Alignment and Party Dynamics

ptolemy18

First Post
This thread has probably been done before, but... I noticed that the Spined Devil has no alignment listed (though this could simply be because it's a mere miniature stat block), and elsewhere, people have said that D&D4e will place less emphasis on alignment.

I have mixed feelings about this, but I have mixed feelings about the deemphasis on alignment (the possibility that they will make alignment "optional" or something like that). On the one hand, apart from D&D, I play lots of RPGs without alignment, and I like them just fine. No need to classify peoples' psychology and personality in some rigid alignment terms. On the other hand, alignment seems so integral to the D&D worldview that it would strike me as very weird -- as ditching something unique about D&D -- if it goes.

Basically, this is a fantasy game, so the traditional D&D idea is that Law, Chaos, Good and Evil really *do* exist in concrete, physical terms, right? I can't really see a reason to get rid of this apart from the desire to just fiddle with the setting for fiddling's sake. (Of course, heck, this is a new edition, I know that's the sort of fiddling they're gonna do.) If people are bugged by spells like "Detect Alignment", there are tons of ways to handle this in-game other than ditching alignment (saving throws, making Bluff resist Detect Alignment, counterspells, making "Detect Alignment" only work on outsiders and monsters and demons/devils/angels/etc.).

My guess is that, actually, the real reason for ditching or de-emphasizing alignments would not be to make a "more realistic" world (although this might be secondary)... I'd guess it's, in fact, to increase party cohesion and make the party by definition more "goal-focused." Older editions of D&D always gave the option to play a party with a mixture of evil and good characters and pretty much gave the players carte blanche to have their characters fight and argue with one another and tug the game in different directions as a result. (Chaotic Evil Dude: "I stab out the prisoner's eye!" Paladin: "No! I stop him!" DM: "Roll initiative.") However, what with 4e's introduction of "party roles" (Controller, Defender, Striker, etc.), and the section on how to maintain party cohesion in "Iron Heroes" (quote: "If you find yourself saying 'But that's what my character would do,' then your actions may be fun for you but disruptive to the game as a whole") I am left wondering whether the de-emphasizing of "alignment" is being done in order to take people away from PKing and inter-party-combat types of gameplay, and to encourage better group cohesion in general.

Now this is an understandable strategy, and I agree with "Iron Heroes" that "the game should be fun for everyone", but I have to say: I think that role-playing is ultimately about the individual (i.e. playing whatever character you want), not the group. So if there is going to be a tacit assumption in 4e that player-characters are going to get along and never fight or argue about anything in-character, I say nay. Of course, I think the PLAYERS should always get along out-of-character, griefers are always bad, if your friends and the DM don't want you to play a Chaotic Evil assassin then maybe you shouldn't, but I appreciate the "automatic inter-party friction possibilities" provided by a group with characters of different alignments. To me, this is a good element of D&D.

Now obviously, even without alignment (perhaps ESPECIALLY without alignment), people will still be able to play characters with whatever kinds of personalities they like, and there will still be "I kill the prisoner!" "No! I stop him!" moments. If alignment is made purely optional in the service of "all morality is grey" than that's understandable to me. But if alignment is made purely optional in the service of "keeping the plot rolling and the group together and making it easier for novice groups to get games going without it degenerating into PK-fests," welll..... I dunno. I'm not convinced that this is the right thing. I still prefer Original Ultima Online ("play a heroic or unheroic character, as you prefer, in a fantasy world with a bunch of other people, some of whom may be PKing jerks") to World of Warcraft ("play a heroic character and here is the quest you must do"), so maybe that just makes me in the minority. Of course, in D&D3.x you "technically" weren't supposed to be able to play an evil character either, I suppose.

Oh well, I'll see how it reads in the final game. And lastly, of course, I may be totally wrong in my assumptions about how alignment is being used in 4e, so who knows. ^_^

P.S. I finally read Iron Heroes and I must admit that it's pretty darn good.
 
Last edited:

log in or register to remove this ad

I dropped alignment from D&D after reading the excellent article about it in Dragon #101. Since I did that, I have had more interesting character play (including intra-party dynamics) than I ever did with it, at least in part because the players (in playing out the arguments between characters) have to give real reasons rather than just appeal to the "moral facts" of alignment.
 

The possibility of alignment being optional is probably the most exciting thing I've heard about 4th edition. In my opinion the real reason they might be doing this is that it's impossible to determine alignment since everyone has different views on what good and evil are. Just peek at some of the "My paladin did [blank] should he be punished?" threads. For almost any action you'll find people saying "His paladinhood should be removed" others saying "His god should reward him" and others saying "Strike him down with a lightning bolt!" No one agrees on alignment so no one can know what alignment a character is.

The same is true of the other axis. Some people say lawful people follow a code, any code. Some people say they obey the laws of whatever land they came from or whatever land they're in. Some say they must always tell the truth and keep a promise. Some people say they use logic over emotion when making decisions. Everyone has a different idea.

