation would vary a lot, from players but overall I don’t see a reason to not do as you do for any character.
 

While I may not agree, thanks for actually putting effort into a reply.

Sure, to summarize some of the points raised in this thread (while undoubtedly forgetting others)
  • Alignment treads on player choice: Yes, even in 5e, I have personal experience with a DM threatening to change my character's alignment because he didn't agree with how I was playing it. Surprisingly, it didn't have anything to do with the good-evil axis - the DM felt that certain actions by my character were Chaotic rather than Lawful. Not this did not have any mechanical effect on the game at that time! Because I don't think alignment is useful and had only added it because the DM asked, I dropped the issue. But having the DM intervene in my character still rankled, and would have rankled even more if I had cared strongly about my character's alignment.

That's a bad DM. Period. Unfortunately, there are bad DMs out there. It's also quite odd, I've never had nor heard of a DM dong that.

I guess it's their prerogative as DM, I don't see the point. I also wouldn't care.

  • Many deep characters don't fall neatly on the alignment spectrum: This was the cause of the above dispute. None of the alignments were a really good fit for my character, so I chose the one that seemed like the best fit. As a player, I want to play a deep character, and as a DM, I want to DM for deep characters, so telling players to choose an alignment makes it harder to develop those deep characters, and makes it more likely that the DM will tread on player choice (see 1).

Alignment is broad and, as the books state, only a few adhere to their alignment 100% of the time. Seems to me you're making alignment a straightjacket if this is an issue. It's not, it's a general guideline.

In my games, alignment is optional. On the other hand I don't try to push my preferences on character type on other people.

I've also had PCs that adhered to an alignment while also being quite complex. My current vengeance paladin is still CG, for now he uses his anger for betterment but there are times I feel him sliding towards CN. I'll never go truly evil based on personal preference. But alignment is just one of his starting points.

- Players tend to be particularly sensitive about moral issues IRL: You tell someone IRL that you think an action they think is good is really evil, you are going to get pushback. What is more, the game is going to stop while both sides debate ethics. These debates are inevitable, because there isn't a single morality that everyone agrees on. I gave an example from one of my play sessions above, where one character killed an unarmed person. He believed that he was morally responsible for the actions committed by Evil people he let go. These issues are a lot easier to deal with if you don't address them in moral terms.

I don't see how this is affected by alignment. I have a no evil policy in my game and will continue to do so even if alignment is removed from the game.

If I think someone is about to cross a line (torture is one of those things) I'll simply tell the player what I think. It's one of the DM's jobs to make rulings what is "evil" is one of those things.

It has nothing to do with alignment. I simply want a game about heroes, not mafioso or criminals.

  • Put alignment on the sheet, and many players will play to the alignment, not the character: I've seen this over and over again. People say that the alignment you choose is supposed to reflect your character, not vice-versa, but we humans like shortcuts, and time and time again, instead of asking themselves what "Kelemvor the Magnificent" would do, people will simply treat "LG" as the be-all and end-all of moral issues for their characters. This reminds me of the story I described upthread about the warlock. The other characters kept on trying to use Insight to identify the warlock's alignment instead of judging her by her actions. The only reason they did this because they assumed that she had a big scarlet E next to her name.
Isn't part of role playing attempting to play a role? Become another person, possibly one with strong convictions? In your story alignment was a stand-in for motivation (possibly misguided) but you just would have rearranged the furniture a bit so to speak if alignment wasn't part of the game.

The other players would have still been trying to figure out the motivations, they just would have used different terms to describe what they were trying to figure out.

  • Alignment encourages shallow NPCs: I can't remember the last time I encountered a LN NPC that wasn't interchangeable with every other LN NPC, and that wasn't a poor Inspector Javert cliché. There is a middle-season episode where the Simpsons go to Florida, and they meet the sheriff, played by Dietrich Bader. His quote: "During spring break, the alcohol companies pay me to look the other way on the shenanigans by springbreakers. Rest of the year? I'm a real hard-a**". That is a really interesting one-note (maybe two-note) NPC that doesn't fit well in the alignment system.
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A lot of people build shallow characters either because they don't really care and lack incentive, simply don't see the need or don't have the imagination to do so.

