D&D General Alignment in D&D

Alignment is, on some level, the beating heart of Dungeons & Dragons. On the other hand, it’s sort of a stupid rule. It’s like the hit point rules in that it makes for a good game experience, especially if you don’t think about it too hard. Just as Magic: the Gathering has the five colors that transcend any world or story, so alignment is a universal cosmic truth from one D&D world to the...

Alignment is, on some level, the beating heart of Dungeons & Dragons. On the other hand, it’s sort of a stupid rule. It’s like the hit point rules in that it makes for a good game experience, especially if you don’t think about it too hard. Just as Magic: the Gathering has the five colors that transcend any world or story, so alignment is a universal cosmic truth from one D&D world to the next. The deities themselves obey the pattern of alignment.

On the story side, the alignment rules contain the rudiments of roleplaying, as in portraying your character according to their personality. On the game side, it conforms to D&D’s wargaming roots, representing army lists showing who is on whose side against whom.

The 3x3 alignment grid is one part of AD&D’s legacy that we enthusiastically ported into 3E and that lives on proudly in 5E and in countless memes. Despite the centrality of alignment in D&D, other RPGs rarely copy D&D’s alignment rules, certainly not the way they have copied D&D’s rules for abilities, attack rolls, or hit points.

alignment.png

Alignment started as army lists in the Chainmail miniatures rules, before Dungeons & Dragons released. In those days, if you wanted to set up historical Napoleonic battles, you could look up armies in the history books to see what forces might be in play. But what about fantasy armies? Influenced by the popularity of The Lord of the Rings, Gary Gygax’s rules for medieval miniatures wargaming included a fantasy supplement. Here, to help you build opposing armies, was the list of Lawful units (good), the Chaotic units (evil), and the neutral units. Today, alignment is a roleplaying prompt for getting into character, but it started out as us-versus-them—who are the good guys and who are the bad guys?

Original D&D used the Law/Chaos binary from Chainmail, and the Greyhawk supplement had rudimentary notes about playing chaotic characters. The “referee” was urged to develop an ad hoc rule against chaotic characters cooperating indefinitely. This consideration shows how alignment started as a practical system for lining up who was on whose side but then started shifting toward being a concrete way to think about acting “in character.”

Another thing that Greyhawk said was that evil creatures (those of chaotic alignment) were as likely to turn on each other as attack a lawful party. What does a 12-year old do with that information? One DM applies the rule literally in the first encounter of his new campaign. When we fought our first group of orcs in the forest outside of town, The DM rolled randomly for each one to see whether it would attack us or its fellow orcs. That rule got applied for that first battle and none others because it was obviously stupid. In the DM’s defense, alignment was a new idea at the time.

Law versus Chaos maps pretty nicely with the familiar Good versus Evil dichotomy, albeit with perhaps a more fantastic or apocalyptic tone. The Holmes Basic Set I started on, however, had a 2x2 alignment system with a fifth alignment, neutral, in the center. For my 12-year old mind, “lawful good” and “chaotic evil” made sense, and maybe “chaotic good,” but “lawful evil”? What did that even mean? I looked up “lawful,” but that didn’t help.

Holmes Original Alignment Diagram.png

Our first characters were neutral because we were confused and “neutral” was the null choice. Soon, I convinced my group that we should all be lawful evil. That way we could kill everything we encountered and get the most experience points (evil) but we wouldn’t be compelled to sometimes attack each other (as chaotic evil characters would).

In general, chaotic good has been the most popular alignment since probably as soon as it was invented. The CG hero has a good heart and a free spirit. Following rules is in some sense bowing to an authority, even if it is a moral or internalized authority, and being “chaotic” means being unbowed and unyoked.

Chaotic neutral has also been popular. Players have sometimes used this alignment as an excuse to take actions that messed with the party’s plans and, not coincidentally, brought attention to the player. The character was in the party because the player was at the table, but real adventurers would never go into danger with a known wildcard along with them. This style of CG play was a face-to-face version of griefing, and it was common enough that Ryan Dancey suggested we ban it from 3E.

The target we had for 3E was to make a game that doubled-down on its own roots, so we embraced AD&D’s 3x3 alignment grid. Where the Holmes Basic Set listed a handful of monsters on its diagram, 3E had something more like Chainmail’s army lists, listing races, classes, and monsters on a 3x3 table.

When I was working on 3E, I was consciously working on a game for an audience that was not me. Our job was to appeal to the game’s future audience. With the alignment descriptions, however, I indulged in my personal taste for irony. The text explains why lawful good is “the best alignment you can be.” In fact, each good or neutral alignment is described as “the best,” with clear reasons given for each one. Likewise, each evil alignment is “the most dangerous,” again with a different reason for each one. This treatment was sort of a nod to the interminable debates over alignment, but the practical purpose was to make each good and neutral alignment appealing in some way.