So we have an alignment system in 3.5 where people often take damage for being certain alignments, yet every player and DM has a different opinion of what the alignments mean. This is probably the best place for the developers to make a positive change in 4ed.
 

Older editions of D&D always gave the option to play a party with a mixture of evil and good characters and pretty much gave the players carte blanche to have their characters fight and argue with one another and tug the game in different directions as a result. (Chaotic Evil Dude: "I stab out the prisoner's eye!" Paladin: "No! I stop him!" DM: "Roll initiative.")

Umm, what was the paladin doing adventuring with the evil dude? He just became a fighter for doing that. Earlier editions were pretty stringent on keeping the party all good.
 

Hussar said:
Earlier editions were pretty stringent on keeping the party all good.
3E's Cleric's "swap to cure" actually had a fair influence in 3e party make up. Channeling negative energy and thus having to prepare spells to heal really was a liability if the cleric had living allies he wanted to stay that way. And undead allies usually lacked brainpower or HP.
 

Oh, sorry, didn't mean that 3e didn't have the same thing. Far from it. My response was specifically to the idea that previous editions didn't try to enforce group cohesion.

Sorry, my bad.
 

KingCrab said:
So we have an alignment system in 3.5 where people often take damage for being certain alignments, yet every player and DM has a different opinion of what the alignments mean. This is probably the best place for the developers to make a positive change in 4ed.

Personally, I'd be into the idea of having certain monsters (outsiders, or whatever they're called in 4e, and undead and so on) have definite Alignments, and humans not necessarily having definite alignments. The idea that most human behavior is ambigious, BUT there are also Supernatural Forces of Good and Evil above it all. I certainly think that alignments are useful for NPCs and monsters in a game of Gods and supernatural powers. So if it's something like that -- you have the option of making your character Devoted To The Forces of Good, or you can just be a normal person of ambiguous morality -- then I could get behind that, I guess.

Speaking of past editions, I think 3.x has probably done the most to enforce group cohesion by technically not allowing PCs to be of evil alignments. If you look at 1e and 2e, they do say vague things like "It's probably best if the PCs are of similar alignment", but then they have those lists of examples of how a "theoretical" party composed of 9 characters of different alignments would act if they were together. ;)

The biggest alignment-based intra-party action I've ever been involved in was attacking another PC because he was going to kill a prisoner. I believe I did land a blow on him. Then the DM intervened somehow, I forget how, and the prisoners ended up getting away and we didn't kill eachother any more. It was a nice tense moment, though.

Personally, I would be very into a D&D campaign where the characters start out in a group and then end up on potentially different paths as the game progresses, and maybe even become enemies, due to their differing goals and morality. (But then it involves splitting the party up, of course... so that's a whole 'nother issue...)
 

Hussar said:
Earlier editions were pretty stringent on keeping the party all good.

You're right that a Paladin really shouldn't have been adventuring with an evil dude in my previous example, but the "party of neutral or evil dudes who kill prisoners, ignore peasants begging for help, and generally act unheroic" has a longstanding tradition in D&D. Most of the early adventures were about getting treasure and glory, not doing good heroic stuff, after all. And I don't think there's anything wrong with that, in fact, I think it's better to write adventures which are open to both good and evil motivations on the part of the adventuring party.

Personally, though, I do have one sore spot, and that's when players have their characters kill or torture hapless NPCs. This always strikes me as such unheroic, unsympathetic behavior that I have trouble not getting pissed off out-of-character when it happens.

Now... on the other hand, if a player's character concept is "necromancer" or "warlock" or "assassin" or "cannibal barbarian" or something, if they are playing an explicitly over-the-top evil character, then I don't mind if they engage in torture and villainy. But when ostensibly neutral characters do "pragmatic" torture & stuff, and say "it's not evil, my character just got mad and cut off the prisoner's ear because he was lipping off at us", that really pisses me off.

Is this what people mean by "different values of good and evil"? I don't know, you tell me. I'm just going based on the idea that "good" equals what we think of as "good" in classic white-hat good-guy novels and movies. I tend to dislike "morally pragmatic" characters and prefer characters who are either (1) really good, (2) really evil, or the classic movie-type (3) "they act a little self-centered but they're really good guys inside."
 

ptomely18 said:
You're right that a Paladin really shouldn't have been adventuring with an evil dude in my previous example, but the "party of neutral or evil dudes who kill prisoners, ignore peasants begging for help, and generally act unheroic" has a longstanding tradition in D&D. Most of the early adventures were about getting treasure and glory, not doing good heroic stuff, after all. And I don't think there's anything wrong with that, in fact, I think it's better to write adventures which are open to both good and evil motivations on the part of the adventuring party.

Actually, not really. I remember Gygax saying that he was totally floored when there was interest in playing Drow. He couldn't understand anyone actually wanting to play such an evil race.

In Isle of the Ape, the module writer (again, Gygax) tells the DM that any party who wouldn't go along with the hook of the module are a bunch of scoundrels and should be brow beaten into acting heroic.

I would say your characterization is actually very atypical of 1e play.
 


Remove ads

Top