D&D is not, in general, about "deep complex" characters. It's about Rogar the Mighty who is a bit of a cartoon character. A lot of people would rather play Rogar than Meliphilous the Complex because they play the game to escape from the complexity of the real world.

Sometimes I play complex characters, sometimes I don't. Some people never ever play complex characters but that's okay because people play for different reasons. It has nothing to do with alignment.

Alignment encourages static NPCS (and characters): There is an interesting example from Critical Role. Because of the lead time between publishing the "Explorer's guide to Wildemount" and their weekly podcast, you can see how the world changed from the moment it was created due to the characters' actions. In particular, an NPC Essek, is listed as have a LE alignment in the book. The players had no idea of this when they met him, and have always treated him warmly, helped him and befriended him. Though it is acknowledged that the character had shady dealings in the past, the character as he exists now, probably wouldn't qualify for his book alignment. Matthew Mercer is a really great DM. But I know many DMs who would have seen that LE tag and probably played the character as clearly evil, thus pre-empting a really interesting character interaction.

I don't see shifting alignment as a bad thing. Of course I don't care either - I don't know what alignment my player's PC's alignment is. If I had a PC that changed alignment over the course of their career, so what? I might change it, I might not.

I've had players totally screw up long term plans by befriending and slowly changing a PC that was supposed to be a BBEG. It was fantastic. On the other hand, just because Essek is nice to the PCs, it doesn't mean he isn't killing puppies in his spare time, it just never surfaced in the story.

Where does it state that alignment is set in stone?

- Alignment as moral determinism (or as personality): Here's another one I frequently see. Alignment is supposed to reflect your position on the major issues (good v. evil, individualism v. collectivity). Yet, time and time again, even in this thread, people are acting like it has a major influence on minor issues (will I try to cheat the adventurers who enter my shop? will I support the king's tax on adventurers?)

I view alignment as helping define how someone sees the world. How they organize what they see around them. It doesn't predict all behavior.

But here's my point. I don't expect you or @Maxperson to agree with these arguments. If you did, we would probably be in agreement about alignment. These are all things I believe in good faith, and many of them have been raised by other posters, also acting in good faith. So acting like those who dislike alignment simply want to "remove a toy they don't like" or are "acting petty" (note, you didn't use these terms, so this is not directed at you specifically, but people who agree with you have used these terms), is simply disingenuous.

My point is that alignment is just a tool. One aspect of what makes a PC, NPC or monster what they are. The more complex, the more fleshed out a creature is the less it matters; it's proportional to all the other descriptions we have.

Alignment is no more or less important than ideals, bonds, flaws or any fluff text and history. I will agree that in early versions of D&D alignment was probably over-emphasized. I suspect that in many cases the issues people see with alignment are holdovers from how alignment was written way back in the late 20th century.

The way I explain it to new players is that alignment is just one way of helping them flesh out a character as an aid to making that PC a real, living (fictional) being. It's how they see the world which for some people can be useful. If it's not useful to them, don't bother. It's the same with ideals, bonds, flaws, a backstory. Completely optional fill it out if you want. Or just play Rogar the Mighty and have fun if that's what you want.

I primarily use alignment for NPCs and monsters because it clues me in on their world view at a glance. As the MM states " alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation". But it's just a clue, a broad descriptor, not a dictate of every action ever taken.

P.S. You seem to be stating that complex is inherently better than simple. I disagree. Different people play for different reasons. Are they having fun? Are they a fun member of the group? Why would I care how "deep" their character is? Because frequently "complex/deep" PCs that were just emo antisocial pains in the ass (at the table, not in person). Other PCs that were one dimensional were a blast.

[EDIT: it always seems like people conflate everything they see wrong about PC behavior with alignment.]
 