If you ever wanted evidence that 4E wasn’t made with the demands of the fans first and foremost, recall that the game took “chaotic good” out of the rules. CG is the most popular alignment, describing a character who’s virtuous and free. The alignments in 4E were lawful good, good, neutral, evil, and chaotic evil. One on level, it made sense to eliminate odd-ball alignments that don’t make sense to newcomers, such as the “lawful evil” combination that flummoxed me when I was 12. The simpler system in 4E mapped fairly well to the Holmes Basic 2x2 grid, with two good alignments and two evil ones. In theory, it might be the best alignment system in any edition of D&D. On another level, however, the players didn’t want this change, and the Internet memes certainly didn’t want it. If it was perhaps better in theory, it was unpopular in practice.

In 5E, the alignments get a smooth, clear, spare treatment. The designers’ ability to pare down the description to the essentials demonstrates a real command of the material. This treatment of alignment is so good that I wish I’d written it.

My own games never have alignment, per se, even if the game world includes real good and evil. In Ars Magica, membership in a house is what shapes a wizard’s behavior or social position. In Over the Edge and Everway, a character’s “guiding star” is something related to the character and invented by the player, not a universal moral system. In Omega World, the only morality is survival. 13th Age, on the other hand, uses the standard system, albeit lightly. The game is a love letter to D&D, and players have come to love the alignment system, so Rob Heinsoo and I kept it. Still, a 13th Age character’s main “alignment” is in relation to the icons, which are not an abstraction but rather specific, campaign-defining NPCs.

 

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Jonathan Tweet

Jonathan Tweet

D&D 3E, Over the Edge, Everway, Ars Magica, Omega World, Grandmother Fish

Maxperson

Morkus from Orkus
"It’s like the hit point rules in that it makes for a good game experience, especially if you don’t think about it too hard."

Uh... what? Not that I ever saw. I struggle to think of any cases where alignment rules made for a better game experience. The concept of alignment, maybe, if you're a fan of the Great Wheel cosmology, but the actual alignment rules? I have seen much grief result from them, and little to no gain.

4E essentially eliminated alignment rules, and 5E stuck with that choice, and that is as it should be.
I think a lot of people overlook that it guides roleplay. When you see someone roleplaying a CG individual because of the CG on the paper, that adds to the game experience in a positive way, but alignment rarely gets credited.
 

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Maxperson

Morkus from Orkus
I'm a huge fan of Moorcock, but the conflict in the default D&D world isn't Moorcock-style Law vs Chaos, it's Good vs Evil. I'm not aware of any published D&D settings that focus on Law vs Chaos.
No, it isn't purely good and evil. Law in Moorcock's books sometimes did harsh or evil things, because of rules or order. Chaos sometimes helped, because random. Law tended to good, and Chaos tended to evil, but it wasn't only good and evil.
 


When was that.

IIRC, James Ward (or was it Rob Kuntz?) in a recent article (maybe here on ENWorld?) mentioned that he brought the idea to Gygax of adding a Good-Evil axis. Somebody correct me if I'm misremembering.

That would've been around 1977 when Holmes BD&D and AD&D came out.

Because as I noted before the Principia Discordia proposed the idea that Order Vs. Chaos and Good Vs. Evil were distinct axes of behavior and explicitly rejected the identification of good with law or chaos with evil all the way back in 1963.

Well, a matrix of 2x2 or 3x3 polar alignments, philosophies, or forces has probably been independently invented or characterized by many different thinkers, in many different contexts, for a long time.

It's just that in D&D's case, it seems to have come about in a certain way: Steiner > Moorcock > Gygax > Ward(?) = Ninefold Alignment. (Where Steiner got the Threefold Forces idea would be a whole nother rabbit hole.)

I only mentioned the Anthroposophic connection because Moorcock explicitly credits that (along with Zoroastrianism) for several aspects of his Elric cosmology. And Gygax clearly adapted the Law-Neutrality-Chaos concept from Moorcock. (Moorcock is listed in Appendix N.)

To explicitly connect the D&D alignment origins with Discordian philosophy we'd need to see if Gygax or James Ward or other early D&D authors were familiar with that, or mentioned that. I suppose it's also hypothetically possible that Moorcock was familiar with Discordianism, yet there are already two confirmed sources for his metaphysics (Zoroastrianism and Anthroposophy).

The really interesting thing about Warhammer 40K is that its alignment is basically decapitated, as it were. The top of the alignment chart is gone, leaving only the lawful evil Imperium of Man and Eldar Craftworlds, and the chaotic evil Ruinous Powers, Orks, and Dark Elder (EDIT: Which I suppose makes it the system most closely representative of that Anthroposophy thing you mentioned, since it identifies both Order AND Chaos as Evil)

That is interesting. Hmm. Yes, except Warhammer seems to leave out the middle!

