Alignment Axis expansion

Roman said:
Hmm, the idea is not bad, but as you point out dishonourable-lawful-good does not work very well and I think neither does blasphemous-lawful-good.

I have no problems with blasphemous-lawful-good (though I would with dishonourable-lawful-good). I think blasphemous/piuos would be an interesting addition to a D&D game, although of course it only works when there's a single standard for piety (for example, a fairly unified pantheon -- different alignments for different members, but some things are agreed to be off limits).
 

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reanjr said:
Saying that new alignment axes have to affect the current ones implies that the current ones can completely define a character's personality.
Of course not! And the idea that I of all people would think that the current alignment system can do such a thing is positively laughable. There is no possible alignment system that can "completely define a character's personality" -- if that is your project, give up now.

My point is that the current alignment system is incoherent. If one wishes to amend it for some reason, it should be in a way that doesn't further undermine its limited and dubious coherence.

Alignment largely exists in the game to deal with divine magic and outsiders. There is no inherent value in representing a character's value system in a quantifiable variable; so, unless amendments to the alignment system improve it on a functional level, they seem like a very bad idea indeed. The idea of making one axis a predictor of another makes the system less functional not more so.
Going back to my previous idea. The Kingdom of Goodness ruled by King Great. It has dissadents and cultists that need to be removed. So King Great hires this sneaky (dishonorable) investigator who has a good heart (good) and believes in the King and the rule of the people (lawful). He also happens to be fervently atheist (blasphemous), but as his job is secular, the King is willing to overlook this.
Now, while I don't think your solution here is a very good one. I am pleased that you have identified one of my biggest problems with alignment in this post: the means-ends conflation. As the alignment system currently works, D&D is required to run off Star Trek morality for the good guys and something even worse for the bad guys. Using lawful means to achieve chaotic ends or good means to achieve evil ends cannot be represented under the current system and produces total incoherence. In one thread where I debated this, people were arguing that in order for my demon summoning chaotic evil priest to stay in power (running a popular regime in an unstable city) while preparing the summoning ritual, he had to be lawful good until the moment the demon was actually summoned -- then he would change back to chaotic evil.

So, yes, I think the means-ends conflation problem needs to be addressed but I don't think adding another axis really helps with doing that.
 

reanjr said:
As for your suggestion of making it political, I suppose it could in that context as well, but I think the terminology gives the wrong impression. Piety and blasphemy seem to imply religion.

Outside of specifically theological and/or cosmological issues, there is very little difference between the two. Politics, religion, and philosophy strike me as natural extensions of each other.
 

Here's a few other alignments, on the format
Very A - A - Neutral - B - Very B

For a metaphysical taint, like the Shadowland Taint in Rokugan, for example:
Pure - Clean - Average - Tainted - Corrupted

A sanity axis, great for Cthulhuish adventures:
Zen Master - Sane - Average - Insane - Player Character

And, finally, the alignment everybody needs:
CRPG - DDM - D&D3 - AD&D - Diaglo
 

This has a few suggestions. Though perhaps not serious ones.

I think that blasphemy is an inherently chaotic act. It's a defiance of society's [religious] taboos.
 

Korimyr the Rat said:
Outside of specifically theological and/or cosmological issues, there is very little difference between the two. Politics, religion, and philosophy strike me as natural extensions of each other.
And certainly, if people are not running there games as simple costumed modernity but actually make a minor stab at representing ancient or medieval civilizations, politics, religion, philosophy and science for that matter will be virtually impossible to disentangle.
 

fusangite said:
Alignment largely exists in the game to deal with divine magic and outsiders. There is no inherent value in representing a character's value system in a quantifiable variable; so, unless amendments to the alignment system improve it on a functional level, they seem like a very bad idea indeed.

I think the alignment system serves a much more fundamental purpose which is to clearly mark the good guys and the bad guys. That's also why D&D has the Paladin as a core class. Alignment serves the same purpose that white hats and black hats used to serve in westerns. As such, I think it's undermined by deconstuctionalism and moral relativism, in much the same way that they undermine the traditional western, which leads to the incoherency that you talked about.

Once you decide to start telling stories where the good guys wear black hats and the bad guys where white hats, where hats no longer indicate who is good or bad, where there are no good guys or bad guys, or where everyone wears a gray hat, the alignment system stops working as well or at all. As for outsiders and divine magic, the same thing applies. If you treat them in a postmodern or cynical way, then it's just not going to work very well.

fusangite said:
Now, while I don't think your solution here is a very good one. I am pleased that you have identified one of my biggest problems with alignment in this post: the means-ends conflation. As the alignment system currently works, D&D is required to run off Star Trek morality for the good guys and something even worse for the bad guys. Using lawful means to achieve chaotic ends or good means to achieve evil ends cannot be represented under the current system and produces total incoherence.

I think that a lot of this problem goes away if you read "Neutral" (in any context) as "Pragmatic" in many cases. I don't think the edge alignments are meant to be all that pragmatic and I think they do work as ideologies that are not pragmatic.

A character that seeks Chaotic Evil ends but has the patience and discipline to wait and patiently plan is not necessarily Chaotic Evil, in my assessment, but something closer to Neutral Evil or even Neutral, if they can suppress their cruelty. A character that is really Chaotic Evil, in my assessment, has a mindset that is neither patient or able to suppress it's cruelty.