No. If you are giving away a few coppers, you are not a Greedy Miser. Ebenezzer Scrooge wasn't the character he was because he gave money to the poor. You are creating a contradiction in the character.
The more you explain, the more I realize that you have created overly narrow definitions of just about everything, and this isn't even an alignment issue with you. You get fixated on one possibility and it becomes the only reality for you. And by the by, Scrooge is irrelevant. I didn't say every miser would have a weak spot for the poor. I gave an example of one kind of miser who could, and it's a fact that even misers can give away some money.

People are far more varied and complex than you are giving them credit for being.
Which,yes, people are complex and could have contradictions, but recognize it for what it is, going completely against the character established.
Good God! Wrong! It doesn't go against any established character at all. These realistic inconsistencies ARE PART OF THE CHARACTER.
No, I'm thinking in terms of archetypes and what flows from them. If you want to put forth that every possible contradiction is an equally valid form of the ideal or alignment then you are going beyond what any possible system can do.
Man. You were doing so good for a while and now you're back to twisting what I said again. I've said time and again that those ideals lean in directions of certain alignments. That's me explicitly saying that while they are all valid, they are not all equally valid. Take the freedom loving trait above. I said it leans chaotic, which means that while it's valid in a lawful character, chaotic has greater validity.
This would make Evil = Good and Good = Evil too, which simply is not how people are going to approach these sort of systems.
No...........no it doesn't. That shows a fundamental lack of understand of pretty much everything that I've been saying.
You have not proven that at all. You have stated that and I have challenged you on it every step of the way. Because you are declaring contradictions as though they are self-evidently true.
Because they are. Not only are they not contradictions at all, but your lack of understanding of what I've been saying(as shown by the statement above), means that you have no idea what you are talking about when you say that about my arguments.
No, you are wrong. And you are wrong because you are trying to separate desires from whims, which are just desires that are more fleeting.
I'm not wrong. Quite literally everyone follows their desires. Following desires is not what makes someone chaotic. Whim or impulse does.
DnD's version is even stricter in some ways. You know I had a debate with someone just a week ago that DnD alignment says that Evil = Selfishness. Also, that actions couldn't be evil, it was the attitude you held which was evil, therefore giving to charity to impress a girl was an evil act.
Go back to that person and let him know that literally everything everyone does is selfish. Even "selflessness" is done only because it makes the person feel good about themselves(selfish).
And, while I think they were wrong, you will note that every version of Evil in the PHB is about being selfish in some manner. And the Law and Chaos divide is worse.
Every alignment is about being selfish, since you act in ways that make you feel good about yourself in some way(selfish). Evil alignments just point out the bad selfishness.
How is that absurd? It is a code, it is a code they strictly follow, it is a code that calls for acting erratically. According to you, that works. You even used it as an example yourself. You said it a few posts ago with this line "If the ancient tradition is one of chaos, it's not a lawful act to uphold and preserve it."
Think about it for a while. If you can't come to an understanding about something this simple, I'm not going to be able to help you.

And don't attribute any part of that absurdity to me. I've never said or implied that it works. Any idea that you have that includes anything I've said supporting that absurdity is a twisting of my what I've said.

"If the ancient tradition is one of chaos, it's not a lawful act to uphold and preserve it." Sure, a tradition like, "At the spring solstice festival, 20 butterflies are released inside an enclosure and the villagers try to catch them with nets. Good luck is said to come to the 20 who catch one." That's a chaotic tradition. It involves luck(chaotic) and chaos(100+ villagers rushing around trying to catch 20 butterflies).