Also, Anthroposophy posits that when the two polar forces are in a healthy balance, they manifest as Good. That's where LG and CG come in. Anthroposophy calls these the "Vater Gott" (LG) and "Heiliger Geist" (CG).

The NG force is called "Der Menschheitsrepräsentant" (The Representative of Humanity). So NG is the center of the Steinerian system, where as gray N is the center of the Gygaxian system.

There are photos of the statue of these Threefold figures/force here.
 
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Envisioner

Explorer
I don't know why the OP's 12-year-old self found Lawful Evil so hard to comprehend; to me it's probably the most obviously intuitive of all alignments. Lawful Evil is the mentality of a corporate raider, someone who cares only about whether an action raises the stock price of his company or the like. It works for mafias, corrupt military juntas, brainwashy cult/religions (think Heaven's Gate), fraudulent nonprofit "charities" that turn out to be nothing more than pyramid schemes - in short, anything that encourages an "us vs. them" mentality. Chaotic Evil is "me vs. everyone", and Lawful Good is "everyone together vs. those who don't belong"; Lawful Evil is right on the spectrum between them. The weird ones to figure out are Chaotic Good, Chaotic Neutral, and True Neutral, all of which basically "color outside the lines" in a way that makes it hard to portray your behavior in any sort of consistent way (whereas Chaotic Easy is easy, you just be consistently psychotic).
 


Doug McCrae

Legend
And Gygax clearly adapted the Law-Neutrality-Chaos concept from Moorcock. (Moorcock is listed in Appendix N.)
Is it clear that it's initially from Moorcock and not Poul Anderson's Three Hearts & Three Lions? In Playing at the World Jon Peterson considers the latter to be more likely.

Law-Neutrality-Chaos first appears in Chainmail (1971), which is more Tolkien-esque than 1974 OD&D. I'd say the majority of the troop types in Chainmail are either taken entirely from Tolkien or have a Tolkien-ian element. The major conflict in The Lord of the Rings is between good and evil. In Three Hearts & Three Lions, Law = good and Chaos = evil.

Holger got the idea that a perpetual struggle went on between primeval forces of Law and Chaos. No, not forces exactly. Modes of existence? A terrestrial reflection of the spiritual conflict between heaven and hell? In any case, humans were the chief agents on earth of Law, though most of them were so only unconsciously and some, witches and warlocks and evildoers, had sold out to Chaos.​

So in Chainmail we get mostly Tolkien-ian troop types, divided up into sides that are named using terminology from Anderson. Anderson, Tolkien, Howard, and Moorcock are the only fantasy authors named in Chainmail afaik.

Law and Chaos only become Moorcock-ian later on in D&D, once they need to 'make room' for Good and Evil as separate poles.
 


Is it clear that it's initially from Moorcock and not Poul Anderson's Three Hearts & Three Lions? In Playing at the World Jon Peterson considers the latter to be more likely.

Law-Neutrality-Chaos first appears in Chainmail (1971), which is more Tolkien-esque than 1974 OD&D. I'd say the majority of the troop types in Chainmail are either taken entirely from Tolkien or have a Tolkien-ian element. The major conflict in The Lord of the Rings is between good and evil. In Three Hearts & Three Lions, Law = good and Chaos = evil.

Holger got the idea that a perpetual struggle went on between primeval forces of Law and Chaos. No, not forces exactly. Modes of existence? A terrestrial reflection of the spiritual conflict between heaven and hell? In any case, humans were the chief agents on earth of Law, though most of them were so only unconsciously and some, witches and warlocks and evildoers, had sold out to Chaos.​

So in Chainmail we get mostly Tolkien-ian troop types, divided up into sides that are named using terminology from Anderson. Anderson, Tolkien, Howard, and Moorcock are the only fantasy authors named in Chainmail afaik.

Law and Chaos only become Moorcock-ian later on in D&D, once they need to 'make room' for Good and Evil as separate poles.

Hmm! Good points.

Checking the publication dates (1953 for 3 Hearts vs. 1961 for the first Elric story), it appears that Moorcock was influenced by Anderson. Other commentators suggest as much:

"Moorcock expanded upon Anderson": D&D Alignment: Three Hearts and Three Lions
"Moorcock pilfered Anderson": A Very Biased History of Alignment, Part I

It's curious how Anderson's twofold Law vs. Chaos schema meshed so seamlessly with Moorcock's threefold Steinerian influence, which has its own Order vs. Balance vs. Chaos schema. Moorcock explicitly mentions Poul Anderson (and 3 Hearts), and Steiner, and Zoroastrianism as influences here.

And then, in turn, both Anderson and Moorcock (whose schema itself has Anderson+Steinerian+Zoroastrian influences) both directly influence the Gygaxian schema.

You may be right that the Anderson influence is more evident in the Chainmail "stances", while Moorcockian influence comes to fore as the Chainmail stances evolve into the OD&D alignments.
 
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