Yes, that gives you the Chaotic Evil Overlord that attacks impulsively and slaughters his own officers because it amuses him but I think that's exactly what the alignment system is supposed to produce. An alignment doesn't need to be effective or efficient for someone to follow it, any more than an economic or political system in the real world needs to make sense or work for people to believe in it.
 



John Morrow said:
I think the alignment system serves a much more fundamental purpose which is to clearly mark the good guys and the bad guys. That's also why D&D has the Paladin as a core class. Alignment serves the same purpose that white hats and black hats used to serve in westerns. As such, I think it's undermined by deconstuctionalism and moral relativism, in much the same way that they undermine the traditional western, which leads to the incoherency that you talked about.
John, let me begin by expressing that you're my favourite person here on ENWorld with whom to debate alignment. While our views almost always differ, I never feel that we are failing to comprehend one another.

That stated, I really have to object to how you are characterizing sharp, impermeable good-evil distinctions as somehow postmodern. They are only postmodern in that part of the project of modernity was to erect these impermeable boundaries. I'm not interested in games that are either postmodern or modern; what I'm interested in are games that have a pre-modern feel.

The idea that of it being okay to systematically exterminate a race because it is evil by nature is, according to the postmodernist critique, a fundamentally modern one. The holocaust helped to inspire postmodernism because it was recognized that the idea of systematically exterminating a group because it was by nature under all circumstances, essentially evil was a consequence of modernist thought.

Even the most extreme persecutions of the past like Charlemagne's mass execution of Saxons, the Spanish Inquisition, the suppression of the Judean revolts of the first and second centuries, the Crusades, etc. did not share the characteristic that it was okay to kill all the Cathars/Jews/Saxons/Saracens because they were irredeemably evil. Pre-modern persecutions might envisage a group as less human or less possessed of grace but they did not deny the essential humanity of these groups. Mass executions took place to "inspire" resistors to convert to whatever it was that the persecutor wanted.

Look at saints like Christopher and Guinefort -- even semi-human creatures unable to speak were seen as having souls and some kind of contact with the divine. For pre-moderns, it was not necessary to dehumanize an opponent in order for it to be okay to kill him.

Pre-modern social paradigms tended to be hierarchical rather than citizenship-defined -- everyone had some relationship with the highest divine or highest political but one's status was dictated by their distance/proximity to it. Modernist social paradigms have tended to work off an in/out concept -- you are either CITIZEN or NOT CITIZEN.

So, while the model of good and evil you favour for D&D stands in opposition to postmodernism, it does so because of its alignment with modernism.
Once you decide to start telling stories where the good guys wear black hats and the bad guys where white hats, where hats no longer indicate who is good or bad, where there are no good guys or bad guys, or where everyone wears a gray hat, the alignment system stops working as well or at all.
I agree that alignment systems are better adapted to essentialist ideas of characteristics but I don't think they lose all utility when they interact with these other modes of storytelling. If one looks at Cold War politics in the Third World, one can see an alignment system interacting just fine with moral ambiguity and indistinguishable behaviour.
As for outsiders and divine magic, the same thing applies. If you treat them in a postmodern or cynical way, then it's just not going to work very well.
I think you mistakenly assume modernist essentialism as an eternal characteristic of human thought; it is a recent one. Pre-modern thought had essentialism but a messy, permeable relativistic essentialism.
I think that a lot of this problem goes away if you read "Neutral" (in any context) as "Pragmatic" in many cases. I don't think the edge alignments are meant to be all that pragmatic and I think they do work as ideologies that are not pragmatic.
But how do you explain a person trying to open the gates of hell as "neutral" simply because he pursues his goal pragmatically? The goal is still fundamentally evil. To suggest that everyone who acts rationally in their own interest is neutral is to challenge the idea that we can make intelligent villains. I don't want a system that forces all chaotic evil villains to thwart their own goals on a regular basis or demands that I redefine opening the gates of hell as a "neutral" program.
A character that seeks Chaotic Evil ends but has the patience and discipline to wait and patiently plan is not necessarily Chaotic Evil, in my assessment, but something closer to Neutral Evil or even Neutral, if they can suppress their cruelty. A character that is really Chaotic Evil, in my assessment, has a mindset that is neither patient or able to suppress it's cruelty.
But don't high Intelligence and Wisdom become problematic then here? Does Chaotic Evil then enforce a cap on Intelligence and Wisdom because they indicate, respectively, the capacity to formulate complex long-range strategies and the capacity to exert self-discipline sufficient to carry them out? If this is the case, I have the same criticism of your idea as I have of the multiple axis system; an alignment variable should function as an independent variable not as a proxy from which the value of other variables can be derived.

Then there is the more practical question of the fact that I want him to open a gate to the Abyss not to Hades.
An alignment doesn't need to be effective or efficient for someone to follow it, any more than an economic or political system in the real world needs to make sense or work for people to believe in it.
Yes. But effectively running a Communist Party in the first world required that people run their party like capitalists -- expanding their market share, making profits, etc. Effectively promoting an ideology in a society that has not accepted it is an ambiguous tightrope act; Green parties still hand out disposable brochures, etc.
 

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