Nothing I said, though, implies the absurdity you are trying to foist off on me is okay.
Can you be a person who believes to the core of their soul that "that warmth, sympathy, and understanding may outweigh the surgeon's knife" and still be an evil bastard?
Me? No. Other people? Absolutely.
I'm not talking about someone who follows the letter of this code, but who takes this code as their guiding principle for their entire life. Whose IDEAL, the center of their moral and ethical compass, is this code of conduct.
Still yes.
I'm looking at a person who devoted their life to the idea of serving others by healing, who looks beyond just medical treatment to things like this line "I will remember that I do not treat a fever chart, a cancerous growth, but a sick human being, whose illness may affect the person's family and economic stability. My responsibility includes these related problems, if I am to care adequately for the sick." and believes them wholeheartedly.
Yep. So am I. Most would be good or neutral, but a few could and would be evil bastards.
And again, you show that you are wrong. That isn't the ideal. It definitionally cannot be.
Except that I'm factually right. I didn't bold the word. The PHB did. The bolded word is the ideal, and the ideal is followed up by one single example of that ideal. Or do you really think that, "The ancient traditions of worship and sacrifice must be preserved and upheld." are the only possible traditions out there and/or the only way to think of traditions? I mean, I just gave an example a tradition above that doesn't involve worship or sacrifice. Was that against the rules?
 

I think that a character with any alignment can take the actions you describe, and explain it by good, evil, law or chaos. letting go two party members to save the others can be view as a good act that help to save two life, or an evil one that let kill some people, or act of pragmatic law, or a chaotic act of impulsive reaction. The explanation would vary a lot, from players but overall I don’t see a reason to not do as you do for any character.
As the person roleplaying it, I can guarantee you that there was no impulsiveness involved. I carefully thought out the possibilities and tried the only one I was willing to risk, bluffing the barbarians. Then when offered the deal, his thought was that he wasn't going to get himself killed for his companions and 2 was better than none. He made an agreement to let two of his companions be murdered by the barbarians, and got the heck away with the two he could save while also saving his own skin.
 

As the person roleplaying it, I can guarantee you that there was no impulsiveness involved. I carefully thought out the possibilities and tried the only one I was willing to risk, bluffing the barbarians. Then when offered the deal, his thought was that he wasn't going to get himself killed for his companions and 2 was better than none. He made an agreement to let two of his companions be murdered by the barbarians, and got the heck away with the two he could save while also saving his own skin.
Indeed pragmatic harsh reasoning of a LE character.
 

I never said you were every second, but I think that is still showing the path.

You are looking to play an idealized version of your own moral code. That fits under the basic framework of Lawful Good, but that code exists before and is separate from the writing in the rule book of "Lawful Good. Remove the label and the book, and the character .
Not at all, it is just that I really like to play this way.

One side note. The RPG Vampire the Masquerade has no alignment and a player can be very disruptive in these games. I was with a friend who wanted to test the then new book, The Sabbath and its story tellers companion handbook. So he asked me to make a Tremere Anti-tribu with the path of evil revelation. The campaign was spanning three groups and the goal was to find the Sabbath's spy (that was me). The three groups were free form with any players able to go in any games as long as he/she had time. I could not know what other players would be doing but I could have spies and used them. After a year, I was personnaly responsible for the death of thousands of civilians with bombing (so I could get to the prince of chicago), destroyed a whole clan of werewolves with an alliance with Blackspiral dancers. Slew 9 characters out 14 and the only way to stop me has been trough a Methusala to dominate me to remove my character from the game. And all along, the other players thought I was a good guy as I covered my trail quite well.

No alignment, and yet I did pretty much everything a disruptive player could do. Of course everyone knew there was a traitor in groups and everyone was searching for it. We were testing the content of the Sabbath's books to the maximum and we understood why it was not recommended to use the Path of evil revelation. But other paths could be as disruptive too so we saw the limit of the game. When the dead players learned at the campaign's that it was me the traitor, I had to buy a round of drinks for them to forgive me 😁. It was a fun campaign but the point is.

You don't need alignment to derail a campaign. You can't expect to use alignment to rein in a toxic player. Any system can be twisted to make it appear bad. Alignment in itself, is simply a basic tool to help out people. It is a simple way to help newcomers as well as the experienced player to RP. It is, as I said, a basic tool. Useful for some, useless for others. But for those that like it. It does a pretty darn good job.
 
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